![]() ![]() Their strategies included the Body ownership illusion through multisensory and motor perspective taking, which if induced, could modulate bias, mimicry, similarity and emotion after the experience. In VR, we can also elicit presence, the illusion of being in the virtual world (Place Illusion, PI), and the extent to which the situation and events seemed to be really happening (Plausibility Illusion, Psi) ( Slater, 2009).īertrand et al.’s (2018) study, highlighted immersive embodied virtual reality (EVR) strategies for empathy. We can create experiences that genuinely show people how it is to take the place of somebody else and create a narrative that unfolds around them and therefore people can focus on the events that are happening around them and how they make them feel and go through a more genuine experience of what is like to be that person. With VR, we can show experiences from any point of view, therefore we no longer must rely on people’s imagination. As Slater and Sanchez-Vives (2016) state, “the primary technological goal of VR is to realize perception through natural sensorimotor contingencies to the best extent possible.” People can turn their heads, like in real life, to look around while wearing a head-mounted display (HMD), they can bend over to look under a table, they can reach out their hands to grab objects. The field of Virtual Reality (VR) offers new ways to induce empathy into people. Empathy can be defined as the ability to connect emotionally with another individual and understand his point of view ( Davis, 1983 Galinsky et al., 2008). Furthermore, extensive research by Dan Batson has shown that perspective taking can lead to an increase of empathy, and this can lead to prosocial behaviors toward not only members of stigmatized groups, but toward stigmatized groups as a whole ( Batson et al., 1997, 2003 Lamm et al., 2007). ![]() A reliable method that has been shown in reducing negative social stereotyping is perspective taking, which can be defined as the cognitive capacity to perceive the world from another person’s viewpoint ( Davis, 1983 Perdue and Gurtman, 1990 Shechtman and Tanus, 2006 Galinsky et al., 2008 Tomasello, 2009 Zaki and Ochsner, 2012). Members of stigmatized groups are often discriminated against in their workplace, educational settings, health care, and the criminal justice system ( Sidanius and Pratto, 2001). Further research is needed to investigate how sensorimotor contingencies can be exploited to the fullest to be used as an effective method to induce empathy and change attitudes toward stigmatized by society people. Finally, participants in the SC condition reported significantly higher levels of Place Illusion (PI), body ownership, agency and plausibility of people. In both groups there were a within group significant change in their reported attitudes before and after their exposure. Results demonstrate a strong correlation between closeness to the drug user and empathy in the SC group. In this study, we compared a perspective-taking immersive Virtual Reality system which supports a number of sensorimotor contingencies (SC group) with a perspective-taking desktop system of the same application but without support of any sensorimotor contingencies (NSC group), to investigate the effect of the supported sensorimotor contingencies in promoting empathy and positive attitudes toward drug users. Through the support of sensorimotor contingencies, people can use natural movements to view and interact with the virtual world around them. ![]() Virtual Reality provides an immersive way to virtually experience the lives of stigmatized by society members. Perspective taking techniques have been used to transport people into imaginary situations and the lives of others. ![]()
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