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14<br />

15<br />

Virtual Empathy<br />

The world is more<br />

connected than ever before, yet<br />

there is a growing feeling of<br />

disconnection and intolerance in<br />

society (The Guardian, 2017). The<br />

more people perceive each other<br />

as different, because of their<br />

background, culture, religion<br />

or moral codes, the less likely<br />

they will understand or accept<br />

someone else’s perspective<br />

or behaviour. Efforts made<br />

to improve people’s empathy<br />

towards each other could help to<br />

fight the polarisation of society<br />

and the rise of extremism.<br />

Virtual reality and augmented<br />

reality (VR, AR) offer promising<br />

opportunities not only for<br />

education and research, but also<br />

for society. According to Chris<br />

Milk, founder and CEO of virtual<br />

reality company Within, VR has<br />

the ability to become the ‘ultimate<br />

empathy machine’ as it allows a<br />

person to be in someone else’s<br />

shoes. This kind of empathy –<br />

virtual empathy – is not limited to<br />

physical distances. Not everyone is<br />

convinced of the power of virtual<br />

empathy through VR, for example<br />

Professor of Psychology at Yale<br />

University Paul Bloom (inset).<br />

Bloom, P. (2017). It’s Ridiculous to<br />

Use Virtual Reality to Empathize With<br />

Refugees. The Atlantic.<br />

[online] Available at: https://www.<br />

theatlantic.com/technology/<br />

archive/2017/02/virtual-reality-wontmake-you-moreempathetic/515511/<br />

Source: Elliott, L. (2017). Rising inequality<br />

threatens world economy, says WEF. The<br />

Guardian. [online] Available at: https://<br />

www.theguardian.com/business/2017/<br />

jan/11/inequality-world-economy-wefbrexit-donald-trump-world-economicforum-risk-<strong>report</strong><br />

[Accessed 12 Jan. 2017].<br />

FOOD FOR THOUGHT:<br />

QUESTIONS FROM A SOCIAL PERSPECTIVE<br />

–<br />

How can new technologies such as virtual<br />

and augmented reality foster empathy<br />

and contribute to our ability to understand<br />

each other?<br />

–<br />

How do VR and AR storytellers prioritise<br />

which stories need to be told so that virtual<br />

empathy is created in an unbiased way?<br />

–<br />

How can we avoid the misuse of virtual<br />

empathy to avoid the ‘glamourising’ of<br />

poverty and despair?<br />

VIRTUAL<br />

EMPATHY:<br />

A DIVIDED<br />

OPINION<br />

“VR doesn’t actually<br />

help you appreciate what<br />

it’s like to be a refugee,<br />

homeless or disabled. In<br />

fact, it can be dangerously<br />

misleading. The problem<br />

is that these experiences<br />

aren’t fundamentally<br />

about the immediate<br />

physical environments. The<br />

awfulness of the refugee<br />

experience isn’t about the<br />

sights and sounds of a<br />

refugee camp; it has more<br />

to do with the fear and<br />

anxiety of having to escape<br />

your country and relocate<br />

yourself in a strange land.<br />

Homeless people are often<br />

physically ill, sometimes<br />

mentally ill, with real<br />

anxieties about their future.<br />

You can’t tap into that<br />

feeling by putting a helmet<br />

on your head.”<br />

Paul Bloom<br />

• Virtual reality<br />

100<br />

75<br />

50<br />

25<br />

• Augmented reality<br />

Google graph showing interest in virtual and augmented reality over time (recreated)<br />

Numbers represent Google search interest relative to the highest point on the chart<br />

(peak = 100) over the last five years, worldwide.<br />

Sources: Google Trends. (2017) Search terms: virtual reality and augmented reality. [online] Available at:<br />

https://<strong>trend</strong>s.google.com [Accessed on 8 Mar. 2017].<br />

NEW TECHNOLOGIES<br />

The rise of virtual<br />

and augmented reality<br />

VIRTUAL REALITY (VR)<br />

is becoming an increasingly popular technology<br />

in the entertainment, education, humanitarian and<br />

healthcare sectors. By wearing a VR headset, users<br />

are fully surrounded by a virtual, mixed or 360º video<br />

environment and immersed in a new world. As VR<br />

goggles track the movement of the user, they can<br />

look around and in some cases, interact with their<br />

perceived environment.<br />

Recent tools for VR that have entered the market,<br />

showing that big players are taking this <strong>trend</strong> seriously,<br />

are Microsoft HoloLens, Oculus Rift (Facebook) and The<br />

Vive (Valve). Meanwhile, low-budget Google Cardboard<br />

has made VR more accessible to the wider public.<br />

2013 2015 2016<br />

AUGMENTED REALITY (AR)<br />

<strong>trend</strong>ed briefly in 2012, but interest in this technology,<br />

which combines the real world with the virtual, spiked<br />

in 2016, when the technology became more advanced.<br />

As with VR, AR requires the user to wear a headset in<br />

the form of see-through glasses (such as Microsoft<br />

HoloLens). While the real world is visible, reality is<br />

enriched with computer-generated information to<br />

create a unique and optimised experience.<br />

Examples of AR are enhanced tours on archaeological<br />

sites, in which the original buildings are projected on<br />

the places where only ruins are left, or the popular<br />

Pokémon Go game that became a worldwide craze in<br />

2016.<br />

Virtual Empathy

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