EmpathyNCT03987269
Embodied Empathy; Virtual Reality and Experiencing Geriatrics
A study testing Embodied Virtual Reality and Narrative Video in people with Empathy, run by Virginia Commonwealth University at 1 site in United States.
Trial summary
The Embodied Empathy pilot study proposes to use VR technology to create original narratives of real life patients from their own perspectives for medical students to embody. Instead of using an animated avatar, researchers will use live-action first-person 220 degree video to capture these vignettes. Read more about this study
- Who is it for?
- Any ageHealthy volunteers can take part
- Conditions the study is for
- Empathy
- What is being tested?
- Embodied Virtual Reality and Narrative Video
- Type of treatment
- Pill or oral medicine, Lifestyle or therapy programme
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 41 participants
- Where
- 1 siteUnited States
- Study dates
- 19 Apr 2019to 12 May 2019
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages Any age
- All sexes
- Healthy volunteers accepted
- Child, Adult, Older adult
Who may be able to join
- Generally healthy 1st year medical students
Who cannot join
- None
Trial locations and contacts
1 site in 1 country.
United States1 site
Virginia Commonwealth University
Richmond, Virginia, 23284
About this study
Official title: Embodied Empathy; Using Virtual Reality Embodiment to Increase Empathy and Reduce Elder Bias in 1st Year Medical Students.
The Embodied Empathy pilot study proposes to use VR technology to create original narratives of real life patients from their own perspectives for medical students to embody. Instead of using an animated avatar, researchers will use live-action first-person 220 degree video to capture these vignettes. In "Virtual Body Swap: A New Feasible Tool to Be Explored in Health and Education," Oliveria discusses the impact of using an actual person as an avatar as opposed to animation. "Many possibilities stem from the concept of body swapping. The relationship between individuals and their own bodies has implications on their ego and own personality. Feeling to be in another person's skin and controlling another body's movement, can facilitate the development of empathy, playing with one's ego and emotions. Such experiments could, for example, be used as a theme for discussion and behavioral changes related to issues such as racism, altruism, inclusion and anorexia, among others" (Oliveria, Bertrand, Lesur, Palomo, Demarzo, and Cebolla, 2016). Although the study will not focus on a true one-to-one body swap, as in BeAnotherLab's The Machine To Be Another, the assertion of a real person as an avatar is essential to our project.
Read the detailed description
The Embodied Empathy pilot study designed for first year medical students intends to bring baseline data, and a formal research study into the embodied VR and empathy training conversation. With very little data supported research happening in the field, there is an abundance of thought, and opinion concerning the potential of embodied VR by academics, the media, and the tech industry. The Embodied Empathy pilot study hopes to build the case for this kind of work as a viable method of experiential training to increase empathy and reduce bias with the implementation of validated scales, controlled data collection, and in depth research through a pilot study, because essentially, it is the study the field needs to move forward in our embodied VR work.
We are Alfred, created by Carrie Shaw of Embodied Labs, is an embodied VR narrative project of an elderly man who has difficulty understanding his doctor's explanation of his diagnosis due to both vision and hearing loss. The VR user sees a visual spot comparable to that which keeps Alfred from fully seeing his doctor and the papers before him. The user also struggles to hear the diagnosis - an embodied loss of hearing. Alfred tries to complete a cognitive test and fails, not because he is not intellectually sound, but because he cannot hear or see what is happening in a meaningful way (Wanshel, 2016, Shaw). Similarly, Embodied Empathy will illuminate the patient's experience, but with the addition of sensorial input, and engaged movement, bringing to light the subtle and not so subtle barriers to patient-centered care. In We are Alfred, the VR user sits passively as they watch Alfred's story unfold in a 360 degree virtual world.
The University of New England has initiated a multi-year educational project that uses VR technology and software from Embodied Labs, focusing on older adult health, but they did not utilize validated scales for data collection or a control group among other limitations (Dyer, Swartzlander, Gugliucci, 2018). A noted difference between the Embodied Labs software, and the Embodied Empathy pilot study is that researchers also incorporate user interaction between the VR world and the real world through sensorial input - touch, smell, interacting with objects, and mimicking the body movements of the patient, whose point of view the students are embodying. Beyond these differences, researchers also hope to produce a pilot study on firmer ground that can be further built upon by ourselves and others in the field with validated scales, and formal research study practices.
The Embodied Empathy pilot study will give medical students the opportunity to proverbially walk a mile in their patients' shoes. Allowing them to embody patients' stories, they will face their hardships and impairments to understand their perspectives and to honor the feeling of identifying with another and wanting to help from a place of deep understanding (Bertrand, Guegan, Robieux, McCall, and Zenasni, 2018). Embodied Empathy has the potential to impact patient care by highlighting movement patterns or lack of movement patterns, identifying states of being, detailing how the patient takes and receives information, being sensitive to the relationship of the patient to the space they occupy, as well as how they move through the world.
Researchers hope the Embodied Empathy pilot study will have an impact on the first year medical student's understanding of what aging means to a body and a person's life with the hopes that the immersive, and embodied VR experience will inspire interest in the field of gerontology.
The VR experience will make immediately palpable a sensorial experience of geriatric patients' daily lives (e.g., difficulty opening a pill bottle, difficulty arising from a sitting position, blurred vision due to glaucoma, decreased memory, depression, etc.), ultimately allowing users to look past patients' external circumstances to humanize and increase the quality of their care.
- Conditions
- Empathy
- Being tested
- Embodied Virtual Reality, Narrative Video
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Embodied Virtual RealityBehavioural
The video will be formatted for viewing within a standard virtual reality headset. Once the video begins, subjects will follow the movements of the new body they are inhabiting in synchronicity to the video. Movement and haptic input include
- Mimicking the hand gestures at the beginning in order to establish the body transfer illusion.
- Shaking someone's hand
- Someone holding the hand and elbow to assist them in standing, taking a few steps and returning to a seated position.
- Shaking hands
- Having their blood pressure taken
- Having their pulse taken
- Fill a pill organizer
- Color a picture
All of the above interactions will be facilitated by the two Co-PI's (Blatter, Ware). Blatter and Ware have been creating and performing similar Virtual Reality Embodiments with haptics for the past year, and to date, have performed hundreds of them for demos, colleagues, students and the public.
Narrative VideoBehavioural
The video will be formatted for a standard flat screen television. Participants will watch the video alone in a standard School of the Arts classroom.
| Study group | Role | What they receive |
|---|---|---|
| Intervention, Virtual Reality Group | Active comparator | The intervention group to experience the virtual reality embodied narrative experience. Receives: Behavioral: Embodied Virtual Reality |
| Control, Narrative Video Group | Placebo comparator | The control group to watch the same narrative video content that has been formatted for standard television Receives: Behavioral: Narrative Video |
What is being measured
The primary outcome is the main question the study is designed to answer.
Change in empathy
Jefferson Scale of Empathy Questionnaire, Self administered Likert scale of 1-7 (Strongly Disagree to Strongly Agree)
Measured: before intervention to 20 minutes
Change in geriatric attitudes
UCLA Geriatric Attitudes Scale, Self administered Likert scale of 1-7 (Strongly Disagree to Strongly Agree)
Measured: before intervention to 20 minutes
Change in embodiment
VR Embodiment Scale, Self administered Likert scale of 1-7 (Strongly Disagree to Strongly Agree)
Measured: before intervention to 20 minutes
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted17 Jun 2019
- Study start19 Apr 2019
- Primary completion12 May 2019
- Study completion12 May 2019
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for EmpathyStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- One intervention group and one control group
- Masking
- None (open label)
- Enrolment
- 41 participants (actual)
Sponsor and investigators
- Lead sponsor
- Virginia Commonwealth University
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
- Investigators
- Jill B Ware, MFA, Principal investigator, Virginia Commonwealth UniversityJohn H Blatter, MFA, Principal investigator, Virginia Commonwealth University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT03987269
- Sponsor's protocol ID
- HM20015472
- Status last verified
- Jun 2019
- First submitted
- 11 Jun 2019
- Last updated
- 18 Jun 2019
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: Data will only be shared out in aggregate form with no personal identifiers.
Study at a glance
From the registry record, last updated by the sponsor on 18 Jun 2019. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Embodied Empathy; Using Virtual Reality Embodiment to Increase Empathy and Reduce Elder Bias in 1st Year Medical Students.
- ClinicalTrials.gov ID
- NCT03987269
- Acronym / sponsor ID
- HM20015472
- Conditions
- Empathy
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 41 participants (actual)
- Lead sponsor
- Virginia Commonwealth UniversityUniversity, hospital or other
- Study start
- 19 Apr 2019 (actual)
- Primary completion
- 12 May 2019 (actual)
- Study completion
- 12 May 2019 (actual)
- First posted
- 17 Jun 2019 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The Embodied Empathy pilot study proposes to use VR technology to create original narratives of real life patients from their own perspectives for medical students to embody. Instead of using an animated avatar, researchers will use live-action first-person 220 degree video to capture these vignettes. In "Virtual Body Swap: A New Feasible Tool to Be Explored in Health and Education," Oliveria discusses the impact of using an actual person as an avatar as opposed to animation. "Many possibilities stem from the concept of body swapping. The relationship between individuals and their own bodies has implications on their ego and own personality. Feeling to be in another person's skin and controlling another body's movement, can facilitate the development of empathy, playing with one's ego and emotions. Such experiments could, for example, be used as a theme for discussion and behavioral changes related to issues such as racism, altruism, inclusion and anorexia, among others" (Oliveria, Bertrand, Lesur, Palomo, Demarzo, and Cebolla, 2016). Although the study will not focus on a true one-to-one body swap, as in BeAnotherLab's The Machine To Be Another, the assertion of a real person as an avatar is essential to our project.
Detailed description
The Embodied Empathy pilot study designed for first year medical students intends to bring baseline data, and a formal research study into the embodied VR and empathy training conversation. With very little data supported research happening in the field, there is an abundance of thought, and opinion concerning the potential of embodied VR by academics, the media, and the tech industry. The Embodied Empathy pilot study hopes to build the case for this kind of work as a viable method of experiential training to increase empathy and reduce bias with the implementation of validated scales, controlled data collection, and in depth research through a pilot study, because essentially, it is the study the field needs to move forward in our embodied VR work.
We are Alfred, created by Carrie Shaw of Embodied Labs, is an embodied VR narrative project of an elderly man who has difficulty understanding his doctor's explanation of his diagnosis due to both vision and hearing loss. The VR user sees a visual spot comparable to that which keeps Alfred from fully seeing his doctor and the papers before him. The user also struggles to hear the diagnosis - an embodied loss of hearing. Alfred tries to complete a cognitive test and fails, not because he is not intellectually sound, but because he cannot hear or see what is happening in a meaningful way (Wanshel, 2016, Shaw). Similarly, Embodied Empathy will illuminate the patient's experience, but with the addition of sensorial input, and engaged movement, bringing to light the subtle and not so subtle barriers to patient-centered care. In We are Alfred, the VR user sits passively as they watch Alfred's story unfold in a 360 degree virtual world.
The University of New England has initiated a multi-year educational project that uses VR technology and software from Embodied Labs, focusing on older adult health, but they did not utilize validated scales for data collection or a control group among other limitations (Dyer, Swartzlander, Gugliucci, 2018). A noted difference between the Embodied Labs software, and the Embodied Empathy pilot study is that researchers also incorporate user interaction between the VR world and the real world through sensorial input - touch, smell, interacting with objects, and mimicking the body movements of the patient, whose point of view the students are embodying. Beyond these differences, researchers also hope to produce a pilot study on firmer ground that can be further built upon by ourselves and others in the field with validated scales, and formal research study practices.
The Embodied Empathy pilot study will give medical students the opportunity to proverbially walk a mile in their patients' shoes. Allowing them to embody patients' stories, they will face their hardships and impairments to understand their perspectives and to honor the feeling of identifying with another and wanting to help from a place of deep understanding (Bertrand, Guegan, Robieux, McCall, and Zenasni, 2018). Embodied Empathy has the potential to impact patient care by highlighting movement patterns or lack of movement patterns, identifying states of being, detailing how the patient takes and receives information, being sensitive to the relationship of the patient to the space they occupy, as well as how they move through the world.
Researchers hope the Embodied Empathy pilot study will have an impact on the first year medical student's understanding of what aging means to a body and a person's life with the hopes that the immersive, and embodied VR experience will inspire interest in the field of gerontology.
The VR experience will make immediately palpable a sensorial experience of geriatric patients' daily lives (e.g., difficulty opening a pill bottle, difficulty arising from a sitting position, blurred vision due to glaucoma, decreased memory, depression, etc.), ultimately allowing users to look past patients' external circumstances to humanize and increase the quality of their care.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
- Model description
- One intervention group and one control group
| Arm | Type | Receives |
|---|---|---|
| Intervention, Virtual Reality Group | Active comparator | Behavioral: Embodied Virtual RealityThe intervention group to experience the virtual reality embodied narrative experience. |
| Control, Narrative Video Group | Placebo comparator | Behavioral: Narrative VideoThe control group to watch the same narrative video content that has been formatted for standard television |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (1 listed)
- Generally healthy 1st year medical students
Key exclusion criteria (1 listed)
- None
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Embodied Virtual RealityThe video will be formatted for viewing within a standard virtual reality headset. Once the video begins, subjects will follow the movements of the new body they are inhabiting in synchronicity to the video. Movement and haptic input include 1. Mimicking the hand gestures at the beginning in order to establish the body transfer illusion. 2. Shaking someone's hand 3. Someone holding the hand and elbow to assist them in standing, taking a few steps and returning to a seated position. 4. Shaking hands 5. Having their blood pressure taken 6. Having their pulse taken 7. Fill a pill organizer 8. Color a picture All of the above interactions will be facilitated by the two Co-PI's (Blatter, Ware). Blatter and Ware have been creating and performing similar Virtual Reality Embodiments with haptics for the past year, and to date, have performed hundreds of them for demos, colleagues, students and the public. | Behavioural | Intervention, Virtual Reality Group |
| Narrative VideoThe video will be formatted for a standard flat screen television. Participants will watch the video alone in a standard School of the Arts classroom. | Behavioural | Control, Narrative Video Group |
Primary outcome
Change in empathy
Time frame: before intervention to 20 minutes
Jefferson Scale of Empathy Questionnaire, Self administered Likert scale of 1-7 (Strongly Disagree to Strongly Agree)
Change in geriatric attitudes
Time frame: before intervention to 20 minutes
UCLA Geriatric Attitudes Scale, Self administered Likert scale of 1-7 (Strongly Disagree to Strongly Agree)
Change in embodiment
Time frame: before intervention to 20 minutes
VR Embodiment Scale, Self administered Likert scale of 1-7 (Strongly Disagree to Strongly Agree)
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 18 Jun 2019.
- Individual participant dataSharing planned: No. Data will only be shared out in aggregate form with no personal identifiers.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Jill B Ware, MFA principal investigator
Virginia Commonwealth University
John H Blatter, MFA principal investigator
Virginia Commonwealth University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Embodied Virtual Reality and Narrative Video in people with Empathy, run by Virginia Commonwealth University at 1 site in United States.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 1 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 18 Jun 2019. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change in empathy (time frame: before intervention to 20 minutes). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 18 Jun 2019.