Extending Patient Education with CLAIRE: An Interactive Virtual Reality and Voice User Interface Application
Patient education aims at strengthening the competence and self-care capabilities of a patient. Through information brochures, movies, and websites or by asking questions, patients learn about diseases and treatment as a basis for their decision-making. H
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Harz University of Applied Sciences, Wernigerode, Germany [email protected] 2 Bern University of Applied Sciences, Bern, Switzerland [email protected]
Abstract. Patient education aims at strengthening the competence and self-care capabilities of a patient. Through information brochures, movies, and websites or by asking questions, patients learn about diseases and treatment as a basis for their decision-making. However, their motivation to learn is often limited due to the complexity of content or significant barriers for asking specific questions. To address this issue, we developed an interactive smartphone application named CLAIRE. It combines virtual reality (VR), a chatbot and a voice user interface (VUI). In the virtual environment, the user can move freely, interact with objects and talk to the character Claire. She provides information on the respective learning topic, which is in its current implementation information on the donation of personal health data. In a task-oriented user test, 45 participants confirmed that CLAIRE is easy to use and intuitive. Claire’s responses were perceived as understandable, linguistically correct and friendly. Participants stated that CLAIRE motivated them to learn about the topic. We conclude that VR with integrated VUI can extend the existing information channels for patient education. Keywords: Mobile application · Patient education Voice user interface · Chatbot · Gamification
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Pedagogical Background
Patient education is an essential part of care provision [1]. It comprises education on specific diseases or treatments, but also education concerning patients’ rights and ethical issues [2]. Several studies already showed that patient information materials are written at a level that is above the average patient’s literacy [3,4]. Therefore, there is a need for additional resources to support the understanding of the information provided. Recent approaches studied the usefulness of medical graphic narratives to improve patient comprehension within patient education [5]. A clinical trial showed that information in a comic-style could help patients understand more and feel less anxious about coronary angiography and c Springer Nature Switzerland AG 2020 C. Alario-Hoyos et al. (Eds.): EC-TEL 2020, LNCS 12315, pp. 482–486, 2020. https://doi.org/10.1007/978-3-030-57717-9_49
Extending Patient Education with CLAIRE
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percutaneous coronary intervention [5]. Studies in the field of organ donation showed that education could correct false information and might lead to higher organ donation rates [6]. Beyond, studies demonstrated that a combination of educational material, for example in written or audiovisual format, significantly enhances willingness to donate blood among young adults [6]. In this paper, we introduce the VR-based application CLAIRE as a proof-of-concept prototype for providing a person with information on the general consent and clinical data donation in general. The general consent is a consent allowing researchers to use a pati
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