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Feasibility of virtual reality and machine learning to assess personality traits in an organizational environment
Personality plays a crucial role in shaping an individual's interactions with the world. The Big Five personality traits are widely used frameworks that help describe people's psychological behaviours. These traits predict how individuals behave within an organizational setting. In this ar...
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Published in: | Frontiers in psychology 2024-07, Vol.15, p.1342018 |
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description | Personality plays a crucial role in shaping an individual's interactions with the world. The Big Five personality traits are widely used frameworks that help describe people's psychological behaviours. These traits predict how individuals behave within an organizational setting.
In this article, we introduce a virtual reality (VR) strategy for relatively scoring an individual's personality to evaluate the feasibility of predicting personality traits from implicit measures captured from users interacting in VR simulations of different organizational situations. Specifically, eye-tracking and decision-making patterns were used to classify individuals according to their level in each of the Big Five dimensions using statistical machine learning (ML) methods. The virtual environment was designed using an evidence-centered design approach.
The dimensions were assessed using NEO-FFI inventory. A random forest ML model provided 83% accuracy in predicting agreeableness. A
-nearest neighbour ML model provided 75%, 75%, and 77% accuracy in predicting openness, neuroticism, and conscientiousness, respectively. A support vector machine model provided 85% accuracy for predicting extraversion. These analyses indicated that the dimensions could be differentiated by eye-gaze patterns and behaviours during immersive VR.
Eye-tracking measures contributed more significantly to this differentiation than the behavioural metrics. Currently, we have obtained promising results with our group of participants, but to ensure the robustness and generalizability of our findings, it is imperative to replicate the study with a considerably larger sample. This study demonstrates the potential of VR and ML to recognize personality traits. |
doi_str_mv | 10.3389/fpsyg.2024.1342018 |
format | article |
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In this article, we introduce a virtual reality (VR) strategy for relatively scoring an individual's personality to evaluate the feasibility of predicting personality traits from implicit measures captured from users interacting in VR simulations of different organizational situations. Specifically, eye-tracking and decision-making patterns were used to classify individuals according to their level in each of the Big Five dimensions using statistical machine learning (ML) methods. The virtual environment was designed using an evidence-centered design approach.
The dimensions were assessed using NEO-FFI inventory. A random forest ML model provided 83% accuracy in predicting agreeableness. A
-nearest neighbour ML model provided 75%, 75%, and 77% accuracy in predicting openness, neuroticism, and conscientiousness, respectively. A support vector machine model provided 85% accuracy for predicting extraversion. These analyses indicated that the dimensions could be differentiated by eye-gaze patterns and behaviours during immersive VR.
Eye-tracking measures contributed more significantly to this differentiation than the behavioural metrics. Currently, we have obtained promising results with our group of participants, but to ensure the robustness and generalizability of our findings, it is imperative to replicate the study with a considerably larger sample. This study demonstrates the potential of VR and ML to recognize personality traits.</description><identifier>ISSN: 1664-1078</identifier><identifier>EISSN: 1664-1078</identifier><identifier>DOI: 10.3389/fpsyg.2024.1342018</identifier><identifier>PMID: 39114589</identifier><language>eng</language><publisher>Switzerland: Frontiers Media S.A</publisher><subject>big five traits ; eye-tracking ; implicit measures ; personality traits ; Psychology ; statistical machine learning ; virtual reality</subject><ispartof>Frontiers in psychology, 2024-07, Vol.15, p.1342018</ispartof><rights>Copyright © 2024 Vargas, Carrasco-Ribelles, Marin-Morales, Molina and Raya.</rights><rights>Copyright © 2024 Vargas, Carrasco-Ribelles, Marin-Morales, Molina and Raya. 2024 Vargas, Carrasco-Ribelles, Marin-Morales, Molina and Raya</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c350t-a77e3e79ccd72c71cee90ec697b2c40d10e0ee03939eb24d7f53baa37be0b58a3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC11305179/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC11305179/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,885,27924,27925,53791,53793</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/39114589$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Vargas, Elena Parra</creatorcontrib><creatorcontrib>Carrasco-Ribelles, Lucia Amalia</creatorcontrib><creatorcontrib>Marin-Morales, Javier</creatorcontrib><creatorcontrib>Molina, Carla Ayuso</creatorcontrib><creatorcontrib>Raya, Mariano Alcañiz</creatorcontrib><title>Feasibility of virtual reality and machine learning to assess personality traits in an organizational environment</title><title>Frontiers in psychology</title><addtitle>Front Psychol</addtitle><description>Personality plays a crucial role in shaping an individual's interactions with the world. The Big Five personality traits are widely used frameworks that help describe people's psychological behaviours. These traits predict how individuals behave within an organizational setting.
In this article, we introduce a virtual reality (VR) strategy for relatively scoring an individual's personality to evaluate the feasibility of predicting personality traits from implicit measures captured from users interacting in VR simulations of different organizational situations. Specifically, eye-tracking and decision-making patterns were used to classify individuals according to their level in each of the Big Five dimensions using statistical machine learning (ML) methods. The virtual environment was designed using an evidence-centered design approach.
The dimensions were assessed using NEO-FFI inventory. A random forest ML model provided 83% accuracy in predicting agreeableness. A
-nearest neighbour ML model provided 75%, 75%, and 77% accuracy in predicting openness, neuroticism, and conscientiousness, respectively. A support vector machine model provided 85% accuracy for predicting extraversion. These analyses indicated that the dimensions could be differentiated by eye-gaze patterns and behaviours during immersive VR.
Eye-tracking measures contributed more significantly to this differentiation than the behavioural metrics. Currently, we have obtained promising results with our group of participants, but to ensure the robustness and generalizability of our findings, it is imperative to replicate the study with a considerably larger sample. This study demonstrates the potential of VR and ML to recognize personality traits.</description><subject>big five traits</subject><subject>eye-tracking</subject><subject>implicit measures</subject><subject>personality traits</subject><subject>Psychology</subject><subject>statistical machine learning</subject><subject>virtual reality</subject><issn>1664-1078</issn><issn>1664-1078</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><sourceid>DOA</sourceid><recordid>eNpVkU9P3DAQxaOqFSDKF-BQ-djLLmM7ieNTVaFSkJC4tGdr4kwWo8RebC_S9tPX-wcEvtiaee83Y72quuSwlLLTV-M6bVdLAaJeclkL4N2n6oy3bb3goLrP796n1UVKT1BODQJAnFSnUnNeN50-q55vCJPr3eTyloWRvbiYNzixSLgvoR_YjPbReWITYfTOr1gODFOilNiaYgr-IM0RXU7M-WJiIa7Qu3-Y3a7NyBdw8DP5_LX6MuKU6OJ4n1d_b379ub5d3D_8vrv-eb-wsoG8QKVIktLWDkpYxS2RBrKtVr2wNQwcCIhAaqmpF_Wgxkb2iFL1BH3ToTyv7g7cIeCTWUc3Y9yagM7sC2VBgzE7O5HhxUxCFICVdZmg6x57OYims9CKsSusHwfWetPPNNjyjYjTB-jHjnePZhVeDOcSGq50IXw_EmJ43lDKZnbJ0jShp7BJRoKGVjYKeJGKg9TGkFKk8W0OB7PL3uyzN7vszTH7Yvr2fsM3y2vS8j8WMK82</recordid><startdate>20240724</startdate><enddate>20240724</enddate><creator>Vargas, Elena Parra</creator><creator>Carrasco-Ribelles, Lucia Amalia</creator><creator>Marin-Morales, Javier</creator><creator>Molina, Carla Ayuso</creator><creator>Raya, Mariano Alcañiz</creator><general>Frontiers Media S.A</general><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><scope>5PM</scope><scope>DOA</scope></search><sort><creationdate>20240724</creationdate><title>Feasibility of virtual reality and machine learning to assess personality traits in an organizational environment</title><author>Vargas, Elena Parra ; Carrasco-Ribelles, Lucia Amalia ; Marin-Morales, Javier ; Molina, Carla Ayuso ; Raya, Mariano Alcañiz</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c350t-a77e3e79ccd72c71cee90ec697b2c40d10e0ee03939eb24d7f53baa37be0b58a3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>big five traits</topic><topic>eye-tracking</topic><topic>implicit measures</topic><topic>personality traits</topic><topic>Psychology</topic><topic>statistical machine learning</topic><topic>virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Vargas, Elena Parra</creatorcontrib><creatorcontrib>Carrasco-Ribelles, Lucia Amalia</creatorcontrib><creatorcontrib>Marin-Morales, Javier</creatorcontrib><creatorcontrib>Molina, Carla Ayuso</creatorcontrib><creatorcontrib>Raya, Mariano Alcañiz</creatorcontrib><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>Frontiers in psychology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Vargas, Elena Parra</au><au>Carrasco-Ribelles, Lucia Amalia</au><au>Marin-Morales, Javier</au><au>Molina, Carla Ayuso</au><au>Raya, Mariano Alcañiz</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Feasibility of virtual reality and machine learning to assess personality traits in an organizational environment</atitle><jtitle>Frontiers in psychology</jtitle><addtitle>Front Psychol</addtitle><date>2024-07-24</date><risdate>2024</risdate><volume>15</volume><spage>1342018</spage><pages>1342018-</pages><issn>1664-1078</issn><eissn>1664-1078</eissn><abstract>Personality plays a crucial role in shaping an individual's interactions with the world. The Big Five personality traits are widely used frameworks that help describe people's psychological behaviours. These traits predict how individuals behave within an organizational setting.
In this article, we introduce a virtual reality (VR) strategy for relatively scoring an individual's personality to evaluate the feasibility of predicting personality traits from implicit measures captured from users interacting in VR simulations of different organizational situations. Specifically, eye-tracking and decision-making patterns were used to classify individuals according to their level in each of the Big Five dimensions using statistical machine learning (ML) methods. The virtual environment was designed using an evidence-centered design approach.
The dimensions were assessed using NEO-FFI inventory. A random forest ML model provided 83% accuracy in predicting agreeableness. A
-nearest neighbour ML model provided 75%, 75%, and 77% accuracy in predicting openness, neuroticism, and conscientiousness, respectively. A support vector machine model provided 85% accuracy for predicting extraversion. These analyses indicated that the dimensions could be differentiated by eye-gaze patterns and behaviours during immersive VR.
Eye-tracking measures contributed more significantly to this differentiation than the behavioural metrics. Currently, we have obtained promising results with our group of participants, but to ensure the robustness and generalizability of our findings, it is imperative to replicate the study with a considerably larger sample. This study demonstrates the potential of VR and ML to recognize personality traits.</abstract><cop>Switzerland</cop><pub>Frontiers Media S.A</pub><pmid>39114589</pmid><doi>10.3389/fpsyg.2024.1342018</doi><oa>free_for_read</oa></addata></record> |
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subjects | big five traits eye-tracking implicit measures personality traits Psychology statistical machine learning virtual reality |
title | Feasibility of virtual reality and machine learning to assess personality traits in an organizational environment |
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