Background. Vaccine hesitancy poses one of the biggest threats to global health. Informing people about the collective benefit of vaccination due to community immunity has great potential in increasing vaccination intentions. Novel communication formats are needed to increase people’s interest in and engagement with such information, boosting the intervention’s effectiveness. This research investigates the potential for virtual reality (VR) to strengthen participants’ understanding of community immunity, and therefore, their intention to get vaccinated.Methods and Findings. In this pre-registered lab-in-the-field intervention study, participants (n= 222) were recruited in a public park. They either experienced the collective benefit of community immunity in a gamified immersive virtual reality environment (2/3 of sample), or received the same information via text and images (1/3 of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0–100 scale) and belief in vaccination as a collective responsibility (1–7 scale). After the VR treatment, for participants with imperfect vaccination intention, intention increases by 9.3 points (95% CI:7.0 to 11.5, p <0.001). The text-and-image treatment increases vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to 9.5, p= 0.003). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to 1.27, p <0.001). A key limitation of the study is that it measures vaccination attitudes, but not behavior.Conclusions. VR is an effective tool for increasing vaccination intention, more so than text and images, by eliciting collective responsibility. The results suggest that VR interventions can be applied “in the wild” and may thus provide a complementary method for vaccine advocacy
Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants’ understanding of community immunity, and therefore, their intention to get vaccinated. In a pre-registered lab-in-the-field intervention study, participants were recruited in a public park (tested: $$n = 232$$ n = 232 , analyzed: $$n = 222$$ n = 222 ). They were randomly assigned to experience the collective benefit of community immunity in a gamified immersive virtual reality environment ($$\frac{2}{3}$$ 2 3 of sample), or to receive the same information via text and images ($$\frac{1}{3}$$ 1 3 of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0–100 scale) and belief in vaccination as a collective responsibility (1–7 scale). The study employs a crossover design (participants later received a second treatment), but the primary outcome is the effect of the first treatment on vaccination intention. After the VR treatment, for participants with less-than-maximal vaccination intention, intention increases by 9.3 points (95% CI: 7.0 to $$11.5,\, p < 0.001$$ 11.5 , p < 0.001 ). The text-and-image treatment raises vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to $$9.5,\, p = 0.003$$ 9.5 , p = 0.003 ). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to $$1.27,\, p < 0.001$$ 1.27 , p < 0.001 ). The results suggest that VR interventions are an effective tool for boosting vaccination intention, and that they can be applied “in the wild”—providing a complementary method for vaccine advocacy.
To study the shape of objects using geometric morphometrics, landmarks are oftentimes collected digitally from a 3D scanned model. The expert may annotate landmarks using software that visualizes the 3D model on a flat screen, and interaction is achieved with a mouse and a keyboard. However, landmark annotation of a 3D model on a 2D display is a tedious process and potentially introduces error due to the perception and interaction limitations of the flat interface. In addition, digital landmark placement can be more time-consuming than direct annotation on the physical object using a tactile digitizer arm. Since virtual reality (VR) is designed to more closely resemble the real world, we present a VR prototype for annotating landmarks on 3D models. We study the impact of VR on annotation performance by comparing our VR prototype to Stratovan Checkpoint, a commonly used commercial desktop software. We use an experimental setup, where four operators placed six landmarks on six grey seal (Halichoerus grypus) skulls in six trials for both systems. This enables us to investigate multiple sources of measurement error. We analyse both for the configuration and for single landmarks. Our analysis shows that annotation in VR is a promising alternative to desktop annotation. We find that annotation precision is comparable between the two systems, with VR being significantly more precise for one of the landmarks. We do not find evidence that annotation in VR is faster than on the desktop, but it is accurate.
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