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作者(中文):許任筑
作者(外文):Hsu, Jen-Chu
論文名稱(中文):探討以虛擬實境模擬思覺失調症狀於大眾同理心與態度的影響
論文名稱(外文):Exploring the impact of virtual reality simulation of schizophrenia symptoms on public empathy and attitude
指導教授(中文):唐文華
區國良
指導教授(外文):Tarng, Wern-Huar
Ou, Kuo-Liang
口試委員(中文):李昆樺
陳嘉琳
口試委員(外文):Lee, Kun-Hua
Chen, Jea-Lin
學位類別:碩士
校院名稱:國立清華大學
系所名稱:學習科學與科技研究所
學號:110291504
出版年(民國):112
畢業學年度:111
語文別:中文
論文頁數:86
中文關鍵詞:虛擬實境思覺失調症同理心態度改變
外文關鍵詞:Virtual RealitySchizophreniaEmpathyAttitude Change
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臺灣新聞媒體常過度渲染思覺失調症(Schizophrenia) 與暴力、免死金牌等負面形象,導致思覺失調症容易被污名化,使得人們對思覺失調症患者可能會抱有排斥、歧視和恐懼的態度。儘管思覺失調症在臨床上很常見,但大眾對於此疾病的理解仍然普遍不足,這樣的情況導致被診斷患有思覺失調症的人面臨社會參與的困難和障礙。虛擬實境(Virtual Reality)技術能使個人身臨其境地體驗接近現實的情境,因此透過虛擬實境體驗具有促進個人對於受到污名的群體產生同理心的潛力。目前有關虛擬實境對同理心和態度與低沉浸度的媒介相比較時是否有效仍有不同結果,且虛擬實境對不同類型同理心的影響的研究相對較少。本研究旨在透過虛擬實境的第一人稱視角情境式敘事,模擬思覺失調患者在正性症狀發作時所遭遇的情境和狀況,探討此模擬體驗系統中對於大眾在同理心及態度上改變的可能性,以及對於思覺失調症患者在同理心中同理情緒與個人痛苦及情感同理和認知同理的影響效果,以瞭解不同媒介的裝置對不同面向同理反應的影響。
本研究之參與者(N=60)分別為實驗組使用虛擬實境裝置(N =30),以及對照組使用桌上型電腦觀看影片(N =30),並藉由體驗後自我報告之同理心、態度、空間臨場感等問卷來比較其差異。研究結果顯示,藉由虛擬實境模擬思覺失調症狀,可以顯著提升受測者對於思覺失調症患者的同理情緒、認知同理、情感同理;在態度層面上,不同沉浸媒介的體驗都對態度有顯著影響,並且虛擬實境的臨場感可以促進更高的體驗,從而獲得更好的同理與態度提升,證實了以第一人稱敘事的虛擬實境體驗在推動同理心教育與思覺失調症衛生教育上的潛力。
The Taiwanese news media often sensationalize schizophrenia by linking it to violence and sensational stories, leading to the stigmatization of schizophrenia. This stigma can result in exclusion, discrimination, and fear towards individuals with schizophrenia. Despite schizophrenia being a common clinical condition, there is still a general lack of understanding among the public, which creates significant social participation difficulties and barriers for those diagnosed with schizophrenia. Virtual reality (VR) presents a promising medium with great potential to foster empathy toward stigmatized groups. This study aims to simulate the experiences and situations encountered by individuals with schizophrenia during positive symptom episodes through a first-person perspective narrative in a VR environment. It investigates the potential impact of this simulated experience on empathy and attitudes among the public, as well as its effects on emotional empathy, personal distress, and cognitive empathy towards individuals with schizophrenia, to understand how different VR devices influence empathy responses in various dimensions.
In this study, participants (N=60) were divided into an experimental group using a virtual reality device (N=30) and a control group using a desktop computer to watch the video (N=30). Their empathy, attitudes, spatial presence, and other measures were assessed through questionnaires administered after the VR experience. The results showed that VR, as a medium for fostering mutual understanding, enhanced empathy and attitudes toward individuals with schizophrenia. Additionally, the sense of presence in VR facilitated greater engagement, leading to more positive outcomes. This research confirms the potential of VR experiences employing a first-person narrative in promoting empathy education and mental health awareness regarding schizophrenia.
摘要 II
壹、緒論 1
第一節、 研究背景 1
第二節、 研究目的 3
第三節、 重要名詞解釋 5
貳、文獻探討 6
第一節、思覺失調症 6
(一)、思覺失調症疾病特徵與診斷 6
(二)、思覺失調症改名及媒體與文化塑造之形象 8
第二節、同理心 9
(一)、同理心的定義與特質 9
(二)、群體接觸、換位思考和同理心 11
(三)、同理心的測量 12
第三節、虛擬實境發展與運用 13
(一)、虛擬實境的定義與技術 13
(二)、虛擬實境的特性 15
(三)、虛擬實境的教育應用 18
(四)、虛擬實境與帶入同理 19
第四節、小結 25
參、研究方法 27
第一節、 研究設計 27
第二節、 研究對象與研究流程 28
第三節、 研究體驗系統設計與開發 31
(一)、系統開發環境與工具 31
(二)、系統體驗設計 32
第四節、 研究工具 38
肆、研究結果 44
第一節、樣本描述性統計 44
第二節、研究結果分析 45
伍、結論與建議 57
第一節、研究結論 57
第二節、研究貢獻 60
第三節、研究限制與未來建議 61
參考文獻 64
附錄 73
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