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User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of ‘EmpathyVR’
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Publication Year
2025-05-01
Journal
Sensors
Publisher
Multidisciplinary Digital Publishing Institute (MDPI)
Citation
Sensors, Vol.25 No.9
Keyword
empathy typepsychological testing and assessmentrole-playinguser experiencevirtual humanvirtual reality
Mesh Keyword
Case-studiesEmpathy typeImmersive virtual realityPsychological testing and assessmentRole playingSocial presenceTesting and assessmentsUsers' experiencesVirtual humansVirtual reality technologyAdolescentEmpathyFemaleHumansMalePsychological TestsRole PlayingUser-Computer InterfaceVirtual Reality
All Science Classification Codes (ASJC)
Analytical ChemistryInformation SystemsAtomic and Molecular Physics, and OpticsBiochemistryInstrumentationElectrical and Electronic Engineering
Abstract
Recent immersive virtual reality (IVR) technologies provide users with an enhanced sense of spatial and social presence by integrating various modern technologies into virtual spaces and virtual humans (VHs). Researchers and practitioners in psychology are attempting to understand the psychological processes underlying human behavior by allowing users to engage in realistic experiences within illusions enabled by IVR technologies. This study examined the user experience of role-playing with VHs in the context of IVR-based psychological testing and assessment (PTA) with a focus on EmpathyVR, an IVR-based empathy-type assessment tool developed in an interdisciplinary project. This study aimed to evaluate the advantages and disadvantages of integrating IVR-based role-playing with VHs into PTA by examining user immersion, embodiment, and satisfaction. A mixed-method approach was used to collect data from 99 Korean adolescents. While the participants reported high levels of immersion and satisfaction, the sense of embodiment varied across the correspondents, suggesting that users may have had disparate experiences in terms of their connection to the virtual body. This study highlights the potential of IVR-based role-playing with VHs to enhance PTA, particularly in empathy-related assessments, while underscoring areas for improvement in user adaptation and VH realism. The results suggest that IVR experiences based on role-playing with VHs may be feasible for PTA to advance user experience and engagement.
ISSN
1424-8220
Language
eng
URI
https://aurora.ajou.ac.kr/handle/2018.oak/38331
https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=105004830041&origin=inward
DOI
https://doi.org/10.3390/s25092719
Journal URL
http://www.mdpi.com/journal/sensors
Type
Article
Funding
This research was supported by the MSIT (Ministry of Science and ICT), Korea, under the ITRC (Information Technology Research Center) support program (IITP-2025-2021-0-02051) supervised by the IITP (Institute for Information and Communications Technology Planning and Evaluation) and the Ministry of Education of Korea and the National Research Foundation of Korea (NRF-2023S1A5C2A02095195).
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Suk, Haejung Image
Suk, Haejung석혜정
Department of Digital Media
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