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在数字健康研究中使用360度视频作为研究刺激因素:经验教训。

Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned.

作者信息

Zulkiewicz Brittany A, Boudewyns Vanessa, Gupta Catherine, Kirschenbaum Ari, Lewis Megan A

机构信息

Center for Communication Science, RTI International, Research Triangle Park, NC, United States.

Multimedia Communication Services, RTI International, Research Triangle Park, NC, United States.

出版信息

JMIR Serious Games. 2020 Jan 6;8(1):e15422. doi: 10.2196/15422.

DOI:10.2196/15422
PMID:31904577
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6971508/
Abstract

Due to the accessibility of omnidirectional cameras to record 360-degree videos and the technology to view the videos via mobile phones and other devices, 360-degree videos are being used more frequently to place people in different contexts and convey health-related information. Increasingly, 360-degree videos are being employed in health marketing because they have the potential to enhance health-related attitudes and behaviors. As a case study on how this technology may be used for health-related information and its effect on health care providers, we created a 360-degree video that portrays the experience of a migraine sufferer to be used as a stimulus in an online study. We describe the challenges and lessons learned in designing and implementing a 360-degree video as part of an online experiment focused on inducing empathy among clinicians for understanding patient experience. Given the rapid change in digital technology, future research can use this knowledge to design and implement 360-degree video studies more effectively.

摘要

由于全向摄像机能够录制360度视频,且具备通过手机和其他设备观看此类视频的技术,360度视频正越来越频繁地被用于将人们置于不同情境中,并传达与健康相关的信息。360度视频在健康营销中的应用日益广泛,因为它们有潜力改善与健康相关的态度和行为。作为一项关于该技术如何用于健康相关信息以及其对医疗保健提供者影响的案例研究,我们制作了一个360度视频,描绘偏头痛患者的经历,以用作在线研究中的刺激因素。我们描述了在设计和实施作为在线实验一部分的360度视频时所面临的挑战和吸取的经验教训,该实验旨在促使临床医生产生同理心以理解患者体验。鉴于数字技术的快速变化,未来的研究可以利用这些知识更有效地设计和实施360度视频研究。

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本文引用的文献

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Learning Empathy Through Virtual Reality: Multiple Strategies for Training Empathy-Related Abilities Using Body Ownership Illusions in Embodied Virtual Reality.通过虚拟现实学习同理心:在沉浸式虚拟现实中利用身体所有权错觉训练同理心相关能力的多种策略
Front Robot AI. 2018 Mar 22;5:26. doi: 10.3389/frobt.2018.00026. eCollection 2018.
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Cyberpsychol Behav Soc Netw. 2011 Mar;14(3):99-105. doi: 10.1089/cyber.2010.0100. Epub 2010 Jul 22.
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Cyberpsychol Behav. 2007 Feb;10(1):45-56. doi: 10.1089/cpb.2006.9993.
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Immersion and emotion: their impact on the sense of presence.沉浸感与情感:它们对临场感的影响。
Cyberpsychol Behav. 2004 Dec;7(6):734-41. doi: 10.1089/cpb.2004.7.734.