Presentation at BCSS on embodied interaction for persuasive purposes. Work building on two students and of Randy Klaassen, Robby van Delden, Joanneke VanDerNagel, Matienne van der Kamp, Boony Thio, and Dirk Heylen. An interactive playground and VR solution for promoting self-management and substance abuse therapy.
The paper can be found here:
http://ceur-ws.org/Vol-2340/09-BCSS2019_paper.pdf .
Traditional Agroforestry System in India- Shifting Cultivation, Taungya, Home...
BCSS workshop contribution: out of body experiences
1. In Body Experiences:
Persuasion by Doing
*Building on work of Denise van Ingen and Joost van Aggelen
Randy Klaassen1, Robby van Delden1, Joanneke VanDerNagel1,2
Matienne van der Kamp3, Boony Thio3, and Dirk Heylen1
1Human Media Interaction, University of Twente
2Tactus Addiction Treatment
3Pediatric Department Medical Spectrum Twente
3. Embodied Persuasion (type I)
• Movements and posture might impact attitudes
and self-image (Briñol, 2008/2009)
• Smiling and nodding
• Writing with non-dominant hand decreasing confidence
*WARNING*:
recently, some cited studies in their overview did not
survive the replication crisis
4. Embodied Persuasion (type II)
• Static (multi-modal) triggers (e.g. visuals)
• Mentally linked to a movement or physical counterpart
(e.g. van Rompay 2014 @PT)
van Rompay et al. 2019, picture UTodayTe Vaarwerk, Rompay, Okken (2015)
5. interpreted …. grounded cognition theory….
picture in the lower part of the package would automatically
activate the “strong is heavy” metaphor.
(Anna Fenko, Roxan de Vries and Thomas van Rompay (2018)
9. Case 1
Asthma Self-Management
• Asthma is the most common chronic disease for
kids
• 9-15%
• Symptoms: shortness of breadth, turning blue,
coughing, wheezing
• In risk of low quality of life: bullied, limited activity
10. Case 1
Asthma Self-Management
• Dangers for Education & Self-management
• Acceptance
• Over-protective / restrictive
• Goals
• Promote active life style
• Avoiding (certain) triggers
• Medication and dealing with asthma attacks
• Appropriate nutrition (not implemented yet in this case)
• Building on the PSD model
11. Sociale robots kunnen een manier van interactie bieden die als
comfortabeler, interessanter, en potentieel minder bedreigend
kan worden ervaren door kinderen met een ASC.
DE “SOCIALE ROBOTS VOOR ASC”
HYPOTHESE
www.airplayproject.nl
15. Explorative Evaluations
E-health convention
- 60 people from regional health care organizations
- Only 4 actively explored the playground (another room)
- Many correct triggers included
- Worried about recognition of the triggers
- 21 students, in 2 sessions
- Understanding Dutch (spoken instructions)
- Sound and visuals a bit hard to understand
- Both positive and negative physical activity was
confusing
17. Explorative Evaluations
6 Children with Asthma @Hospital
- Slightly younger 3-9 (intended 6+)
- 3x 6-9 years old
- 4 played together with their parent
- What did you like?
“Everything!”
- 3 Loved the physical activity performed
- Most children were too shy to answer all questions
- 2 children got to know new triggers
- Cared about their scores
- Positive & negative PA trigger was not clear
- Some tech issues to fix
18. Case 2
Addiction treatment
• Therapy sessions on substance abuse for people
with intellectual disabilities (i.e. IQ 50-85 and
limited adaptive skills)
19.
20. The six D's
• Deals,
• Distance,
• Distraction,
• Declaring,
• Different thinking different acting,
• Doing great
21. The six D’s in the VR bar
• Deals, (response consequence),
• Distance, the user can leave the bar by going out
the door and entering an outside area.
• Distraction, play a game of darts
• Declaring, pick up a mobile phone and make a call
• Different thinking different acting, other drinks
• Doing great, the pleasantness of the experience
Different then Exposure Therapy
22. • Iterative process with clients and therapists
• Virtual environments developed in Unity 3D
• HTC Vive
23.
24.
25. Results
7 participants, 5 treatment-providers
Observations, Think aloud, qualitative interviews
Version 1- Bar:
• Personalization is important,
• E.g. color of cigarette paper, brand of beer
• Complexity is overwhelming
Version 2- Coffeeshop:
• Appreciated changed features
• Thought VR activity could reduce craving and train self-
control techniques
26.
27. Next steps
• Re-Play, games to persuade to stop playing games
/learn to play outside for children with CP and DCD
• Asthma, home-monitoring project
• .....
28. THANK YOU
Small request:
Please help us and point out limitations, other work
and directions to improve this paper into a full
submission at a journal/other venue
Editor's Notes
Developmental psychology
Unfortunately,
physical activity can also be a trigger for an asthma attack,
context
Bigger picture
Explain
Insights and things to take into account over conclusive results
influenced ability to play
Insights and things to take into account over conclusive results
influenced ability to play
Most common answer Everything
Children were asked to play but parents were not discouraged from joining, giving a more representative view
Distance - The user can leave the bar by going out the door and entering an
outside area.
{ Deals - This is a response consequence and is not implemented.
{ Distraction - The user can play a game of darts in the bar.
{ Declaring - The user can pick up a mobile phone to make a phone call, see
Figure 3.
{ Dierent thinking dierent acting - The user can choose other drinks such
as coee and soda instead of alcoholic drinks.
{ Doing great - Making it a pleasant experience in the virtual environment
when the user makes the right choices.
Distance - The user can leave the bar by going out the door and entering an
outside area.
{ Deals - This is a response consequence and is not implemented.
{ Distraction - The user can play a game of darts in the bar.
{ Declaring - The user can pick up a mobile phone to make a phone call, see
Figure 3.
{ Dierent thinking dierent acting - The user can choose other drinks such as coffee and soda instead of alcoholic drinks.
{ Doing great - Making it a pleasant experience in the virtual environment
when the user makes the right choices.