User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of ‘EmpathyVR’
Abstract
:1. Introduction
2. Background
3. Research Question and Methodology
3.1. Research Questions
- RQ 1: What aspects of IVR role-play and VHs for PTA provide positive and negative experiences for the participants?
- RQ 2: Do the participants’ prior IVR experience affect their sense of embodiment during role-play with VHs in EmpathyVR?
- RQ 3. Does the participants’ immersion level affect their satisfaction with the IVR experience during role-play with VHs in EmpathyVR?
3.2. Stimulus: EmpathyVR
3.3. Experimental Design
3.3.1. Instruments
- Prior experience with IVR (pre-test): The participants were asked to evaluate their prior IVR experience on a four-point Likert scale, with the following responses: never (0), rarely (1), occasionally (2), frequently (3). This was performed to ascertain the extent of the participants’ experience with IVR before the experiment.
- Embodiment (post-test): This section included three questions rated on a seven-point Likert scale to measure participants’ sense of embodiment within a virtual environment [49]. The questions focused on the extent to which the participants felt that their virtual body was their own, their ability to control it as if it were real, and their perception of their body’s existence in the virtual space.
- Immersion (post-test): Three questions assessed the level of immersion on a seven-point Likert scale [50]. These questions evaluated the immersion of the visual aspects of the virtual environment, whether the EmpathyVR experience matched real-life experiences, and how easily the participants adapted to the virtual environment.
- Satisfaction with Empathy Diagnosis Content (post-test): A 10-point question asked participants how likely they were to recommend the IVR content to other middle and high-school students [51] to measure their overall satisfaction with the content. Open-ended questions were used to explore the elements of user satisfaction.
3.3.2. Participants
3.3.3. Procedure
3.3.4. Data Analysis
3.3.5. Ethical Considerations
4. Result
4.1. Prior Experience with IVR
4.2. Embodiment and Immersion
4.3. Satisfaction with EmpathyVR
- Immersive: Phrases indicating a feeling of presence.
- Realistic Virtual Humans and Environment: Phrases describing an accurate representation similar to the real world.
- Usability—Hardware: Phrases signifying that the devices were useful.
- Usability—Software: Phrases indicating that the content fulfilled its intended purpose.
- Interesting and Enjoyable: Phrases suggesting that the content was entertaining.
- Interesting and Educational: Phrases referring to engaging and valuable content for empathy detection and learning.
- Opportunity Providing: Phrases indicating that the content facilitated knowledge growth and served as a platform for development and empathy detection.
4.4. Relationship Between Familiarity with IVR and Embodiment
The participants’ prior IVR experience is independent of their embodiment level during role-play with VHs in EmpathyVR.
4.5. Relationship Between Immersion and Satisfaction
The participants’ immersion and satisfaction levels are independent of each other during role-play with VHs in EmpathyVR.
5. Discussion
5.1. Advantages and Disadvantages of Role-Playing with VHs in IVR-Based PTA
5.2. Prior IVR Experience and Embodiment
5.3. Level of Immersion and Satisfaction
5.4. Implications
5.5. Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
IVR | Immersive virtual reality |
IVE | Immersive virtual environment |
VH | Virtual Human |
PTA | Psychological testing and assessment |
VHI | Virtual Human Interaction |
PaNES | Positive and Negative Empathy Scale |
CASES | Cognitive, Affective, and Somatic Empathy Scale |
MESA | Multidimensional Empathy Scale for Adolescents |
HMD | Head-mounted display |
MBTI | Myers-Briggs type indicator |
MSIT | Ministry of Science and ICT |
ITRC | Information Technology Research Center |
IITP | Institute for Information & Communications Technology Planning & Evaluation |
Appendix A
Scenario | Questions | Possible Answers | Scoring |
---|---|---|---|
#1 | Positive Situation | ||
1. Which one of the following did you experience more while talking with Sangmin? | (a) I easily understood what Sangmin was feeling | (a) = 1 point for C (b) = 1 point for A | |
2. From the list of provided emotion words, choose the emotion you felt after listening to Sangmin’s story? (up to five words) | Delighted, upset, happy, depressed, sad, excited, worried, proud, excited, impressed, blessed, uncertain, embarrassed, interested, pitiful, admired | Five relevant words = 1 point for A | |
3. How much do you agree with “I was excited and happy as if I confessed and was accepted”? | 5-rating scale (1 = I strongly disagree, 5 = I strongly agree) | 4&5 = 1 point for A | |
4. How much do you agree with “I tried to imagine what Sangmin was feeling as much as possible when I was hearing his story”? | 5-rating scale (1 = I strongly disagree, 5 = I strongly agree) | 4&5 = 1 point for C | |
Scenario | Questions | Possible answers | Scoring |
#1 | Negative situation | ||
5. Which one of the following did you experience more while talking with Sihwan? | (a) I easily understood what Sihwan was feeling (b) I felt what Sihwan was feeling | (a) = 1 point for C (b) = 1 point for A | |
6. From the list of emotion words, choose the emotion you felt after listening to Sihwan’s story? (up to five words) | Delighted, upset, happy, depressed, sad, excited, worried, proud, excited, impressed, blessed, uncertain, embarrassed, interested, pitiful, admired | Five relevant words = 1 point for A | |
7. How much do you agree with “I felt down and sad as if I confessed and was rejected”? | 5-rating scale (1 = I strongly disagree, 5 = I strongly agree) | 4&5 = 1 point for A | |
8 How much do you agree with “I tried to imagine what Sihwan was feeling as much as possible when I was hearing his story”? | 5-rating scale (1 = I strongly disagree, 5 = I strongly agree) | 4&5 = 1 point for C | |
9. There are gift icons that you can give to your friends. Choose the person you want to give the gift icon to: Sangmin or Sihwan. | Sangmin or Sihwan | Sangmin = 1 point for P Sihwan = 1 point for N | |
10. When you heard the story of Sangmin who confessed successfully and a friend Sihwan whose confession was rejected, whose story did you want to hear more? | Sangmin or Sihwan | Sangmin = 1 point for P Sihwan = 1 point for N | |
11. Whose feelings influenced you more—Sangmin whose confession got accepted or Sihwan whose confession got rejected? | Sangmin or Sihwan | Sangmin = 1 point for P Sihwan = 1 point for N | |
12. When there are many people who are happy like Sangmin who made a successful confession, and one person who is having a hard time like Sihwan whose confession was rejected; whose story do you want to hear more, from (Sangmin) group or (Sihwan)? [Show images of several Sangmins and one Sihwan.] | Sangmin or Sihwan | Sangmin = 0.5 point for M Sihwan = 0.5 point for m | |
13. When there is one person who is happy like Sangmin who confessed successfully, and there are many people who are struggling like Sihwan whose confession was rejected, which one do you want to hear more from (Sihwan) group or (Sangmin)? [Show images of several Sihwans and one Sangmin] | Sangmin or Sihwan | Sangmin = 0.5 point for m Sihwan = 0.5 point for M | |
Scenario | Questions | Possible answers | Scoring |
#2 | Positive situation | ||
1. Which one of the following did you experience more while talking with Jaehong? | (a) I easily understood what Jaehong was feeling (b) I felt what Jaehong was feeling | (a) = 1 point for C (b) = 1 point for A | |
2. From the list of provided emotion words, choose the emotion you felt after listening to Jaehon’s story? (up to five words) | Delighted, upset, happy, depressed, sad, excited, worried, proud, excited, impressed, blessed, uncertain, embarrassed, interested, pitiful, admired | Five relevant words = 1 point for A | |
3. How much do you agree with “I was excited and happy as if I won first place in the competition”? | 5-rating scale (1 = I strongly disagree, 5 = I strongly agree) | 4&5 = 1 point for A | |
Negative situation | |||
5. Which one of the following did you experience more while talking with Juyeon? | (a) I easily understood what B was feeling (b) I felt what B was feeling | (a) = 1 point for C (b) = 1 point for A | |
6. From the list of emotion words, choose the emotion you felt after listening to Juyeon’s story? (up to five words) | Delighted, upset, happy, depressed, sad, excited, worried, proud, excited, impressed, blessed, uncertain, embarrassed, interested, pitiful, admired | Five relevant words = 1 point for A | |
7. How much do you agree with “I felt down and sad as if I lost in the first round”? | 5-rating scale (1 = I strongly disagree, 5 = I strongly agree) | 4&5 = 1 point for A | |
8 How much do you agree with “I tried to imagine what Juyeon was feeling as much as possible when I was hearing his story”? | 5-rating scale (1 = I strongly disagree, 5 = I strongly agree) | 4&5 = 1 point for C | |
9. There is a glass of water that you can give to your friends. Choose the person you want to give a glass of water to: Jaehong or Juyeon | Jaehong or Juyeon | Jaehong = 1 point for P Juyeon = 1 point for N | |
10. When you heard the story of Jaehong who won first place in the competition and Juyeon who lost in the first round, whose story did you want to hear more? | Jaehong or Juyeon | Jaehong = 1 point for P Juyeon = 1 point for N | |
11. Among the stories of Jaehong who won first place in the competition or a friend Juyeon who lost in the first round, whose feelings influenced you more? | Jaehong or Juyeon | Jaehong = 1 point for P Juyeon = 1 point for N | |
12. When there are many people who are happy like Jaehong who won first place in the competition and one person who is having a hard time like Juyeon who lost in the first round, whose story do you want to hear more from (Jaehong) group or (Juyeon)? [Show images of several Jaehongs and one Juyeon] | Jaehong or Juyeon | Jaehong = 0.5 point for M Juyeon = 0.5 point for m | |
13. When there is one person who is happy like Jaehong who won the first place in the competition, and there are many people who are struggling like Juyeon who lost in the first round, which one do you want to hear more from (Juyeon) group or (Jaehong)? [Show images of several Juyeons and one Jaehong] | Jaehong or Juyeon | Jaehong = 0.5 point for m Juyeon = 0.5 point for M | |
Scenario | Questions | Possible answers | Scoring |
#3 | Negative situation for minority and positive situation for majority | ||
1. Which one of the following did you experience more? | (a) I can better understand the positive feelings of celebrating the birthday (majority) than the negative feeling of losing a cell phone (Eunwoo) (b) I can better understand the negative feeling of losing a cell phone (Eunwoo) than the positive feelings of celebrating the birthday (majority) | (a) = 1 point for M (b) = 1 point for m | |
2. Which one of the following did you want to do more? | (a) I want to help Eunwoo to feel better (b) I want to celebrate the birthday with them | (a) = 1 point for m (b) = 1 point for M | |
3. Which one of the following did you feel more? | (a) I feel bad for Eunwoo (b) I feel good for students who are celebrating the birthday | (a) = 1 point for m (b) = 1 point for M | |
4. Which one of the following did you want to do more? | (a) I want to do what Eunwoo wants to do with me (b) I want to do what students who are celebrating the birthday want to do with me | (a) = 1 point for m (b) = 1 point for M | |
Positive situation for minority and negative situation for majority | |||
5. Which one of the following did you experience more? | (a) I can better understand the negative feelings of losing in a soccer competition (majority) than the positive feeling of winning in a running competition (Woohyun) (b) I can better understand the positive feeling of winning in a running competition (Woohyun) than the negative feelings of losing in a soccer competition (majority) | 5. Which one of the following did you experience more? | |
6. Which one of the following did you want to do more? | (a) I want to congratulate Woohyun (b) I want to help students who lost in a soccer competition | (a) = 1 point for M (b) = 1 point for m | |
7. Which one of the following did you feel more? | (a) I feel good for Woohyun (b) I feel bad for the students who lost in a soccer competition | (a) = 1 point for M (b) = 1 point for m | |
8. Which one of the following did you want to do more? | (c) I want to do what students who lost in a soccer competition want to do with me (d) I want to do what Woohyun wants to do | (a) = 1 point for M (b) = 1 point for m |
Appendix B
Category | Keywords/Phrases |
---|---|
Immersion | “Immersive”, “I felt like real situation”, “Sense of immersion quite high”, “Easy to immerse in the situation that could have existed in reality”, “Well immersed”, “Allowing people to immerse themselves much more quickly”, “Good to think as another world and immerse”, “Immersed”, “ Immersing in situation”, “Like facing real situation”, “Able to experience actual situation in virtual reality”, “People appeared seem to be real and easily immersed in them”, “Immersive due to real human voice”, “See and feel it with own eyes”, “Making it immersed”, “Allows as if I am experiencing the situation myself” |
Realistic VH and Environment | “Experiencing real school”, “Made based on things that can be experienced in reality”, “Quite real”, “Students similar to reality”, “Like reality”, “Felt like real”, Characters felt alive”, “Virtual space felt real”, “Act in real situation”, “Experiencing real school”, “Things that could happen in real situation”, “Felt like a real situation”, “Expressed realistic and well”, “Felt realistic”, “Made based on things that can be experienced in reality”, “More realistic”, “Liked compositions of situation that could actually occur”, “Realistic interaction”, “The situation seemed real”, “Like facing real situation”, “Characters”, “Quality”, “Alive characters”, “Friends”, “People”, “Human”, “Students”, “Character movements”, “Facial expressions”, “Appearances”, “People appeared seemed real”, “Disappointing” |
Opportunity Providing | “Could easily find out my empathy type”, “Beneficial to learn empathy through simulation”, “Able to experience technology that never encountered before”, “Able to know empath type”, “Able to know emotional type”, “Able to pick objects felt like reality”, “Various situation and options gave opportunity to think about how to act in real situation”, “Was good to do it in a situation that could happen around people”, “Was able to answer with more immersion than by understanding the situation in writing”, “Variety of options of choosing emotions”, “Able to conduct test”, “Decide options”, “Opportunity providing”, “Being able to choose multiple emotions”, “Empathy Increases”, “Being able to sympathize and understand emotions” |
Interesting | “Fun”, “Nice to know empathy type”, “Amazing to enter inside VR”, “Was great being able to make decisions across multiple situations”, “Liked compositions of situation that could actually occur”, “Being able to know empathy was fun” “New and fun”, “More realistic and interesting than regular one”, “Less boring”, “Nice and fun content”, “Enjoy different type of test” |
Usability | “Useful”, “Good and easy to use”, “Able to get used to it quickly”, “Easy interface”, “Able to contrate well and move freely”, “Easy operation”, “Simple and easy operation”, “Heavy device”, “Device”, “VR device”, “Felt dizzy”, “Limited hand motion”, “Headset”, “Poor screen quality”, “VR machine” |
Role-Play | “Experiencing the actual situation”, “As a student myself”, “Able to sympathize more”, “Simulation”, “Asking opinion after the situation presented made more immersed”, “Experience the situation and judge”, “Feel as if experiencing the situation myself”, “Faced a real situation rather than reading” |
Negative | “Frustrating”, “Awkward”, “Uncomfortable”, “Unnatural”, “Scared”, “Bad”, “Inconvenient”, “Not realistic”, “Difficult”, “Bad quality”, “Heavy”, “Poor”, “Low”, “Disappointing”, “Hurt”, “Ugly” |
Positive | “Pretty”, “Good”, “Realistic”, “Good quality”, “Real”, “Interesting”, “Fun”, “Like”, “High sense”, “Nice”, “Like reality”, “Amazing”, “Easy”, “Alive”, “Able to enjoy”, “Seemed real”, “Less boring”, “Familiar”, “Refreshing” |
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VHs | Process | Story | Scene Image |
---|---|---|---|
Avatar | Virtual self [46] check in a mirror (male and female) | (button text: complete verification) | |
One VH | Episode1. Positive | A boy has a crush on a girl and she likes him too. | |
Episode5. Negative | A boy was rejected by one of the girls he liked. | ||
Two VHs | Episode2. Positive and negative | A boy who lost and a girl who won in the badminton tournament. | |
Several VHs | Episode4. Positive for the majority vs. negative for the minority | A grumpy student who lost his phone, and a happy group for celebrating someone’s birthday. | |
Episode3. Positive for the minority vs. negative for the majority | A group of students lost a soccer game; a boy won a medal in a running competition. |
Category | Details |
---|---|
World Design | |
Environment | Classroom, school cafeteria |
Virtual Humans (VH) | 11 virtual humans (VHs) performing 14 roles in the scenario |
VH Creation | 3D digital humans created through image-based modeling in Character Creator v4.5 (Reallusion Inc., San Jose, CA, USA), using photographs of staff members in their early 20s |
Animation | Character animations were recorded with actors using the Perception Neuron 3 motion capture system and AxisStudio 2.8 (Noitom Ltd., Beijing, China). The captured motion data was refined and processed in Maya 2021 (Autodesk Inc., San Francisco, CA, USA) and then applied to the characters in iClone 8 (Reallusion Inc., San Jose, CA, USA), with additional clean-up, polishing, and post-animation work. Missing animations were added, and unnecessary parts were removed to enhance realism and immersion. |
Tools | |
Character Creator 4.5 [47] | Character creation tool from Reallusion Inc. Version: 4.5 The software generates and customizes realistic 3D characters that are used across multiple 3D modeling platforms and game development engines. Scientific rationale: We tested Unreal Engine’s MetaHuman with FaceAR, Photogrammetry, Face Builder for Blender, and Headshot in Character Creation to generate an image-based 3D face model. Headshot in Character Creation was selected owing to its ability to quickly create realistic characters and its compatibility across multiple platforms. It is suitable for efficient integration into diverse 3D environments, as well as being fast, affordable, and less dependent on the skill of the user. |
Perception Neuron 3 [48] | Motion capture system from Noitom Ltd. (Beijing, China). Version: 3.0 A full-body motion tracking system with 23 wireless inertial measurement sensors that are mounted on a custom suit, which the actor must equip while recording motions. Scientific rationale: We compared the HTC VIVE Tracker 3.0, Rococo Vision, and Perception Neuron 3 as potential motion capture technologies. Perception Neuron 3 tool was selected because of its portability, compact design, and cost-effectiveness compared to the other motion capture technologies. Moreover, it allows seamless transfer of recorded motion data to digital character animations. |
Interaction Design | |
Object manipulation | The user interacts with the world and objects using the IVR controllers, which enable basic actions such as grabbing, rotating, pointing, and clicking. |
Seated IVR and control | Although EmpathyVR is used in a seated position, the user can move their upper body, hands, and shoulders, and rotate their head in IVR based on their physical movements. |
Device and specifications | HTC VIVE Pro Eye (HTC Corporation, Taoyuan, Taiwan) was used for the HMD IVR display and to track participants’ head and eye movements. HTC VIVE Trackers (HTC Corporation, Taoyuan, Taiwan) were used to track the participants’ upper body and arm movements. |
Empathy-type evaluation | After exploring each episode, the user answers questions (based on MESA), and their empathy type result is computed based on their responses. |
Mean | Median | Mode | Standard Deviation | Min | Max | Range | 25th Percentile | 50th Percentile | 75th Percentile | |
---|---|---|---|---|---|---|---|---|---|---|
Value | 8.31 | 8.00 | 8.00 | 1.24 | 4.00 | 10.00 | 7.00 | 7.50 | 8.00 | 9.00 |
Experience/Embodiment | High Embodiment | Low Embodiment | Total | ||
---|---|---|---|---|---|
High Experience | 19 | 13 | 32 | ||
Low Experience | 44 | 23 | 67 | ||
Total | 63 | 36 | 99 | ||
Chi Square Test Result | Chi Square Statistic | p-Value | Degrees of freedom | Expected frequencies | |
0.149 | 0.700 | 1.0 | [[20.36, 11.64], [42.64, 24.36]] |
Immersion/Satisfaction | High Satisfaction | Low Satisfaction | Total | ||
---|---|---|---|---|---|
High Immersion | 50 | 6 | 56 | ||
Low Immersion | 24 | 19 | 43 | ||
Total | 74 | 25 | 99 | ||
Chi Square Test Result | Chi Square Statistic | p-Value | Degrees of freedom | Expected frequencies | |
12.72 | 0.000362 | 1.0 | [[41.86, 14.14], [32.14, 10.86]] |
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Magar, S.T.; Suk, H.; Laine, T.H. User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of ‘EmpathyVR’. Sensors 2025, 25, 2719. https://doi.org/10.3390/s25092719
Magar ST, Suk H, Laine TH. User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of ‘EmpathyVR’. Sensors. 2025; 25(9):2719. https://doi.org/10.3390/s25092719
Chicago/Turabian StyleMagar, Sunny Thapa, Haejung Suk, and Teemu H. Laine. 2025. "User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of ‘EmpathyVR’" Sensors 25, no. 9: 2719. https://doi.org/10.3390/s25092719
APA StyleMagar, S. T., Suk, H., & Laine, T. H. (2025). User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of ‘EmpathyVR’. Sensors, 25(9), 2719. https://doi.org/10.3390/s25092719