Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned
Autor: | Ari Kirschenbaum, Vanessa Boudewyns, Brittany Zulkiewicz, Megan A. Lewis, Catherine Gupta |
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Rok vydání: | 2020 |
Předmět: |
Computer science
media_common.quotation_subject Biomedical Engineering Physical Therapy Sports Therapy and Rehabilitation Empathy Online study Information technology 02 engineering and technology Stimulus (physiology) Virtual reality health personnel computer.software_genre Health personnel Viewpoint migraine disorders Health care Patient experience 0202 electrical engineering electronic engineering information engineering 0501 psychology and cognitive sciences empathy 050107 human factors media_common Multimedia business.industry 05 social sciences Rehabilitation 020207 software engineering T58.5-58.64 Digital health Computer Science Applications Psychiatry and Mental health virtual reality 360-degree video Public aspects of medicine RA1-1270 medical education business computer |
Zdroj: | JMIR Serious Games, Vol 8, Iss 1, p e15422 (2020) JMIR Serious Games |
ISSN: | 2291-9279 |
DOI: | 10.2196/15422 |
Popis: | Due to the accessibility of omnidirectional cameras to record 360-degree videos and the technology to view the videos via mobile phones and other devices, 360-degree videos are being used more frequently to place people in different contexts and convey health-related information. Increasingly, 360-degree videos are being employed in health marketing because they have the potential to enhance health-related attitudes and behaviors. As a case study on how this technology may be used for health-related information and its effect on health care providers, we created a 360-degree video that portrays the experience of a migraine sufferer to be used as a stimulus in an online study. We describe the challenges and lessons learned in designing and implementing a 360-degree video as part of an online experiment focused on inducing empathy among clinicians for understanding patient experience. Given the rapid change in digital technology, future research can use this knowledge to design and implement 360-degree video studies more effectively. |
Databáze: | OpenAIRE |
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