| Literature DB >> 31904577 |
Brittany A Zulkiewicz1, Vanessa Boudewyns1, Catherine Gupta1, Ari Kirschenbaum2, Megan A Lewis1.
Abstract
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. ©Brittany A Zulkiewicz, Vanessa Boudewyns, Catherine Gupta, Ari Kirschenbaum, Megan A Lewis. Originally published in JMIR Serious Games (http://games.jmir.org), 06.01.2020.Entities:
Keywords: 360-degree video; empathy; health personnel; medical education; migraine disorders; virtual reality
Year: 2020 PMID: 31904577 PMCID: PMC6971508 DOI: 10.2196/15422
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Empathy and engagement for 360-degree video by device type and headphone use.
| Item | All (N=77), mean (SD) | Device type | Headphones | ||||
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| Desktop/laptop (n=48), mean (SD) | Mobile/tablet (n=29), mean (SD) | No (n=31), mean (SD) | Yes (n=46), mean (SD) | ||
| Total time viewing stimuli (seconds) | 162.8 (86.2) | 171.7 (100.7) | 148.0 (52.8) | 154.1 (67.7) | 175.7 (108.0) | ||
| Rating of qualitya | 8.3 (1.6) | 8.5 (1.5) | 7.9 (1.8) | 8.3 (1.6) | 8.2 (1.7) | ||
| Immersion (I felt immersed in the [video/story].)b | 3.1 (0.8) | 3.3 (0.8)c | 2.8 (0.8)c | 3.1 (0.8) | 3.1 (0.9) | ||
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| I could feel the person’s emotions | 3.0 (0.9) | 3.1 (1.0) | 2.8 (0.9) | 3.1 (0.7) | 2.9 (1.1) | |
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| I can understand what the person was going through | 3.2 (0.9) | 3.4 (0.8)c | 2.9 (1.0)c | 3.3 (0.9) | 3.2 (0.9) | |
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| I can relate to what the person was going through | 2.9 (1.2) | 3.1 (1.1) | 2.7 (1.2) | 3.0 (1.1) | 2.9 (1.2) | |
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| I can identify with the person | 2.7 (1.2) | 2.7 (1.3) | 2.6 (1.1) | 2.8 (1.2) | 2.6 (1.2) | |
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| The video is memorable | 4.1 (0.8) | 4.2 (0.7) | 3.9 (0.8) | 4.1 (0.7) | 4.1 (0.8) | |
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| The video is misleading | 2.2 (0.7) | 2.2 (0.8) | 2.3 (0.8) | 2.2 (0.8) | 2.3 (0.7) | |
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| The video is informative | 3.9 (0.7) | 4.1 (0.7)c | 3.6 (0.7)c | 3.9 (0.6) | 3.9 (0.8) | |
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| The video held my attention | 4.2 (0.7) | 4.3 (0.7) | 4.0 (0.8) | 4.2 (0.8) | 4.2 (0.7) | |
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| I liked the video | 3.9 (0.8) | 4.0 (0.9) | 3.7 (0.7) | 3.9 (0.8) | 3.9 (0.9) | |
| Watching the 360-degree video changed the way that I think about migraines.d | 3.5 (0.8) | 3.6 (0.8) | 3.4 (0.8) | 3.3 (0.9)c | 3.7 (0.8)c | ||
aParticipants rated two quality items on a scale of 1 to 5, with 1=low quality and 5=high quality. These items were summed to create a single quality rating with a range of 2 to 10, with 2=low quality and 10=high quality.
bParticipants rated items on a scale of 0=not at all to 4=completely.
Denotes a significant difference between groups (P<.05)
dParticipants rated items on a scale of 1=strongly disagree to 5=strongly agree.
Comparison of 360-degree video Web embedding options as of September 2018.
| Platform | Cost | Supported mobile operating systemsa | Video hosting | Player customizationb |
| YouTube | Free | Android | Yes | Limited |
| Vimeo | $7.99/month | Android | Yes | Full |
| Google VR View for the Web | Free | Android, iOS | No | Full |
| OmniVirt (Basic) | Free | Android, iOS | Yes | None |
| OmniVirt (Premium) | $500/month | Android, iOS | Yes | Full |
aAll options considered support for 360-degree video embedding on all PC operating systems.
bFull player customization allows users to remove the logo, disable links to open video on platform, and disable full-screen view for optimal embedding for research.