Ahn leads VR project with grant from National Oceanic and Atmospheric Association

Sun Joo “Grace” Ahn and a team of researchers are recipients of a nearly $500,000 grant funded by the National Oceanic and Atmospheric Association.

The grant will fund a project called “Salient, Interactive, Relevant, Confidence, and Action (SIRCA): Using Virtual Reality Storm Surge Simulations to Increase Risk Perception and Prevention Behaviors.”

The project uses VR to better communicate and educate the risks of storm surge and climate change among coastal residents of Georgia and South Carolina.

“The problem of climate change and sea level rise is complex,” said Ahn, director of the Games and Virtual Environments Lab (GAVEL) at Grady College. “We need to be cognizant of the fact we are trying to solve a complicated issue and help communicate these safe practices with different resources and needs.”

The new grant proposal focuses on two areas: 1. the experience of storm surge and mitigation behaviors and 2. creating a cross-platform experience that can be used with both headsets as well as a two-dimensional experience, like a kiosk at a museum, to reach the largest number of people.

Viewers, for example, may go through a simulation where they see their home flooded and experience personal risk through a storm surge. Different solutions users could have taken to mitigate the damage ahead of time are presented, like buying flood insurance, elevating their house and evacuating. The exercise is then repeated to show the effect of the viewer’s decision.

This new project is an extension of a prototype developed a few years ago that used VR to demonstrate the extent of damage to a home hit by a hurricane. The prototype was funded through a 2017 UGA Presidential Interdisciplinary Seed Grant.

A variety of platforms will be developed for this storm surge program to enable different audiences to learn in a variety of settings.

Ahn explains that organizations like NOAA are looking for the most effective ways to communicate the dangers of severe weather, and VR has been successful in converting messages to action. This is one of the first research grants like this from the NOAA Weather Program Office.

Studies show that messages delivered through a VR immersive experience have a longer lasting impact versus messages delivered by video or written communication.

The UGA Marine Extension and Georgia Sea Grant is a partner in this research along with Clemson University and the National Weather Service South Carolina office.

Jill Gambill, a coastal resilience specialist with the UGA Marine Extension and Georgia Sea Grant, explained this will be an important step in communicating story surge risks brought on by hurricanes and this information is expected to be used by the Weather Service, Department of Natural Resources and emergency managers, among others.

“It can be difficult to estimate the risks and this can be helpful in understanding the impact and lesson the threat to their homes and to their families,” Gambill said. “It’s exciting to be working with this really cool product that will help people be safer.”

Another important part of this project is offering options that are available to diverse circumstances.

“We know options like elevating a house aren’t available to everyone and we want to make sure we are cognizant of presenting a range of recommendations to mitigate risk,” Gambill said.

The team will be working with organizations like the National Estaurine Research Reserve and Harambee House, an environmental justice group in Savannah, to ensure that the solutions meet the needs of communities.

The simulations will be paired with training modules through workshops and outreach, as well as follow-up surveys over time to determine if any actions were taken by those who experienced the VR education.

One of the most important benefits of VR is its impact in translational science, or taking scientific findings and communicating them to audiences so they can make informed decisions.

“Projects like this provide a huge opportunity for communication scholars to address critical social issues like climate change and directly impact the communities around us through communication science,” Ahn said.

The research is expected take place over two years.

Encouraging young adults who don’t get a flu vaccination to get one: Study finds virtual reality may provide a path to increased acceptance

Using a virtual reality simulation to show how flu spreads and its impact on others could be a way to encourage more people to get a flu vaccination, according to a study by researchers at the University of Georgia and the Oak Ridge Associated Universities in Oak Ridge, Tennessee. This is the first published study to look at immersive virtual reality as a communication tool for improving flu vaccination rates among “flu vaccine avoidant” 18-to-49-year-old adults.

“When it comes to health issues, including flu, virtual reality holds promise because it can help people see the possible effects of their decisions, such as not getting a flu vaccine,” said Glen Nowak, the principal investigator and director of the Center for Health and Risk Communication headquartered at Grady College.  “In this study, we used immersive virtual reality to show people three outcomes—how if infected, they can pass flu along to others; what can happen when young children or older people get flu; and how being vaccinated helps protect the person who is vaccinated as well as others. Immersive VR increases our ability to give people a sense of what can happen if they do or don’t take a recommended action.”

The research, “Using Immersive Virtual Reality to Improve the Beliefs and Intentions of Influenza Vaccine Avoidant 18- to 49-year-olds,” was published by the journal Vaccine on December 2, which falls during National Influenza Vaccination Week (NVIW), Dec. 1 – 7, 2019. NIVW is a national awareness week focused on highlighting the importance of influenza vaccination.

The research was conducted by faculty at Grady College of Journalism and Mass Communication, including faculty in Grady’s Center for Health and Risk Communication. In addition to Nowak, other Grady faculty involved with the research include Nathaniel Evans, Bartosz Wojdynski, Sun Joo Ahn and María E.Len-Ríos. Kim Landrum, who teaches graphics classes at Grady College, helped illustrate the virtual reality and video simulations. The research was supported with support from a grant and researchers from ORAU.

According to the Centers for Disease Control and Prevention during the 2017-18 flu season, only 26.9% of 18- to 49-year-olds in the United States received a recommended annual influenza vaccination even though it is recommended for all 18-to-49-year-olds. The low current acceptance of flu vaccination makes it important to identify more persuasive ways to educate these adults about flu vaccination. The findings from this study suggest one-way virtual reality can be more effective is it can create a sense of presence or feeling like one is a part of what is happening.

The 171 participants in this study self-identified as those who had not received a flu shot last year and did not plan to receive one during the 2017-18 influenza season. In the study, participants were randomly assigned to one of four groups: 1) a five-minute virtual reality experience; 2) a 5-minute video that was identical to the VR experience but without the 3-dimensional and interactive elements; 3) an e-pamphlet that used text and pictures from the video presented on a tablet computer; and 4) a control condition that only viewed the U.S. Centers for Disease Control and Prevention’s influenza Vaccination Information Statement, which is often provided before a flu vaccine is given and describes benefits and risks. Participants in the VR, video and e-pamphlet conditions also viewed the CDC VIS before answering a series of questions regarding flu vaccination, including whether they would get a flu vaccine.

Glen Nowak and Karen Carera discuss whether virtual reality could help vaccination acceptance on the ORAU podcast, “Further Together.” Listen here.

In the VR condition, participants were provided headsets, which enabled them to vividly experience the information and events being shown as if they were in the story and video game controllers, which enabled them to actively participate at points in the story.  Compared to video or the e-pamphlet, the VR condition created a stronger perception of presence – that is, a feeling of “being there” in the story, which, in turn, increased participants’ concern about transmitting flu to others. This increased concern was associated with greater confidence that one’s flu vaccination would protect others, more positive beliefs about flu vaccine and increased intention to get a flu vaccination. Neither the e-pamphlet nor the video were able to elicit a sense of presence nor were they able to improve the impact of the VIS on the confidence, belief and intention measures.

“This study affirms there is much to be excited about when it comes to using virtual reality for heath communication,” Karen Carera, senior evaluation specialist at ORAU said. “However, the findings suggest that for virtual reality to change beliefs and behaviors, the presentations used need to do more than deliver a story. They need to get users to feel like they are actually in the story.”

“Using immersive virtual reality to improve the beliefs and intentions of influenza vaccine avoidant 18-to-49-year-olds: Considerations, effects, and lessons learned,” by Glen J. Nowak, et al. DOI: https://doi.org/10.1016/j.vaccine.2019.11.009. It appears online in “Vaccine” (2019) published by Elsevier.