Article

Virtual Reality Technology: A New Tool for Personnel Selection

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Abstract

The purpose of this article is to introduce virtual reality technology as a potential tool for personnel selection in organizations. We describe virtual reality technology, its hardware and software requirements, and some current applications. Then we propose specific types of job knowledge, skills, abilities, and other characteristics (KSAOs) particularly suitable to being assessed using virtual reality technology. We emphasize KSAOs that hold the greatest promise in terms of yielding greater validity than more commonly used selection techniques. We hope the present article will stimulate and guide future empirical research on the potential of virtual reality technology as a personnel selection tool.

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... VR is a computational technology generated by one or more multisensory devices. The user can control, manipulate and explore, interactively and in real-time, allowing an immersive experience in a different and alternative environment (Aguinis et al ., 2001;Tori and Kirner, 2006). Through the use of 3D graphics or 360° videos, users experience an authentic computergenerated environment, creating a sense of presence that allows experiences such as walking on the surface of Mars, flying an aircraft, or observing the frescoes in the Sistine Chapel, without actually being there (Aguinis et al., 2001). ...
... The user can control, manipulate and explore, interactively and in real-time, allowing an immersive experience in a different and alternative environment (Aguinis et al ., 2001;Tori and Kirner, 2006). Through the use of 3D graphics or 360° videos, users experience an authentic computergenerated environment, creating a sense of presence that allows experiences such as walking on the surface of Mars, flying an aircraft, or observing the frescoes in the Sistine Chapel, without actually being there (Aguinis et al., 2001). ...
... But they also allow navigating through the environment, interacting with it, touching, lifting, manipulating, or moving objects (Kirner and Kirner, 2011). VR systems are often, but not always, immersive: immersion refers to the perception that the virtual environment surrounds the user, in which the stimuli of the physical environment are blocked through devices, such as the HMD, directing human senses to images, sounds, and objects to create a realistic virtual environment (Aguinis et al., 2001). ...
Article
Full-text available
The growing interest in virtual and augmented reality applied to business leads companies to explore possible applications in several management areas. The application of virtual and augmented reality to human resources management and development is also underway.
... In addition to internships and contingent work arrangements, we propose the use of virtual-reality technology (VRT) as a third type of predictor of in situ performance. VRT was proposed as a personnel selection tool by Aguinis, Henle, and Beaty (2001), but its use does not seem to be common yet (Anderson, 2003). VRT is a computer technology that enables users to immerse themselves in an alternate world; through the use of real-time computer graphics, users experience a computer-generated environment as if it is real and they are part of it. ...
... VRT is a computer technology that enables users to immerse themselves in an alternate world; through the use of real-time computer graphics, users experience a computer-generated environment as if it is real and they are part of it. Aguinis et al. (2001) discussed VRT as a technique for the "future". However, the future is now. ...
... VRT creates a complex job environment in a realistic and highly controlled manner. As noted by Aguinis et al. (2001), "just a few years ago, this would have only been possible in science-fiction movies, but today virtual reality technology makes this feasible" (p. 70). ...
... In addition to internships and contingent work arrangements, we propose the use of virtual-reality technology (VRT) as a third type of predictor of in situ performance. VRT was proposed as a personnel selection tool by Aguinis, Henle, and Beaty (2001), but its use does not seem to be common yet (Anderson, 2003). VRT is a computer technology that enables users to immerse themselves in an alternate world; through the use of real-time computer graphics, users experience a computer-generated environment as if it is real and they are part of it. ...
... VRT is a computer technology that enables users to immerse themselves in an alternate world; through the use of real-time computer graphics, users experience a computer-generated environment as if it is real and they are part of it. Aguinis et al. (2001) discussed VRT as a technique for the "future". However, the future is now. ...
... VRT creates a complex job environment in a realistic and highly controlled manner. As noted by Aguinis et al. (2001), "just a few years ago, this would have only been possible in science-fiction movies, but today virtual reality technology makes this feasible" (p. 70). ...
Article
We highlight important differences between twenty‐first‐century organizations as compared with those of the previous century, and offer a critical review of the basic principles, typical applications, general effectiveness, and limitations of the current staffing model. That model focuses on identifying and measuring job‐related individual characteristics to predict individual‐level job performance. We conclude that the current staffing model has reached a ceiling or plateau in terms of its ability to make accurate predictions about future performance. Evidence accumulated over more than 80 years of staffing research suggests that general mental abilities and other traditional staffing tools do a modest job of predicting performance across settings and jobs considering that, even when combined and corrected for methodological and statistical artifacts, they rarely predict more than 50% of the variance in performance. Accordingly, we argue for a change in direction in staffing research and propose an expanded view of the staffing process, including the introduction of a new construct, in situ performance, and an expanded view of staffing tools to be used to predict future in situ performance that take into account time and context. Our critical review offers a novel perspective and research agenda with the goal of guiding future research that will result in more useful, applicable, relevant, and effective knowledge for practitioners to use in organizational settings.
... While the introduction of virtual games, which integrate points, badges, competition, and role-playing, is fairly recent (Zielinski, 2015), simulations have continued to grow in popularity, as they provide high fidelity representations of actual work tasks and exhibit higher validities compared to other assessment methods (Lievens & Patterson, 2011). As technology continues to develop, high fidelity simulations will become even more realistic through the use of virtual, mixed, and augmented reality (Aguinis, Henle, & Beaty, 2001;Reynolds & Dickter, 2017). Organizations are also beginning to incorporate virtual interviews into the selection process and are working to leverage voice-analysis and emotion-recognition software to help gauge a candidate's emotional reaction and truthfulness during the interview by analyzing things like facial expressions, word choice, speech rate, and vocal tones (Zielinski, 2017). ...
... Similar to the selection space, online training is going mobile, allowing learners to access training on demand using their smart devices, and will soon be the most conventional medium to reach the digitally connected workforce (Parsons, 2014). While virtual reality has been used for training within the military and medical fields for some time (Aguinis et al., 2001;Beach, 2016;Davies, 2016a), advances in technology will make this method of training more popular for a wider number of industries and roles (Feloni, 2017). In addition, augmented reality is being used as the primary tool in a type of just-intime training where workers access training on an as-needed basis through a headsup display (Shamma, 2017). ...
Article
The Cambridge Handbook of Technology and Employee Behavior - edited by Richard N. Landers February 2019
... La justice distributive : basée sur la théorie de l'équité (Adams, 1965), elle correspond à l'équité des résultats de décisions organisationnelles (Folger & Cropanzano, 1998, in Marzucco & Hansen, 2013 et renvoie aux règles perçues qui influencent les perceptions d'équité des décisions (Ployhart & Ryan, 1998, in Marzucco & Hansen, 2013. Comme le propose Adams (1965), une décision est juste quand les récompenses sont proportionnelles aux contributions, c'est à dire, au mérite (Steiner, Amoroso & Hafner., 2004). ...
... La justice distributive : basée sur la théorie de l'équité (Adams, 1965), elle correspond à l'équité des résultats de décisions organisationnelles (Folger & Cropanzano, 1998, in Marzucco & Hansen, 2013 et renvoie aux règles perçues qui influencent les perceptions d'équité des décisions (Ployhart & Ryan, 1998, in Marzucco & Hansen, 2013. Comme le propose Adams (1965), une décision est juste quand les récompenses sont proportionnelles aux contributions, c'est à dire, au mérite (Steiner, Amoroso & Hafner., 2004). Dans le contexte du recrutement, les candidats perçoivent comme plus juste un recrutement qui donne le poste au candidat le plus en adéquation avec l'emploi, c'est-à-dire le profil correspondant le plus au poste en se basant sur ses résultats aux tests et autres évaluations de ses qualifications et compétences (Laberon, 2011). ...
Thesis
Full-text available
A l'ère actuelle, les technologies deviennent omniprésentes et ce d'autant plus dans le cadre organisationnel. La psychologie et le recrutement alliés aux nouvelles technologies donnent des opportunités naissantes. Les choix des outils technologiques et méthodes dans le cadre des processus de recrutement ont un impact sur les perceptions qu'ont les candidats. Les candidats réagissent différemment selon les techniques de recrutement. Comment les candidats réagissent aux nouvelles technologies dans le cadre du processus de recrutement ? Quelles méthodes sont préférées et à quel niveau ?
... VR's potential as a methodological platform for management research was proposed more than two decades ago (e.g. Aguinis, Henle, & Beaty, 2001;Pierce & Aguinis, 1997). But, its application was not quite ready given practical, logistical, and cost-related challenges. ...
... Applying 'augmented/virtual reality' in personnel selection can even improve the validity of test results. However, it can also cause negative physical effects and the need for training to familiarize applicants with the technology (Aguinis et al. 2001). Further, by implementing time constraints for each item, 'speeded tests' can be used to decrease cheating (Arthur et al. 2010). ...
Conference Paper
Driven by digitalization and accelerated by the COVID-19 pandemic, the ‘war for talents’ is increasingly shifting towards the digital world, transforming traditional personnel selection systems into information systems. While these digital personnel selection systems (DPSSs) make use of video interviews or gamified assessments to realize benefits in terms of cost-efficiency and sustainability, the use of digital technologies has a significant impact on user behaviors and selection outcomes. Against this backdrop, we present a common, interdisciplinary conceptualization of DPSSs in terms of a framework for technology-driven factors, which we inferred from a systematic literature review. Our interview-based evaluation showed that such an overview is urgently needed in research and practice. Our findings represent a theory for analyzing and add to the descriptive knowledge by providing an information systems lens on personnel selection. With this understanding of technology-driven factors, we provide a profound basis for developing user-centric DPSSs
... Augmented reality can help get the students more involved and less bored in the classroom (Sumadio & Rambli, 2010). The present students need significant, portable, and customized content that can be provided through AR. Figure 1 outlines the features of four different approaches viz E-learning, MOOCs, VR, and AR in education with discussion on their applications and limitations, and subsequent sections summarize these approaches (Aguinis et al., 2001;Bacca et al., 2014;Billinghurst et al., 2001;Ferguson & Sharples, 2014;Gunasekaran et al., 2002;Khalid et al., 2019a;Oye et al., 2012;Radu, 2014;Sumadio & Rambli, 2010). ...
Article
Full-text available
Over the past numerous years, the training structure is applying outdated strategies that keep schools from moving to competency-based models. Since most of the parts are instructor-oriented, the students are the detached party in the classroom which prompts less communication between students and the instructor. Augmented Reality (AR) is an interactive technology that reshapes the classroom learning environments by providing a means to interact with the course and the instructor dynamically. The learning process can be made more effective, efficient, and expressive when AR is implemented in education. Recently, many research efforts have been made for merging AR with teaching because of its ability to provide an immersive and interactive environment. Furthermore, this work discusses the benefits of AR compared to customary technical platforms (such as e-learning, MOOC courses, and virtual reality) and traditional schooling approaches (chalk and talk and old-style books). Additionally, this work presents the studies that have been carried out on AR, outlines and provides a chronological review of the different approaches of AR being executed in training and education. The paper also highlights the present state of the art research, how the technology trend has changed over the years, and which subjects and their corresponding domain have been explored.
... VRT engages individuals in the simulated environment by requiring navigation, interaction, and immersion (Vince, 1998(Vince, , 2004. Aguinis, Henle, and Beaty (2001) provided the first extensive discussion of VRT use in employee selection. Their Table 2 provided examples of VRT techniques that could be used to assess job knowledge, skills, abilities (cognitive, psychomotor, physical, and perceptual), as well as conscientiousness and integrity. ...
... VR is defined as "a computer technology that enables users to view or immerse themselves in an alternate world". 23 More specifically, it is a distraction method that provides the user with real-time interaction with computer-simulated entities in a pseudo-natural immersion via multisensory stimulation (vision, hearing, and sometimes touch). [24][25][26][27] Fuchs 26 identifies immersion and interaction as key components of VR, while Vince 28 and Aguinas et al 23 add navigation in the virtual environment as a third component. ...
Article
Full-text available
Background Virtual reality (VR) is a non-pharmacological method to distract from pain during painful procedures. However, it was never tested in young children with burn injuries undergoing wound care. Aim We aimed to assess the feasibility and acceptability of the study process and the use of VR for procedural pain management. Methods From June 2016 to January 2017, we recruited children from 2 months to 10 years of age with burn injuries requiring a hydrotherapy session in a pediatric university teaching hospital in Montreal. Each child received the projector-based VR intervention in addition to the standard pharmacological treatment. Data on intervention and study feasibility and acceptability in addition to measures on pain (Face, Legs, Activity, Cry, Consolability scale), baseline (Modified Smith Scale) and procedural (Procedure Behavior Check List) anxiety, comfort (OCCEB-BECCO [behavioral observational scale of comfort level for child burn victims]), and sedation (Ramsay Sedation Scale) were collected before, during, and after the procedure. Data analyses included descriptive and non-parametric inferential statistics. Results We recruited 15 children with a mean age of 2.2±2.1 years and a mean total body surface area of 5% (±4). Mean pain score during the procedure was low (2.9/10, ±3), as was the discomfort level (2.9/10, ±2.8). Most children were cooperative, oriented, and calm. Assessing anxiety was not feasible with our sample of participants. The prototype did not interfere with the procedure and was considered useful for procedural pain management by most health care professionals. Conclusion The projector-based VR is a feasible and acceptable intervention for procedural pain management in young children with burn injuries. A larger trial with a control group is required to assess its efficacy.
... Virtual reality is a technology that allows individuals to immerse themselves in a threedimensional space where they can view, move, and interact with objects, as if they were real (Aguinas, Henle, & Beaty Jr, 2001;Mujber, Szecsi, & Hashimi, 2004). VR can help organizations meet their goals of attracting highly qualified job applicants. ...
... Questions regarding this will lie at both the automating and informating level. Aguinis, Henle, and Beaty, Jr. (2001) suggest that the use of virtual reality technology and simulations can enhance the realism and accuracy of selection tests. For example, a prospective building inspector can now virtually inspect a building instead of just answering questions on a paper-pencil test. ...
... Serious games worden verder gekenmerkt door de navigatiemogelijkheden, de interactie (bv. tussen avatars) en de immersie van de kandidaat in de virtuele testomgeving (Aguinis, Henle & Beaty, 2001). ...
... However, considering the technological devices easily available now, other approaches seem viable and promising. For example, virtual reality has been used in psychological assessment related to personnel selection or forensic assessment (Aguinas, Henle, & Beaty, 2001; Mertens & Allen, 2008). Other promising approaches can be found in means of ambulatory assessment or experience sampling (Fahrenberg et al., 2007 ). ...
... The first of these is the use of simulations using virtual reality. Virtual Reality has been defined as "a computer technology that enables users to view or 'immerse' themselves in an alternate world (Aguinis et al., 2001). The goal of virtual reality training is for the trainee to become immersed in and interact with the virtual environment in such a way that the environment seems "real" to them. ...
Article
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In recent years, information technology has had a profound effect on human resources (HR) processes and practices. However, relatively little research has examined its effectiveness, and most of the existing studies have not assessed the degree to which these new systems enable organizations to reach their HR goals of attracting, motivating and retaining employees. One reason for this is that there are a number of limitations associated with current systems including the fact that they: (a) use one way communication systems, (b) are impersonal and passive, (c) do not always allow for interpersonal interaction, and (d) often create an artificial distance between individuals and organizations. Thus, the primary purposes of the present article are to review the current effects of technology on HR processes, consider the existing literature on the topic, and discuss the advantages and potential limitations of using these systems. In addition, we offer directions for future research and practice on using technology to facilitate HR processes.
... Telepresence, or full-immersion VR, means that users lose awareness of being present at the site of the human-computer interface, and instead feel fully immersed in the VR environment experience (Stanney, 2002). Once immersed in a VR environment, users can perform surgery, walk on the surface of Mars, fly an aircraft, or stroll through the Sistine Chapel without really being there (Aguinis et al., 2001). ...
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We discuss seven methodological improvements that would stimulate important advancements in management research. We refer to these improvements as ‘wishes’ that we hope will materialize within the next decade. To promote the implementation of these improvements, we offer concrete and actionable recommendations that researchers can apply when designing and conducting empirical research and that journal editors and reviewers can consider when evaluating manuscripts for publication. These improvements address: (1) accelerating theoretical progress; (2) improving the construct validity of measures; (3) strengthening causal inferences; (4) incorporating multilevel design, measurement, and analysis; (5) balancing trade-offs between internal and external validity, (6) understanding the nature and impact of outliers; and (7) offering a realistic and useful description of a study's limitations.
... m sollicitanten te screenen. Voorbeelden van multimedia tests zijn multimedia situational judgment tests (SJT's, bijv. Olson-Buchanan & Drasgow, 2006; en webcamtests, bijv. Oostrom, Born, Serlie & Van der Molen, 2010), interviews via videoconferentie (bijv.Chapman, Uggerslev & Webster, 2003), en tests die gebruik maken van virtuele realiteit (bijv.Aguinas, Henle & Beaty Jr., 2001). Multimedia tests laten een actieve, dynamische uitwisseling van informatie tussen organisaties en kandidaten toe ...
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... Another emerging area of intervention research is taking place in the field of industrial/organizational (I-O) psychology. Stanton and Rogelberg (2002) summarized the trend for online research methods in I-O psychology, including the use of virtual reality to simulate organizational situations and examine individuals' reactions to those situations (Aguinis, Henle & Beaty, 2001); online interviewing, including using chat room technology for conducting focus groups (Gaiser, 1997); the use of Webcams to collect behavioral data (Bellotti, 1997); the use of global positioning devices to identify the movement of employees for a given time (Harter & Hopper, 1994); using computer performance monitoring (CPM) devices that record the productivity of telephone operators or employees doing data entry (Stanton, 2000); and the analysis of Internet archives of an organization, including e-mails, documents, online teleconferencing, and chat rooms (Bargiela-Chiappini & Harris, 1996). As with the clinical studies mentioned earlier, these studies demonstrate creative ways in which Internet technology is being utilized in I-O psychology but did not examine issues of diversity. ...
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Chapter
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This paper presents a narrative review of recent research into applicant and recruiter reactions to new technology in employee selection. Different aspects of the use of new technology are noted including computer-based testing, Internet-based recruitment and candidate assessment, telephone-based and video-based interviews, video-based situational judgment tests, and virtual reality scenarios. It is argued that an appropriate way to conceptualize these advances is as 'technical innovations' as defined in the creativity and innovation research in Industrial, Work, and Organizational (IWO) psychology. Applicant reactions research is reviewed thematically, and studies into three main themes are discussed: Applicant preferences and reactions, equivalence, and adverse impact. Following Bartram (2001), an amphibian-monarchistic analogy is employed at several stages in the review. Four major criticisms of the extant applicant reactions research base are noted: its atheoretical orientation, a short-termist concentration upon reactions level outcomes, an over-reliance on students as surrogates, and a patchiness of coverage of crucial research questions. The second part of this paper explores neglected issues of recruiter adoption of new technology for employee selection. Again drawing from advances in the innovation and creativity literatures, this section explores likely antecedent factors at the individual and organizational levels of analysis. A general model of recruiter adoption of new technology is posited as a framework for future research in this area. For both applicant and recruiter reactions further research is called for and implications for practice are noted throughout.
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Virtual manufacturing is the use of a desktop virtual reality system for the computer-aided design of components and processes for manufacture. Virtual reality is a computer technology that enables users to view or 'immerse' themselves in an alternate world. Immersion and man-machine interaction is the core of VR technology. VR technology has obvious applications in education and training where potentially dangerous tasks such as flying or surgery are carried out and also has been used for many different applications in a variety of industries. This work provided some insight into reconstructing of virtual machining center by using Virtools platform and realized the machining center navigation and man-machine interactive operation. In this virtual environment, users can operate the machining center and complete a product machining process. Through this virtual platform, users can obtain knowledge about structure of machining center and get familiar with the complex operation of machining center before they have opportunity of manipulating the real machining tool, which is desirable for practical operation.
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Virtual reality systems involve the integration of both hardware and software components. The hardware enables users to navigate, interact and become immersed in the virtual environment while underlying support software creates the virtual environment and integrates the hardware into a working system. Although virtual reality is widely used for product design visualisation in engineering, there exist a number of possible avenues where virtual reality can be very effective. This paper deals with viable industrial applications for the visualisation of internal details of complex macrostructure. This research paper is concerned with a bone scaffold and chainmill structure that is less than 10 millimeters in size with relatively complex interconnections. The paper discusses the significant advantages of visualising and interacting with 3D digital prototype models of such structures in a virtual environment over the original physical structure, rapid prototype model and other techniques.
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Older adults with questionable dementia are at risk of progressing to dementia, and early intervention is considered important. The present study investigated the effectiveness of a virtual reality (VR)-based memory training for older adults with questionable dementia. A pre-test and post-test design was adopted. Twenty and 24 older adults with questionable dementia were randomly assigned to a VR-based and a therapist-led memory training group, respectively. Primary outcome measures included the Multifactorial Memory Questionnaire and Fuld Object Memory Evaluation. Both groups demonstrated positive training effects, with the VR group showing greater improvement in objective memory performance and the non-VR group showing better subjective memory subtest results in the Multifactorial Memory Questionnaire. The use of VR seems to be acceptable for older adults with questionable dementia. Further study on the effect of educational background and memory training modality (visual, auditory) is warranted.
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Tested F. L. Schmidt and J. E. Hunter's (1977) Bayesian validity generalization procedure. This procedure was applied to 56 distributions of validity coefficients drawn from 698 published and unpublished studies representing 5 clerical job families, 10 test types, and 2 classes of criteria—job proficiency and training success. Results show that most of the between-study variation in empirical validity results is accounted for by 4 statistical artifacts, thus casting doubt on the belief that employment test validities are situationally specific. In most cases, generalization of validity to similar clerical jobs or new settings appears to be justified, even where the hypothesis of situational specificity can not be rejected with certainty. The correlation between mean test type validities for proficiency and training criteria was high, indicating that, contrary to previous belief, similar ability measures are predictive of both criterion types. (45 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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From the Publisher: This in-depth review of current virtual reality technology and its applications provides a detailed analysis of the engineering, scientific and functional aspects of virtual reality systems and the fundamentals of VR modeling and programming. It also contains an exhaustive list of present and future VR applications in a number of diverse fields. Virtual Reality Technology is the first book to include a full chapter on force and tactile feedback and to discuss newer interface tools such as 3-D probes and cyberscopes. Supplemented with 23 color plates and more than 200 drawings and tables which illustrate the concepts described.
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Hanges, Grojean, and Smith (this issue) reaffirmed the Cascio, Outtz, Zedeck, and Goldstein (1991) "traditional" test score banding procedure and argued that the "alternative" method proposed by Aguinis, Cortina, and Goldberg (1998) is problematic. We clarify 4 differences between the traditional and alternative procedures. We suggest once again that the traditional approach be used when evidence regarding criterion-related validity is not available and that the alternative approach be used when this information is available.
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How virtual reality is helping improve patient care in the form of advanced educational tools and therapeutic options.
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Virtual reality (VR) has become increasingly well-known over the last few years. However, little is known about the side-effects of prolonged immersion in VR. This study set out to investigate the frequency of occurrence and severity of side-effects of using an immersion VR system. Out of 146 subjects, 61% reported symptoms of malaise at some point during a 20-min immersion and 10-min post-immersion period. These ranged from symptoms such as dizziness, stomach awareness, headaches, eyestrain and lightheadedness to severe nausea. These symptoms caused 5% of the subjects to withdraw from the experiment before completing their 20-min immersion period. Further research needs to be conducted that attempts to identify those factors that play a causative role in the side-effects of the VR system, and that looks for methods of reducing these side-effects.
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On the basis of a distinction between test content and method of testing, the present study examined several conceptually and practically important effects relating race, reading comprehension, method of assessment, face validity perceptions, and performance on a situational judgement test using a sample of 241 psychology undergraduates (113 Blacks and 128 Whites). Results showed that the Black-White differences in situational judgment test performance and face validity reactions to the test were substantially smaller in the video-based method of testing than in the paper-and-pencil method. The Race x Method interaction effect on test performance was attributable to differences in reading comprehension and face validity reactions associated with race and method of testing. Implications of the findings were discussed in the context of research on adverse impact and examinee test reactions.
A clarifying note on differences between the
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Virtual reality training takes off
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Purdue Pegboard Examiner's Manual
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Simulated and Virtual Realities (pp. 11±51)
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Integrated Systems (On-line)
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