“Virtual Reality Application That Leverages the Proteus Effect to Make Blood Donation a Positive Experience” by Usui and Kobayashi – ACM SIGGRAPH HISTORY ARCHIVES

“Virtual Reality Application That Leverages the Proteus Effect to Make Blood Donation a Positive Experience” by Usui and Kobayashi

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Title:

    Virtual Reality Application That Leverages the Proteus Effect to Make Blood Donation a Positive Experience

Session/Category Title:   Augmented & Virtual Reality


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Abstract:


    In Japan, the reluctance of young people to donate blood has become a social issue. In this study, for the purpose of deterring the trend among young people not to donate blood, we propose a virtual reality (VR) application that changes blood donation into a positive experience by gradually changing the appearance of an avatar from a normal state to a state full of energy according to the elapsed time of blood donation. As a result of a comparison experiment between the proposed method to change blood donation into a positive experience and a method to distract attention by stimulation, it was clarified that the pain of blood donation was significantly alleviated through the proposed method.

References:


    [1]
    The Japan Times. 2023, October 31. Concerns mount for elderly as fewer Japanese donate blood.

    [2]
    Hirofumi Monobe, Hiroyoshi Teruya, Osamu Ebihara, and Satoshi Asano. 2006. The Factor Analysis of Blood Donation Behavior among Youth. The Journal of Education and Health Science, 52(2), 146-154. https://doi.org/10.32311/jsehs.52.2_146

    [3]
    Jeff Tarrant, John S. Abrams, and Rachel Jackson. 2019. The Impact of Virtual Reality on Mood States Prior to Blood Donation. Scholarly Journal of Psychology and Behavioral Sciences, 2(5), 254-256. https://doi.org/10.32474/SJPBS.2019.02.000150

    [4]
    Suchitra Pandey, Ruchika Goel, Jennifer Kapral, Theodore Kieffer, Jason Kang, Hunter Shaffer, Daniela Hermelin, and Beth Hartwell. The use of mixed reality technology within the donor collection experience. 2024. Transfusion, 64(2), 315?324. https://doi.org/10.1111/trf.17712

    [5]
    Thomas L. Webb, Eleanor Miles, and Paschal Sheeran. 2012. Dealing with feeling: A meta-analysis of the effectiveness of strategies derived from the process model of emotion regulation. Psychological Bulletin, 138(4), 775-808. https://doi.org/10.1037/a0027600

    [6]
    Masato Kawabata, Fumie Yamazaki, Deborah W. Guo, and Nikos L. D. Chatzisarantis. 2016. Advancement of the Subjective Vitality Scale: examination of alternative measurement models for Japanese and Singaporeans. Scandinavian Journal of Medicine and Science in Sports, 27(12), 1793-1800. https://doi.org/10.1111/sms.12760


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