Using a virtual reality simulation to show how flu spreads and its impact, Using virtual reality simulations to show how influenza spreads and how it affects other people can help encourage more people to get flu shots.

This is the first study published to look at immersive virtual reality as a means of communication to increase influenza vaccination rates in adults between 18 and 49 years.

When it comes to health problems such as flu, virtual reality is promising because it can help people understand the potential impact of their solutions, such as not getting a flu vaccine, researchers say.

In this study, we used immersive virtual reality to show people the three results of how, when infected, they can spread the flu with other people. What can happen if a child or parent catches a cold? and how vaccination helps protect vaccinated people and others. Using a virtual reality simulation to show how flu spreads and its impact.

Immersive VR enhances our ability to give people a sense of what can happen if they take action or not.

A study that uses immersive virtual reality to increase trust and intention to avoid flu vaccines between the ages of 18 and 49.

For the 2017-18 flu season, the Centers for Disease Control and Prevention says that only 26.9% of children aged 18 to 49 in the US receive the recommended annual flu vaccine, although this is recommended for all children aged 18 to 49 years. .

Low approval for influenza vaccination is important to find more convincing ways to educate adults today about influenza vaccination.

The results of this study indicate that one-way virtual reality might be more effective because it can create a sense of presence or feeling part of the action.

171 participants in this study identified themselves as those who did not have the flu and had no intention of getting it during the 2017-18 flu season.

VR participants, videos and electronic brochures also review CDC-VIS before answering a number of questions about flu vaccines, including whether they will receive flu vaccines.

In VR status, participants receive headsets with which they can relive information and events that appear as if they are in the story, as well as video game controllers with which they can actively participate in story points.

Compared to videos or e-pamphlets, the VR state creates a stronger presence perception – that is, a sense of “presence” in history, which in turn increases participants’ concerns about transmitting influenza to others. Using a virtual reality simulation to show how flu spreads and its impact.

This growing concern has been linked to a greater belief that flu vaccines will protect others, a more positive attitude towards flu vaccines, and an increased intention to receive flu vaccines.

Both electronic and video brochures cannot create a sense of presence, nor can they increase the effect of VIS on trust, belief, and intention.

This study confirms that there is something that can be enjoyed using virtual reality to communicate about hits, the researchers said. Using a virtual reality simulation to show how flu spreads and its impact.

However, the results show that the presentation used must do more than current history for virtual reality to change beliefs and behavior. You have to make users feel like they are in the story.