Research Proposal: Using Virtual Reality to assess Emotional Intelligence & Personality Traits
Virginia Nielsen
10/02/2022
Abstract
Many social psychologists and psychologists have used VR in the past century. Most studies have used VR systems that were not cost-effective on larger scales, were unavailable for outside professional uses and were not portable. With the increased technological ability, it is becoming more popular among researchers. VR can replicate and extend the natural world in a more controlled environment, helping researchers create a more cost-effective method of studying behavior (Mathysen & Glorieux 2021). VR technology assist social psychologist in transforming lab experiments, into real-world scenario, in a safer way. Currently, most studies completed on VR technology have not been able to prove reliability, validity, or retest ability from the data collected. Before psychologists and social psychologists can use VR technology as a clinical tool, research must prove its reliability, validity, or retest ability. The proposed study will use multiple research methods to prove that Immersive VR can be used for assessments and is more effective than the current self-report methods.
Virtual Reality Proposal
Social psychology studies human behavior, thoughts, and actions within social contexts. In social psychology, lab studies and research are conducted within a lab, where conditions are controlled in every way. A VR system can help translate lab studies into real-world situations and still control all study aspects without increasing the risk to the participants. VR technology can help explore human behavior, sensory reactions, eye movements, and physiological reactions in a new way. VR technology can increase ecological validity through the increased interaction between the player and their immersive environment (Weiner et. al. 2020). The proposed study will evaluate the effectiveness of Immersive VR technology for assessing personality traits and emotional intelligence.
Research Review
Virtual reality is a gaming system that immerses the user in a virtual environment. VR systems use 3D integrated imagery, a head-mounted display, eye tracking equipment, and physical tracking sensors. VR places the player into a first-person perspective, completing a task and engaging with objects in the environment. The newer systems have images that refresh relatively faster than the older systems. In newer systems, the player experiences the game with fewer imagery flinches, images are more precise, and the system is fully immersive, cutting out all outside images within their physical environment. Allowing the player to interact with his or her environment more profoundly, making every object seem more real and tangible (Weiner et. al. 2020).
VR Technology
Since the year 2000, more VR technology systems have become commercially available and accessible. More psychologists and social psychologists are integrating VR into their treatment or assessment process. There are many advantages to using a VR system for the assessment of patients or treatment of patients. VR technology allows for more advanced experimental controls, the ability to replicate studies, and increased ecological validity. VR technology can transform research and practice of psychology and social psychology and help to understand human behavior and group/social behavior (Pan et. al. 2018).
VR has become widely used in studies relating to spatial cognition, fear-based exposure therapy, addiction and eating disorder exposure, exploration of motor control, PTSD treatment, career-focused training, and chronic pain treatment. With VR, participants can enter simulations representing situations that trouble them, such as anxiety or phobias. It allows individuals to re-enter and evaluate their fears and acquire new skills that can transfer to the real world (Halldorsson et. al. 2021).
Applied games and VR technologies have been extensively evaluated for treating mental health disorders in adults rather than used for children (Halldorsson et. al. 2021). This technology has helped maximize experimental control of the complex social situation. It allows for testing of a wider population across different laboratories and allows the researchers to replicate the studies as needed (Pan et. al. 2018). Most participants found VR assessments and applied games relevant, acceptable, and assisted, decreasing overall symptoms (Halldorsson et. al. 2021).
Equipment
Many different types of VR equipment are available for researchers and the populace. Equipment includes a head-mounted display, CAVE systems, augmented reality systems, smartphones to, headsets, and projectors or desktop screens (Pan et. al. 2018). Immersive virtual reality is experienced using an HMD. This cuts the user off from the real world, while the VR system places computer-generated items of the natural world within their reality, or it can be a mixed reality that can include elements of both (Pan et. al. 2018). HMD includes 3D immersive experiences, 3D stereo vision via two screens, surround vision-where the real world is blocked from the visual perception, and user dynamic control of viewpoint. This means the user's head is tracked to update the display in real-time (Pan et. al. 2018). This system would allow the individual to automatically respond to any computer-generated stimulus as if it was happening within their environment. HMD is better known as immersive VR technology.
Researchers can also record the motion of the patient's hand, head, face, eyes, and body in varying resolutions, allowing the researcher to analyze their natural behaviors (Pan et. al. 2018). There are few software options available for researchers, but there has been some development within this area over recent years. The SEMAINE project created four sensitive artificial listeners with different personalities. They have an aggressive (spike), cheerful (poppy), gloomy (Obadiah), and pragmatic prejudice. The USC institute for creative technologies also developed AI systems for VR tech. They have created SimSensei Kiosk named Ellie. These AI programs were created to help researchers implement automatic responses or social interactions within the VR system. Many AI avatars can have 15-25 min interactions with participants, which helps build rapport with each individual. The AI avatars create a relationship with the participant to increase their relationship with the game and assist the researcher in gaining more valid data about their personal lives. (Pan et. al. 2018).
Workplace VR-Based
There are many applications for the use of VR technology within the workplace. Using VR within the workplace can be a tool used to assess and monitor mental health and the impact a work environment has on individuals' health, home life, and behavior. How performing specific tasks can increase stress-related challenges for each worker, and treatments for workplace physical discomfort, stress, and concentration (Hasan et. al. 2021). Workplace applications for VR use have been studied and provided positive data and outcomes. Studies have proven that using workplace VR decreases employees' emotional and mental health challenges within their work environments and helps employees move from an emotional-focused mind to a problem-solving and strategy-focused mind (Hasan et. al. 2021).
These studies can offer insights into interactive and immersive VR training systems, assessments, and performance-based evaluations. The research provides data showing a positive response to VR experiences from users. The systems were easy to understand and helped motivate employees to do future training and show volunteers willing to use VR tech for future studies or training programs. Lastly, many participants showed performance improvements throughout training sessions (Hasan et. al. 2021).
Behavior Tracking
VR technology can monitor participant behavior through eye movements, hands, body, head, and face movements. With the right system, tracking behavior can provide more data than key hit methods using keyboards. The HMD can track eye and head movements. The HDM 6DoF provides eye and head tracking, enhancing the immersive experience. This assists the player in following their avatar and the avatars of others, objects in the VR environment. For body and hand tracking, there are only a few options available. The Oculus Touch and Vive Controller allow the participant to be tracked via hand controllers. Each participant holds onto and uses a controller in each hand while playing VR games. The downside is that VR protocols do not allow for hand posture or gesture variation. The player cannot change the controllers between each hand or what each controller controls within the game (Pan et. al. 2018).
Full body tracking is available with a variety of systems. These symptoms include a combination of cameras, magnetic markers, and inertia markers (Pan et. al. 2018). These systems at called MOCAP (short for motion capture). The most significant disadvantage of full body tracking is that the individual systems can interfere with one another in many cases. Making it challenging for researchers to monitor all aspects of body tracking at once. Researchers need to identify which feature will help collect data for their study. Then identifying which features are not needed or the overuse of body tracking can decrease their study validity. Using all tracking aspects at once can be challenging and create technical limitations that can impose constraints on the researcher's study (Pan et. al. 2018).
Ethical Concerns
Many ethical challenges should be discussed and understood with the use of and advancement of VR technology. Some ethical concerns include privacy, confidentiality, transparency, security, and data ownership (Bell et. al. 2021). Research suggests that participants are cognitively aware while in a simulated environment. The participant could not be emotionally affected by the outcome of immersive VR scenarios. The most significant advantage for researchers using VR technology is that they can study human behavior and social behavior within a controlled environment that simulates real-life scenarios (Pan et. al. 2018). The question is, how does the immersive VR environment impact the emotional status of participants? Studies have suggested that experiences within immersive VR could potentially lead to behavior changes and attitude changes in participants within their life.
Another ethical challenge researchers face the potential concern for personal disclosure and confidentiality in VR studies. Research has shown that people may be more willing to disclose their personal information in VR games. Most games rely on avatars as a personal representation of the gamer. Players can be anyone they want within the game. Their avatar can represent them but not represent their sex, age, physical traits, or persona. Thus, they are not personally talking to other players, but their avatar is. Allowing them to feel more comfortable discussing personal information with others playing the game (Pan et. al. 2018). The researcher would need to ensure all participants sign and understand confidentiality; just as in group counseling, the researcher cannot stop others from discussing private information gathered with people outside the group or study.
Ethical considerations must be addressed as this proposal moves forward to the next phase. The researcher will need to conduct further research on the effects of immersive VR on participants and how it impacts their mental health, physical health, and behavior. The importance of incorporating protocols to protect participants' personal information without damaging the study construct. Lastly, it is essential to identify how VR gaming impacts gamers in their everyday lives (Pan et. al. 2018).
Advantages
The research conducted on the use of VR technologies identified many advantages. One of the most significant advantages of using VR systems is how VR can be used in a way that regular treatment and studies cannot duplicate. The researcher can regulate all aspects of the lab experience within VR and real-life scenarios. They can control each participant's reality and decrease the risk involved when treating participants in real-world scenarios (Freeman et. al. 2017). It allows researchers to examine the behaviors of each participant within the environment and the impact by manipulating different contingencies (Bell et. al. 2020).
Immersive VR assessments can help decrease the potential for the Hawthorne effect. The Hawthorne effect is when participants forget there being observed and offer genuine responses to stimuli presented within a VR assessment (Sargent et. al. 2020). VR simulations can be standardized to what the participants are exposed to across all participants, making it possible for researchers to control potential differences in peer cohesion, social status of peer pressure, and social behaviors (Sargent et. al. 2020). Using VR as an assessment tool increases the ecological fidelity of highly controlled environments, enhances personalization, the environment can be manipulated in real-time, large-scale environments can be tested, participant engagement increases, and simultaneous physiological recording can occur (Roberts et. al. 2019).
VR overcomes the limits on self-report measures and captures real-time automated data in a real-world context (Bell et. al. 2020). Evidence has shown that VR could be clinically informative. Since it can track the movements, participant speech, and location, it is possible to predict client relapses and behaviors (Bell et. al. 2020).
One of the biggest challenges many social psychologists face is taking a lab study and relating it to the real-world challenges and problems that everyday people experience. VR technologies could alleviate this challenge for social psychologists (Geraets et. al. 2022). VR environments can also reduce unwanted variability in the environment, increasing the standardization of each assessment. VR technology also allows replicating real-world locations as long as the parameters are strictly controlled (Roberts et. al. 2019). Lastly, VR technologies can help allow physiological monitoring in situations or environments that would otherwise make it difficult to monitor in the real world (Roberts et. al. 2019).
Disadvantages
Many disadvantages were identified in the collected research. Some of those disadvantages are that VR systems can be expensive. A lack of availability for diverse populations can be a disadvantage when working with older patients who may not be familiar with VR technology. Some individuals using VR technology can also experience motion sickness and other adverse side effects. There is a lack of evidence-based treatments, many technological challenges, and a lack of diverse gaming systems on the market. Many cannot be mass produced for the use of assessment and treatment; code designs and development can also be trademarked and not be allowed or used outside of studies; they were created for ethical concerns and lack of effective VR modalities (Halldorsson et. al. 2021).
One of the most significant disadvantages for researchers relates to the VR environment and how the participant's body integrates with immersive VR. This relates to self-embodiment. When the participant puts on the HMD, they can lose sight of their body. Evidence shows that a lack of embodiment can lead to decreased performance on various tasks. Which challenges the researcher if the study is on the use of assessment or assessing self-image. If the participant cannot see themselves, self-image cannot be assessed (Pan et. al. 2018). Further research will need to be completed before incorporating this aspect into the current proposed study. Again, the researcher will need to identify the constructs and variables essential in the study before adding or excluding anything presented.
Gap in Research
VR technologies have advanced over the last century, and many researchers have conducted studies to explain or prove how VR could be used to treat, assess, and understand participants' mental health (Freeman et.al. 2017). The primary disorders focused on in research using VR are anxiety, schizophrenia, substance use disorders, and eating disorders. All of these have been treated using immersive VR systems and traditional treatment techniques, such as individual psychotherapy (Bell et. al. 2020). VR treatment has many meaningful applications and can be used in different ways to treat, assess, and understand mental health disorders.
VR technology could be a powerful tool for enhancing assessments within the mental health field, harnessed for treating and assessing mental health conditions. Current VR treatments being used within the mental health field are exposure-based treatments, fear and anxiety treatments, and a handful of other mental health conditions and treatments. None of the research has been able to validate or replicate the uses or treatment of mental health patients using VR technology (Bell et. al. 2020). Current studies on using VR technology for treating and assessing patients have been extensive. Researchers could identify the possible uses for a VR system but could not validate or replicate their research.
Researchers believe digital games and VR immersions could increase access to mental health services and effective treatment. Many youth and young adults have limited access to mental health treatment. The use of these technologies could provide access to treatment; VR systems could also help overcome geographical barriers to youth accessing treatments, reduce barriers to face-to-face interventions, and promote new interventions for children and young people who may not usually seek help in traditional treatments (Halldorsson et. al. 2021).
The research on using VR technology, digital gaming, and immersive VR treatment has been examined. The research has identified multiple areas where there is a gap in research. Some gaps include using VR systems for mental health disorders, for assessment, and as a treatment modality. Exploring VR within clinical applications, the need for ecological valid psychiatric assessments instead of the use of self-assessment measures, exploring the need for further system designs, interventions, system development, and evaluations (Halldorsson et. al. 2021). Some researchers have even identified that VR technologies need to be placed in a field of its own for further continued development (Geraets et. al. 2022).
Studies need to focus more on aligning the assessment purpose with the unique advantages of the VR environment (Sanchez et. al. 2021). Most studies in the past have used self-report methods, demonstrating the accuracy of certain constructs in various contexts. This has, in the past, provided value for both researchers and providers. Unfortunately, there are drawbacks to the use of self-report methods, and this has driven the pursuit of new advancements in assessments. These explorations have led researchers to explore the use of technological advancements for assessments, such as simulations, game-based assessments, and games in virtual reality (Sanchez et. al. 2021). Since the use of VR as an assessment tool is relatively new, there is not much research-based evidence to support the use of VR assessment tools.
Problem Statement
Over the last century, VR technology has grown, become less expensive, and available to a more diverse population. This has opened the door for the social psychologist to begin conducting research using VR technologies. Current research using VR technology is limited in assessing behavior, use of VR in assessing different mental health disorders, intelligence, and forensic psychology. VR assessments could provide a new way to assess criminals and mental health clients and understand social behaviors across many cultures, ages, sexuality, and ethnicity.
Researchers are studying VR technology to treat individuals with specific disorders such as PTSD, anxiety, different phobias, aggression, and anger management. Unfortunately, most of the research that has been conducted has not provided enough data to show reliability or validity in the use of VR technology in a wide range of uses (Garaets et.al. 2022). The research of current and past studies on VR technology and how VR can be used as a clinical tool is again lacking in valid and replicated studies. The gaps included limited proven interventions, evidence of efficacy, a need for co-design, development, and evaluation, and, lastly, targeted translational interventions. There are challenges to overcome with ecological validity, lack of evidence-based VR programs that can be bought off the shelf and used by clinicians and researchers, proprietary issues, and fears that technology will hinder engagement and infrastructure to support the technology (Bell et. al. 2020).
Studies on VR as a clinical tool thus far have shown an enhancement of ecological validity. Ecological validity can be reached with VR technology since VR can more closely emulate what happens in day-to-day life for clients (Halldorsson et. al. 2021). It can overcome issues that typically arise with ecological validity and the degree to which real-world studies can be emulated (Bell et. al. 2020). VR offers increased control and manipulation over environmental features, can test and assess relevant variables, and can examine responses to physical cues within the gamer's environment (Bell et. al. 2020). Lastly, VR environments can be tailored and matched to each individual, researcher, and clinician's needs, abilities, and/or preferences (Bell et. al. 2020). Research has found that VR is an effective tool for inducing emotions in individuals. In theory, using VR to assess emotional intelligence could produce positive results, validating current and past research (Geraets et. al. 2018).
Purpose of Study
This study aims to assess the use and validity of immersive VR in assessing emotional intelligence and personality traits instead of self-report assessments, which are currently being used as clinical tools. The question being asked is, "Can immersive VR have higher validity, criterion validity, and construct validity in assessing emotional intelligence and personality traits than the Big Five Inventory Scale and Self-Report Emotional Intelligence scale."
Research Method
The study proposes that immersive VR assessments are more effective and reliable than self-report methods. Brooks (2019) attempted to create the unity experiment framework. The UFX is this software framework for the development of human behavior experiments. UFX has a utility version of their program available for download on GitHub. The utility is available on Windows PC and has not been available on other VR systems currently on the market. They created the primary programming language to study human behavior for VR technologies. The program provided researchers with the tools to create experimental software and did not have to redevelop the standard features (Brookes et. al. 2019). The main goal of UFX is to make the experimental code more readable and to decrease the temptations for what-if statements within the code. The code represents the code's sessions, blocks, trials, and objects (Brooks et. al. 2019).
These codes help run the valuable tasks in the background of the game. The data is saved on a CSV file for each trial or session, allowing easy cross-referencing with the collected behavioral data (Brooks et. al. 2019). All the files are stored directly, structured, and organized by the code within the UFX. The UFX is a stand-alone, project-based system. This way, each study can adjust the system to match their requirements. This researcher will use this system or a similar system or program to assist her in creating the framework needed to assess human behavior and to input VR scenarios that emulate the questions asked in the chosen self-assessments.
The proposed study will evaluate behavioral data collected from measured values of the independent variables on a trial-by-trial basis. The virtual reality game will evaluate the individual's behavior. Hoping to collect enough data to assess and replicate the results; to prove VR assessments are more reliable than the use of the Big Five Inventory Scale and Self-Report Emotional Intelligence scale. The researcher will need to control all aspects of the environment for each individual, the choices they are presented with, and group interactions (Jackson, 2018).
The study will use a variety of methodologies and variables. Methods used include experimental, diary, systematic observation, and experimental groups. Participants will be randomly assigned, with cluster sampling, with ages ranging from 18-25. The study will exclude participants from ages 0-17 and 26 and older, due to the challenges and expense of training participants of these age ranges, on how to use VR systems. The researcher is assuming participants, who are 18-25 will have more knowledge of the proper use of VR systems and will require fewer informational tutorials on how to use the systems correctly (Jackson, 2018).
The study will include four groups, one of which will be the control group. The control group will consist of ten to twenty-five participants who will only complete the Big Five Inventory Scale and Self-Report Emotional Intelligence scale. This will provide data showing the reliability of these assessments in assessing personality traits and emotional intelligence. Group one will complete the VR assessment version of the Big Five Inventory over five days, completing a diary entry at the end of each assessment. Group two will complete the VR assessment version of the Self-Report Emotional Intelligence Scale over five days, also completing a diary entry at the end of each assessment. Lastly, group three will complete both VR assessments, completing both assessments over five days and completing the diary entry at the end of each assessment.
The researcher hopes to provide enough data to show the VR assessments' reliability, criterion, and construct validity. All VR groups will be assessed within the same environment, using the same VR system, headsets, and controllers. The diary methods would assist the researcher in identifying how the VR system interacts with each individual, if they caused any negative physical symptoms, and understanding their choices in the assessments. In other words, it helps assess individual behavior and decision-making choices (Jackson, 2018).
Assessment, Choices, & Case and Effect
Each participant completing VR assessments will be presented with a storyline-based game. The storyline has multiple choices that change the outcome and ending of each game. The outcomes create data representing the individual's personality traits, emotional intelligence, decision-making processes, and social behaviors. Incorporated into the game (assessment) will be the use of NPC (Non-player Character). NPCs are background computer players that help support assessment choices or options. NPC provides data on how the participants interact with non-players and other participants. NPCs can also help move the story or quest toward a conclusion (Brookes et. al. 2019).
Character Development
For character development, the researcher will have protocols to assist the participants in creating their avatars. Each participant will be asked to create their avatar, based on their personal persona, not whom they wish or want to be, but who they are. Included will be a brief character development description. That describes to other players who they are, where they came from, hopes, and dreams. This will assist the researcher in understanding each participant, their history, and possible reasons for decisions they will make within their story (Brookes et. al. 2019). An essential factor that needs to be included in character development is the personal sense of presence. A sense of presence can foster positive feelings in connection to the virtual environment and social interactions in the VR environment (Geraets et. al. 2018).
System Security
Using the UFX, multiple security protocols are needed to maintain participant information and confidentiality. UFX uses in system file data collection and cloud file backups (Brookes et. al. 2019). Each system will require password protection; only the researcher and team will be allowed to access data files for participants. The UFX troubleshooting and tech team only has access to the program and does not see or have access to any participant information other than login credentials (Brookes et. al. 2019).
The researcher will need to research security protocols for Oculus Meta Quest II, now integrated with Meta Facebook systems, games, video calling, and VR work environments. Further research on this product's safety protocols, community standards, privacy policy, and regulations is necessary. Other VR equipment and systems through Sony, PlayStation, Valve Index VR Kit, HTC Vive Pro II, and HP Reverb G II. Oculus Meta Quest II have many advantages; their system is fully integrated does not need an external gaming system such as PlayStation. This will lower the cost per system and possibly be more user-friendly (CNET 2022).
Diary Methods
Using the diary method, the participants would be able to diary (journal) their interactions with the environment, reasons for why they chose specific paths (assessment answers), and how well they interacted with the objects and other avatars within their VR experience (Mathysen et. al. 2021). Diary methods are known as event sampling. They have become more popular and influential over the last three decades. These studies generally include self-reporting behavior, affect, and cognition. The Diary method is collected on everyday life, repeated over various days and multiple times a day. Diary methods are used to help capture the life experiences of individuals, cultures, and populations. The operation and impact of social psychology processes (Fiske T. S. et. al., 2010).
Diary methods are a powerful tool for investigating everyday life's social, psychological, and physiological processes (Fiske T. S. et. al., 2010). Diary methods reduce biases, errors attributable to difficulty, and heuristic processes. They allow instant feedback from the participant on what is happening at the moment. This allows for decreased restrictive settings that can impact the participant's behavior. Lastly, diary methods can evaluate and observe multiple behaviors at a time. Diary methods have limitations that impact design and methods (Fiske T. S. et. al., 2010).
Observational
Observational methods are classified as descriptive methods of observing human or animal behavior. The study will use two types of observational methods: lab observation and systematic observation. Lab observation involves observing behavior in a more controlled and contrived environment (Jackson, 2018). Laboratory observation involves description at a basic level. Laboratory in systematic observation involves observing behavior in a more contrived setting by focusing on a small number of carefully defined behaviors (Jackson, 2018). Using these methods, the researcher must identify behavior or specific data points to collect within the VR environment and assessment. The researcher will have to identify or decide which variables are of most significant importance for the study and ignore other variables; they may be necessary but are not the focus of this study (Jackson, 2018).
Experimental
The experimental method is a research method that allows the researcher to establish a cause-and-effect relationship through the manipulation of variables and control of a stimulus (Jackson, 2018). The experimental method needs to control as much as possible to determine whether the cause-and-effect relationship exists between the studied variables (Jackson, 2018).
For example, the main variables being compared in this study would be the use of VR assessments versus the self-report assessments listed above. The researcher would manipulate at least one variable and then measure the other variable. The experimental method includes at least one control group and experimental group, has at least one independent variable and one dependent variable, and uses random assignment. Random assignment is when every participant or individual has an equal probability of being placed in any condition. This helps the researcher gain control and decrease or eliminate alternative explanations (Jackson, 2018).
It is also essential to understand that the researcher is not trying to prove or disprove that VR assessments are better than self-assessments. Instead, providing data that suggests it can be used to replace self-assessments. Not all individuals, populations, or cultures, will be willing or accepting of a VR assessment over pen and paper self-assessment. Just hoping this study will bring about advancements in psychology and social psychology and tools used to work with clients.
Conclusion
The use of VR systems within the social psychology and psychology field seems endless. Many studies have used different scientific methods, variables, and topics. However, many have shown promising results in assessing and treating mental health patients. As technology advances, the future of VR within this field is endless. The study's primary focus is to provide research proving the use of VR as a clinical tool, assessing clients, and understanding client behavior and social behaviors.
Current and past research on this topic provides an essential foundation for this study; it does not provide valid data proving VR as a clinical tool for social psychologists or psychologists. The research provided information suggesting the need for further studies on the uses of VR technology, the impacts VR environments have on players and their lives, the reliability of VR assessments compared to self-assessments, and universal programming and systems for researchers and providers.
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