Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376582
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Reflexive VR Storytelling Design Beyond Immersion: Facilitating Self-Reflection on Death and Loneliness

Abstract: This research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We created Anonymous, an interactive CVR piece that employs a reflexive storytelling method. This method is based on distancing effects and is used to elicit audience awareness and self-reflection about loneliness and death. To understand the audience's experiences, we conducted in-depth interviews to study which design factors and elements prompted reflexive thoughts and feelings. Our findings highlight how the au… Show more

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Cited by 20 publications
(6 citation statements)
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“…After our initial research and planning stage, we began thinking about how to create an initial VR prototype. As others have previously noted (Bahng et al, 2020), designing VR applications is a complex activity, and there are few generalisable frameworks to inform the VR design process.…”
Section: Shaci Design Frameworkmentioning
confidence: 99%
“…After our initial research and planning stage, we began thinking about how to create an initial VR prototype. As others have previously noted (Bahng et al, 2020), designing VR applications is a complex activity, and there are few generalisable frameworks to inform the VR design process.…”
Section: Shaci Design Frameworkmentioning
confidence: 99%
“…In the context of breastfeeding, previous work [30,72] has highlighted the potential of immersive interactive systems such as games or XR systems as a means of communicating the lived experience to parents-to-be. Here, the latest generation of VR systems in particular offers an opportunity to fully immerse users in experiences that are otherwise hard to access at a high level of fidelity, and it has previously been used to simulate sensitive situations, for example, witnessing acts of racial discrimination [19], confrontational customer behaviour [23], or prompting reflection on death and isolation [6]. In our work, we leverage this potential to provide parents-to-be with a first-person experience of earlystage breastfeeding in different settings, directly transposing users into different scenarios that reflect challenges associated with the lived experience of breastfeeding.…”
Section: Technology To Support Breastfeedingmentioning
confidence: 99%
“…The youngest child was 15 months old (SD=9.45), and the breastfeeding duration of the youngest child was up to 1 month (1), up to 3 months (2), up to 6 months (2), up to 9 months (1) and up to one year or longer (10). Participants resided in Western Europe, but grew up in Western Europe (6), Eastern Europe (5), Southern Europe (4), South Asia (1), Southeast Asia (1), East Asia (1), South America (1).…”
Section: Participants and Proceduresmentioning
confidence: 99%
“…Claims that VR could be "the next big thing for mental health" (Martin, 2019) emerged before COVID-19 (Srivastava et al, 2014). Previous work shows VR can help individuals form meaningful social bonds with distant others (Tarr et al, 2018;Wiederhold, 2018), cope with loneliness (Bahng et al, 2020), and improve mood (Browning et al, 2020). Moreover, VR applications designed for vulnerable populations to engage in social activities (e.g., singing) can contribute to mental well-being via heightened connectedness and enjoyment (Tamplin et al, 2020).…”
Section: Virtual Reality's Social Potentialmentioning
confidence: 99%