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extended-abstract

Lithium Hindsight 360: Designing a process to create movement-based VR illness narratives

Published: 10 January 2020 Publication History

Abstract

Illness narratives in the medical humanities have traditionally been text-based. For some patients, text may not be sufficient nor ideal for conveying their experiences to others. Lithium Hindsight 360 (LH360) is a virtual reality prototype intended to help bipolar disorder patients envision an alternative way of communicating their illness narrative to other individuals. Dance and somatic movement are used instead of text as a communication method to help non-patients understand the physical experience of having a mental illness. The creation process for the prototype will then lead to a set of design guidelines for patients interested in creating their own movement-based VR illness narrative. These guidelines are intended to help simplify a potentially complex and expensive process. In this demonstration, participants will be able to both view the prototype and walkthrough part of the design process.

References

[1]
Networked Society Institute. Virtual reality therapy for youth mental health. Retrieved from: https://networkedsociety.unimelb.edu.au/research/projects/2016/virtual-reality-in-health/virtualreality-youth-mental-health.
[2]
Dementia Australia. Virtual dementia experience. Retrieved from: https://www.dementia.org.au/learning/centre-for-dementia-learning/virtual-dementia-experience.
[3]
Kalina Bertin. Manic VR. Retrieved from: http://www.kalinabertin.com/manic-vr/.
[4]
K Lee (2019). Developing empathy for people with bipolar disorder through interactive performance. In EVA London 2019: Electronic Visualisation & the Arts. Proceedings of a conference held in London 8th-11th July, BCS, The Chartered Institute for IT, London, UK, 243--246.

Cited By

View all
  • (2024)Use of virtual reality in bipolar disorder: a systematic reviewPsychological Medicine10.1017/S0033291724001247(1-16)Online publication date: 4-Sep-2024
  • (2022)The possibilities of illness narratives in virtual reality for bodies at the marginsDigital Creativity10.1080/14626268.2022.207404733:2(128-156)Online publication date: 22-May-2022

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Information

Published In

cover image ACM Other conferences
OzCHI '19: Proceedings of the 31st Australian Conference on Human-Computer-Interaction
December 2019
631 pages
ISBN:9781450376969
DOI:10.1145/3369457
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

In-Cooperation

  • HFESA: Human Factors and Ergonomics Society of Australia Inc.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 January 2020

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Author Tags

  1. Bipolar disorder
  2. autoethnography
  3. dance
  4. empathy
  5. medical humanities
  6. motion capture
  7. narrative medicine
  8. pathography
  9. somatic movement
  10. virtual reality

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  • Extended-abstract
  • Research
  • Refereed limited

Conference

OZCHI'19
OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION
December 2 - 5, 2019
WA, Fremantle, Australia

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Overall Acceptance Rate 362 of 729 submissions, 50%

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Cited By

View all
  • (2024)Use of virtual reality in bipolar disorder: a systematic reviewPsychological Medicine10.1017/S0033291724001247(1-16)Online publication date: 4-Sep-2024
  • (2022)The possibilities of illness narratives in virtual reality for bodies at the marginsDigital Creativity10.1080/14626268.2022.207404733:2(128-156)Online publication date: 22-May-2022

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