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Brushed Metal

Research Procedure

Our project aims to use body ownership and embodiment techniques to help participants

enhance their perception and understanding of external bodies. By doing so, we hope to

challenge and reduce implicit biases among both ingroup members. To validate the effectiveness of our design we propose the following questions and hypotheses:

  • Q1: Would the embodiment of the civilian reduce trainees in training’s implicit biases?

  • Q2: Could embodying a civilian’s perspective be a transformative experience to motivate trainees to challenge their biases and behaviors?

    • H1: Embodiment of a person in crisis increases trainees’ empathy towards others, even ones from outgroups of the trainee

    • H2: Participating in the experience will result in a positive outcome for officers in training, leading to their implicit biases being challenged.

Hands on Keyboard

01

Recruitment

The recruitment takes place at Simon Fraser University's (SFU) Criminology Department, facilitated by Dana and Jennifer and supported by professors and students. Participants are recruited online through email invitations and departmental announcements.

02

Screening and Consent

Participants meet or are contacted to review study details, sign consent forms, and receive trigger warnings to ensure informed consent about scenario specifics.

Signing a Contract
Computer Work

03

Demographic Data Collection and Initial IAT

Led by Dana and Jennifer, participants meet at a designated space at the SFU campus to provide demographic information, followed by a motivation survey and a baseline Implicit Association Test (IAT) to assess initial biases.

04

VR Experience 

Dana and Jennifer assist participants with the VR setup and monitor the session. Using Meta Quest 3 headsets, participants experience embodiment in a VR scenario. Dana and Jennifer observe their reactions, specifically focusing on levels of immersion and engagement.

Wearing VR Headset
Image by ODISSEI

05

Post-Experience Questionnaire and IAT

Following VR participation, participants complete a post-experience questionnaire on motivation and immersion, followed by a second IAT to detect any changes in bias.

06

Reflective Interview

Participants take part in a semi-structured interview to discuss emotions, reflections, and personal connections with the VR experience, capturing qualitative insights.

Friendly Conversation
Toy Brain

07

Data Analysis

Dana and Jennifer analyze pre- and post-VR IAT scores to detect bias shifts, investigate survey results to understand the immersive level, and code interview and observational data for thematic insights.

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