| Download ( PDF | 740kB) |
SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders
Wechsler, Theresa F., Brockelmann, Martin, Kulik, Konstantin, Kopf, Felicitas M., Kocur, Martin
, Lankes, Michael, Mühlberger, Andreas und 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.
Veröffentlichungsdatum dieses Volltextes: 03 Feb 2022 08:48
Konferenz- oder Workshop-Beitrag
DOI zum Zitieren dieses Dokuments: 10.5283/epub.51564
Zusammenfassung
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.
Alternative Links zum Volltext
Beteiligte Einrichtungen
Details
| Dokumentenart | Konferenz- oder Workshop-Beitrag (Paper) | ||||
| Verlag: | Association for Computing Machinery | ||||
|---|---|---|---|---|---|
| Seitenbereich: | S. 74-79 | ||||
| Datum | 2021 | ||||
| Zusätzliche Informationen (Öffentlich) | Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play | ||||
| Institutionen | Sprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff) Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff) | ||||
| Identifikationsnummer |
| ||||
| Stichwörter / Keywords | virtual reality, eye tracking, gaze interaction, serious game, spider phobia | ||||
| Dewey-Dezimal-Klassifikation | 000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik | ||||
| Status | Veröffentlicht | ||||
| Begutachtet | Ja, diese Version wurde begutachtet | ||||
| An der Universität Regensburg entstanden | Ja | ||||
| URN der UB Regensburg | urn:nbn:de:bvb:355-epub-515645 | ||||
| Dokumenten-ID | 51564 |
Downloadstatistik
Downloadstatistik