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A master's thesis from Aalborg University
Book cover


What happens in between? A Techno-Anthropological exploration in the use of VR-glasses as paindistraction for children admitted to Danish hospitals.

Author

Term

4. term

Publication year

2019

Submitted on

Pages

54

Abstract

Denne kandidatafhandling i tekno-antropologi, udarbejdet i samarbejde med den danske virksomhed Khora i København, undersøger, om VR-briller kan bruges til at aflede børns opmærksomhed fra smerte, når de får anlagt en perifer venekanyle (PVC) – et lille rør, der lægges i en blodåre ved hospitalsindlæggelse. Afhandlingen bygger på indsamling af empiriske data gennem feltarbejde i og omkring organisationen og anvender etnografiske og deltagende metoder. Analysen er inspireret af Actor-Network Theory (ser på, hvordan mennesker, teknologier og organisationer hænger sammen), post-fænomenologi (hvordan teknologi former brugerens oplevelse) og gamification (brug af spilelementer til at øge engagement). Afhandlingen konkluderer, at et brugercentreret perspektiv og en socio-teknisk tilgang bør være centrale, når nye sundhedsteknologiske artefakter som VR-briller implementeres. Derudover foreslås en udviklingsramme for tekno-antropologisk projektledelse, baseret på de indsamlede data, som kan støtte fremtidige tekno-antropologiske indsatser og innovationsledelse med fokus på brugeroplevelsen i denne type teknologi.

This master’s thesis in Techno-Anthropology, conducted in collaboration with the Danish company Khora in Copenhagen, explores whether virtual reality (VR) headsets can help distract children from pain during insertion of a peripheral venous catheter (PVC)—a small tube placed in a vein when children are admitted to hospital. The study is based on empirical data gathered through fieldwork in and around the organization, using ethnographic and participatory methods. The analysis is informed by Actor-Network Theory (which examines how people, technologies, and organizations are linked), post-phenomenology (how technology shapes user experience), and gamification (using game elements to increase engagement). The thesis concludes that user-centered perspectives and socio-technical approaches should guide the implementation of new healthcare technologies such as VR headsets. It also proposes a development framework for Techno-Anthropological project management, grounded in the collected data, to support future techno-anthropological work and innovation management with a strong focus on user experience in this type of technology.

[This abstract was generated with the help of AI]