skip to main content
10.1145/3544549.3583903acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
demonstration

Exploring the impact of VR and embodiment on environmental literacy

Published: 19 April 2023 Publication History

Abstract

Reduction of global bee populations is one of the relevant topics in the list of environmental issues defined in the United Nations Sustainable Development Goals Agenda. Virtual Reality technologies can play a strategic role in raising awareness and education for sustainability by allowing users to visualize, demonstrate and emphasize information, making it more accessible. Virtual Reality can also elicit emotional involvement, which is important for influencing user behavior. The authors have designed and developed an educational Virtual Reality application called Colonies, which allows users to understand the issues related to the bee problem and empathize with bee colonies. The experience also offers suggestions for more sustainable behaviors.

Supplementary Material

VTT File (3544549.3583903-preview.vtt)
VTT File (3544549.3583903-walkthrough.vtt)
MP4 File (3544549.3583903-walkthrough.mp4)
Walkthrough Video
MP4 File (3544549.3583903-preview.mp4)
Video Preview

References

[1]
Cf, O. D. D. S. 2015. Transforming our world: the 2030 Agenda for Sustainable Development. United Nations: New York, NY, USA.
[2]
Patel, V., Pauli, N., Biggs, E., Barbour, L., & Boruff, B. 2021. Why bees are critical for achieving sustainable development. Ambio, 50, 49-59.
[3]
Carmi, N., Arnon, S., & Orion, N. 2015. Transforming environmental knowledge into behavior: The mediating role of environmental emotions. The Journal of Environmental Education, 46(3), 183-201.
[4]
Kollmuss, A., & Agyeman, J.2010. Environmental Education Research Mind the Gap: Why do people act environmentally and what are the barriers to pro-environmental behavior? Taylor & Francis, 8(3), 239–260. https://doi.org/10.1080/13504620220145401
[5]
Dirksen, J., Di Tommaso, D., & Plunkett, C. 2019. Augmented and Virtual Reality for Behavior Change. The ELearning Guild.
[6]
Schutte, N. S., & Stilinović, E. J. 2017. Facilitating empathy through virtual reality. Motivation and emotion, 41(6), 708-712.
[7]
Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience?. Computers in human behavior, 78, 64-73.
[8]
Ronaghi, M. H.2022. The effect of virtual reality technology and education on sustainable behavior: A comparative quasi-experimental study. Interactive Technology and Smart Education.
[9]
Calvi, L., Santos, C. P., Relouw, J., Endrovski, B., Rothwell, C., Sara, A., Pantaleo, U. 2017. A vr game to teach underwater sustainability while diving. In Proceedings of the 5th IFIPconference on sustainable internet and ICT for sustainability, SustainIT, 2017 (pp. 1e4).
[10]
Fonseca, D., & Kraus, M. 2016. A comparison of head-mounted and hand-held displays for 360 videos with focus on attitude and behavior change. In Paper presented at Academi-cMindtrek ‘16. Tampere. New York, NY: ACM.
[11]
Kilteni, K., Groten, R., & Slater, M. 2012. The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387.
[12]
Fauville G., Muller Queiroz A. C., Bailenson J. N. 2020. Virtual reality as a promising tool to promote climate change awareness.  In Technology and Health Promoting Attitude and Behavior Change 2020, Pages 91-108, https://doi.org/10.1016/B978-0-12-816958-2.00005-8
[13]
Liu, X., Qian, Y., & Evans, M. 2017. If you were a tree. Virtual reality opens up a novel perspective in storytelling and engagement. It's what seeded our VR film projects TreeSense and  Tree. Retrieved from https://www.media.mit.edu/posts/tree-treesense/
[14]
Krekhov A., Cmentowski S., Krüger J. 2019. The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games. Published in: 2019 IEEE Conference on Games (CoG). London, UK
[15]
Shin, D., & Biocca, F. 2017. Exploring immersive experience in journalism what makes people empathize with and embody immersive journalism? New Media and Society, 19(11), 1e24. http://dx.doi.org/10.1177/1461444817733133.
[16]
Haraway, D. 2016. Staying with the Trouble: Making Kin in the Chthulucene. Durham (N.C.) ; London: Duke University Press.
[17]
Clerici, M., Boffi, P., Lanzi, P. L., Coppola, L., Murone, C., & Gallace, A. (2022, October). One day in a Roman Domus: Human Factors and Educational Properties Involved in a Virtual Heritage Application. In 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 692-697). IEEE.
[18]
Schrepp, M., Hinderks, A., & Thomaschewski, J. 2017. Design and evaluation of a short version of the user experience questionnaire (UEQ-S). International Journal of Interactive Multimedia and Artificial Intelligence, 4 (6), 103-108.
[19]
Hassenzahl, M., Burmester, M., & Koller, F. 2003. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In Mensch & computer 2003 (pp. 187-196). Vieweg + Teubner Verlag.
[20]
Law, E. L. C., Kickmeier-Rust, M. D., Albert, D., & Holzinger, A. 2008. Challenges in the development and evaluation of immersive digital educational games. In Symposium of the Austrian HCI and Usability Engineering Group (pp. 19-30). Springer, Berlin, Heidelberg.
[21]
Roth, D., & Latoschik, M. E. 2019. Construction of a validated virtual embodiment questionnaire. arXiv preprint arXiv:1911.10176.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
April 2023
3914 pages
ISBN:9781450394222
DOI:10.1145/3544549
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 April 2023

Check for updates

Qualifiers

  • Demonstration
  • Research
  • Refereed limited

Conference

CHI '23
Sponsor:

Acceptance Rates

Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 274
    Total Downloads
  • Downloads (Last 12 months)142
  • Downloads (Last 6 weeks)31
Reflects downloads up to 22 Jan 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Full Text

View this article in Full Text.

Full Text

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media