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Virtual reality supports perspective taking in cultural heritage interpretation

Bibliographic Data

ID21563797
AuthorsChiara Lucifora (0000-0003-1139-1548, National Research Council, corresponding author), Massimiliano Schembri (0000-0001-9625-0052, National Research Council), Francesco Poggi (0000-0001-6577-5606, National Research Council), G Grasso (0000-0002-8866-1262, University of Messina), Giorgio M Grasso, Aldo Gangemi (0000-0001-5568-2684, National Research Council)
Year2023
Volume148
Pages107911
Publication date2023-11-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueComputers in Human Behavior (JOURNAL)
Journal identifiersISSN: 0747-5632 • E-ISSN: 1873-7692
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.chb.2023.107911
OpenAlexW4385755221
LanguageEN
Citations received7
References cited34

Our research proves that virtual reality (VR) technology can be used to encourage users to adopt an alternative point of view through a virtual embodiment. Our results extend previous studies showing that emotional responses are evoked in virtual environments (Meuleman and Rudrauf, 2018) and arouse the sense of empathy (Ventura et al., 2020). To this end, we built a virtual museum, where different avatars can interact with experimental subjects to discuss emotional and value-driven interpretations related to artworks, aiming at bootstrapping user's interpretation-reflection loops (IRL) (Daga et al., 2022). IRL consists in encouraging the user to (a) provide a point of view, (b) to know about another point of view, and (c) to possibly take a different perspective. In line with recent literature, our results are based on the analysis of dialogue, and on the psychophysiological response of the users, showing that a VR-driven methodology can both develop a sense of embodiment, and maximize the human capacity to take another's point of view. Results also confirm that the use of immersive VR can be a valid tool to promote empathy through an embodied experience

Embodied cognition · Empathy · Human–computer interaction · Perspective-taking · Virtual reality · Action Observation and Synchronization · Computer Science · Psychology · Social Psychology · Urban Green Space and Health · Virtual Reality Applications and Impacts · Artificial Intelligence

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Unique citing works7
Citations per year2.33
Citation span2023 - 2026 (4)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 7

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