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Wechsler, Theresa F. ; Brockelmann, Martin ; Kulik, Konstantin ; Kopf, Felicitas M. ; Kocur, Martin ; Lankes, Michael ; Mühlberger, Andreas ; Wolff, Christian

SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders

Conference or workshop item

Wechsler, Theresa F., Brockelmann, Martin, Kulik, Konstantin, Kopf, Felicitas M., Kocur, Martin , Lankes, Michael, Mühlberger, Andreas and Wolff, Christian (2021) SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders. In: 2021 Annual Symposium on Computer-Human Interaction in Play, October 18–21, 2021, Virtual Event, Austria.

DOI to cite this document: 10.5283/epub.51564


Abstract

Specific phobias like spider phobia represent a frequent mental health problem in children and adolescents, demanding innovative prevention and treatment approaches. We therefore develop an eye tracking supported Virtual Reality serious game for school-aged children, realizing gaze interactions to promote attention towards, and positive experiences during exposure to spiders. Within pilot studies ...

Specific phobias like spider phobia represent a frequent mental health problem in children and adolescents, demanding innovative prevention and treatment approaches. We therefore develop an eye tracking supported Virtual Reality serious game for school-aged children, realizing gaze interactions to promote attention towards, and positive experiences during exposure to spiders. Within pilot studies in adults (n=30) and children (n=14) without fear of spiders, we assessed positive and negative affect during prototype gaze feedback through five different variants: If gazed for few seconds, the virtual spider changed into a shrunk, a rainbow coloured, or dying spider, or morphed into a smileyball, or speaks friendly. We found the highest positive affect for the rainbow and smileyball variant, followed by the shrunk and friendly speaking variant. In contrast, the dying variant was excluded due to the possible induction of negative affect. Findings indicate eligible variants for the further development of the VR serious game.



Involved Institutions


Details

Item typeConference or workshop item (Paper)
PublisherAssociation for Computing Machinery
Page Rangepp. 74-79
Date2021
Date of publication03 Feb 2022 08:48
Additional Information (public)Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
InstitutionsLanguages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Informatics and Data Science > Department Human-Centered Computing > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Identification Number
ValueType
10.1145/3450337.3483463DOI
Keywordsvirtual reality, eye tracking, gaze interaction, serious game, spider phobia
Dewey Decimal Classification000 Computer science, information & general works > 004 Computer science
StatusPublished
RefereedYes, this version has been refereed
Created at the University of RegensburgYes
URN of the UB Regensburgurn:nbn:de:bvb:355-epub-515645
Item ID51564

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