Virtual reality stimulation and organizational neuroscience for the assessment of empathy

[EN] This study aimed to evaluate the viability of a new procedure based on machine learning (ML), virtual reality (VR), and implicit measures to discriminate empathy. Specifically, eye-tracking and decision-making patterns were used to classify individuals according to their level in each of the em...

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Detalles Bibliográficos
Autores: Parra Vargas, Elena|||0000-0002-0279-9827, Marín-Morales, Javier|||0000-0003-1271-2892, Alcañiz Raya, Mariano Luis|||0000-0001-9207-0636, García-Delgado, Aitana, Torres, Sergio C., Carrasco-Ribelles, Lucía A.
Tipo de recurso: artículo
Fecha de publicación:2022
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:inglés
OAI Identifier:oai:riunet.upv.es:10251/194574
Acceso en línea:https://riunet.upv.es/handle/10251/194574
Access Level:acceso abierto
Palabra clave:Organizational neuroscience
Empathy
Virtual reality
Behavioral data
Eye-tracking
Machine learning
Decision-making
EXPRESION GRAFICA EN LA INGENIERIA
Descripción
Sumario:[EN] This study aimed to evaluate the viability of a new procedure based on machine learning (ML), virtual reality (VR), and implicit measures to discriminate empathy. Specifically, eye-tracking and decision-making patterns were used to classify individuals according to their level in each of the empathy dimensions, while they were immersed in virtual environments that represented social workplace situations. The virtual environments were designed using an evidencecentered design approach. Interaction and gaze patterns were recorded for 82 participants, who were classified as having high or low empathy on each of the following empathy dimensions: perspective-taking, emotional understanding, empathetic stress, and empathetic joy. The dimensions were assessed using the Cognitive and Affective Empathy Test. An ML-based model that combined behavioral outputs and eye-gaze patterns was developed to predict the empathy dimension level of the participants (high or low). The analysis indicated that the different dimensions could be differentiated by eye-gaze patterns and behaviors during immersive VR. The eye-tracking measures contributed more significantly to this differentiation than did the behavioral metrics. In summary, this study illustrates the potential of a novel VR organizational environment coupled with ML to discriminate the empathy dimensions. However, the results should be interpreted with caution, as the small sample does not allow general conclusions to be drawn. Further studies with a larger sample are required to support the results obtained in this study.