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Schmid Mast Kleinlogel Tur Bachmann 2018
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Schmid Mast, M., Kleinlogel, E. P., Tur, B., & Bachmann, M. (2018). The future of
interpersonal skills development: Immersive virtual reality training with virtual
humans. Human Resource Development Quarterly, 29, 125–141.
doi:10.1002/hrdq.21307
Note that there might be slight differences between this and the published version.
Interpersonal Skills Development and Immersive Virtual Reality Training 2
Emmanuelle P. Kleinlogel
Benjamin Tur
Manuel Bachmann
Author Note
This research was supported in part by a grant from the Swiss National Science
Foundation. We thank Jörg Dietz and Pierre Millasson for their helpful comments on earlier
Abstract
We present how Immersive Virtual Reality (IVR) technology can be used for interpersonal
skills training in organizations by bringing together two strands of research: Virtual Reality
Exposure Therapy (VRET) (Powers & Emmelkamp, 2008) and the information,
(Bedwell, Fiore, & Salas, 2014). We present a new interpersonal skills training model that
identifies the main advantages of using IVR for training of interpersonal skills and posits
how these affect opportunities and motivation for practice, two key elements for training
transfer. The paper links existing IVR training to the domain of human resource
development and provides a look into the future of IVR interpersonal skills training from a
training cost over $ 130 Billion worldwide with the lion share going into management and
trainings is the development of interpersonal skills (Brotheridge, Lee, Riggio, & Reichard,
2008; Crosbie, 2005; Riggio & Lee, 2007). Klein, DeRouin, and Salas (2006, p. 81) define
interpersonal skills as an umbrella term that refers to “goal directed behaviors, including
verbal and nonverbal interaction exchanges, diverse roles, motivations, and expectancies.”
leadership, negotiation, and communication skills (Hunt & Baruch, 2003). Meta-analyses
show that the training effect is most pronounced for interpersonal skills training (Arthur Jr,
Bennett Jr, Edens, & Bell, 2003). Given this success, companies will continue to invest in
interpersonal skills training, but what is the future of interpersonal skills training?
interpersonal situations (e.g., give a short presentation in front of the other trainees) with
feedback (e.g., watching one’s videotape from practice, peer trainee, or instructor feedback)
(Agboola Sogunro, 2004; Salas, Wildman, & Piccolo, 2009). In the present article, we
present a new and innovative approach for interpersonal skills training: The use of
Immersive Virtual Reality (IVR) technology with virtual humans as training partners.
replicating the basic features of a real situation, including its psychological processes
(Pierce & Aguinis, 1997). We focus on immersive 3D virtual reality environments for
training (Kapp & O'Driscoll, 2009). Immersion means that the user has a first person
perspective (Salamin, Tadi, Blanke, Vexo, & Thalmann, 2010) and sees the virtual world
through a pair of 3D goggles, called Head Mounted Display (HMD). The virtual world
completely surrounds the users allowing them to encounter and interact with virtual humans
(Figure 1).
The goal of this article is to provide an overview of the potential of IVR technology
for interpersonal skills training in organizations and to develop a new interpersonal skills
training model that brings together theoretical considerations from the field of clinical
psychology and from organizational training. In clinical psychology, virtual reality training
is already established under the name of Virtual Reality Exposure Therapy (VRET)
(Powers & Emmelkamp, 2008) and is mostly used for the clinical treatment of anxiety
feedback (I-D-P-F) training effectiveness framework (Bedwell, Fiore, & Salas, 2014) is the
predominant theoretical approach used for skills training. We propose the IVR
interpersonal skills training model that integrates both approaches in order to understand
how IVR training with virtual humans can enhance social skill development.
al., 2009). As new technologies continue to evolve, training tools continue to change and to
open new horizons for training (Salas et al., 2009). While different simulation trainings use
computers, so called computer-based trainings (CBT) (Bedwell & Salas, 2010; Kraiger &
Jerden, 2007), interpersonal skills training necessitates practice with another person in the
form of a role-play (Agboola Sogunro, 2004; Salas et al., 2009). We show how
Virtual humans are 3D representations of humans. These virtual humans can move
around in the virtual world and interact with the trainee by, for instance, looking at the
trainee and approaching him or her, and talking to the trainee. Virtual humans speak with a
human (prerecorded) voice while moving their lips in synchrony with what they say. They
can either be agents in which case they are entirely preprogrammed and nothing else than a
computer algorithm; or they can be avatars, meaning that a real human controls what the
virtual human is doing in the social interaction (Fox et al., 2015). We focus on the use of
Different IVR training solutions are available. There are walking IVR settings
(Ruddle & Lessels, 2009) in which the trainees wear an HMD and are tracked in the 3D
environment allowing for moving around in IVR like in the real world (e.g., presenting a
project during a work meeting, Figure 1). There is also the possibility to use desktop IVR
settings (Lee, Wong, & Fung, 2010) in which trainees sit in front of a computer with the
HMD and encounter agents to, for instance, train to deliver a pep talk to an
2). These scenarios can be downloaded to the trainee`s personal computer at home to train
Interpersonal Skills Development and Immersive Virtual Reality Training 7
in privacy. The trainee practices short interpersonal exchanges (e.g., reply to a job
interview question about his or her strengths and weaknesses) as many times as he or she
wants and each of the short interpersonal exchanges is automatically video and audio taped
for possible later review. For the desktop IVR settings, their cost-efficiency becomes
evident because millions of users can use the scenario at the same time. The entire training
is self-directed and self-paced. The trainee decides freely on what to train, how many
In educational science, IVR technology has been used and has shown promising
results. Mostly, the role of virtual teachers has been explored (Bailenson et al., 2008;
Mikropoulos & Natsis, 2011). Our approach is different; we focus on training of difficult
social interactions at work with collaborators, superiors, subordinates, and clients. The
emphasis is on the active engagement in a social interaction by reacting to the virtual social
interaction partner and/or soliciting a reaction in the agent. This is very close to how IVR is
used in clinical psychology. There, Virtual Reality Exposure Therapy (VRET) has proven
to be an effective treatment of anxiety disorders (Parsons & Rizzo, 2008; Powers &
Emmelkamp, 2008). Some of the VRETs are geared towards social interactions as, for
instance, treatment of social anxiety. Social anxiety is a marked and persistent fear of being
exposed to unfamiliar people or to possible scrutiny by others. The individual fears that he
or she will act in a way (or show anxiety symptoms) that will be humiliating or
Virtual reality enables the trainees to be exposed to social situations that elicit
progressively more stress or anxiety. The level of tolerable stress depends from one
Interpersonal Skills Development and Immersive Virtual Reality Training 8
individual to the next. This exposure occurs step-by-step, meaning only when the trainees
master to control their fear with respect to a relatively low anxiety-provoking social
situation, will the situation be replaced by a “stronger” one. This approach is known as
exposure therapy (Feske & Chambless, 1995; Meyerbröker & Emmelkamp, 2010).
Training in IVR functions in the same way and thus enables trainees to progress according
to their individual training goals and dispositions. Individual tailoring of the training
scenario positions each trainee in an optimal learning zone: as close as possible to the
actual workplace interaction that he or she wants to train for (Blume, Ford, Baldwin, &
Huang, 2010) and at an optimal level of challenge without it being threatening (Drach-
The most challenging social interactions are those that include social evaluation such
as the job interview or public speaking. Social evaluation situations elicit a stress response
in the individual with physiological symptoms of stress (Al'Absi et al., 1997; Kirschbaum,
Pirke, & Hellhammer, 1993) as well as observable nervous behavior (Schmid & Schmid
Mast, 2013). Other types of difficult social situations are those that are emotionally taxing
IVR interpersonal skills training for organizational training is in its infancy (Gorini &
Riva, 2008; Harris, Kemmerling, & North, 2002). Research has shown that IVR is
successful for public speaking training (Anderson, Zimand, Hodges, & Rothbaum, 2005;
Gorini & Riva, 2008; Harris et al., 2002; Klinger et al., 2005; Parsons & Rizzo, 2008). In
the present article, we go beyond public speaking training and show how IVR can be
The ultimate goal of any educational program is to create training transfer, that is, to
& Hutchins, 2007). Research highlights four crucial components for training transfer to
training effectiveness framework (Bedwell et al., 2014; Salas & Cannon-Bowers, 2001).
transfer of the newly acquired skills to the work environment. They map on to the factors
Information refers to the traditional teaching methods through lecture and supporting
material (e.g., readings, case studies) with trainers delivering both declarative and
procedural knowledge to their trainees. Demonstration means the act of showing (e.g.,
through video clips showing a role model performing the skills) how to apply the
theoretical concepts exposed during the information phase. Through practice, trainees try
out and apply the newly learned skills with the aim of integrating them for future use.
Practice fosters training transfer through a learning-by-doing process. Not only the
acquisition of new skills but also the maintenance and perfection of acquired skills need
practice. The way towards becoming an expert in a given domain leads through practice.
The deliberate practice model by Ericsson, Krampe, and Tesch-Römer (1993) underscores
that continued deliberate practice is key for attaining expert status and to maintain
called experiential learning, is thus a core element of all skills trainings (Decker, 1982),
on both successes and failures during the practice phase, trainees can reflect on their
performance and on how to improve it. Meta-analytical research has demonstrated that
How IVR interpersonal skills training leads to training transfer is depicted in the IVR
Interpersonal Skills Training Model (Figure 3). The model brings together the exposure
therapy framework (Meyerbröker & Emmelkamp, 2010; Powers & Emmelkamp, 2008) as
well as the two core elements of social skills training in an I-D-P-F training framework
(Bedwell et al., 2014; Salas & Cannon-Bowers, 2001): Practice and feedback. Moreover, it
identifies the 5 distinct advantages of IVR training with virtual humans for social skills
development over traditional methods such as role-play with real social interaction
partners: (1) ease of access to a training partner, (2) double reality, (3) variability of
training scenarios, (4) possibility for new experiences, and (5) implicit feedback, and puts
them in relation to the theoretical elements of exposure therapy and practice and feedback
Practice
The core aspect of social skills training is practice (i.e., role play with a social
the trainee (opportunities for practice) and we need to motivate the trainee to practice as
much as possible with as many repetitions as possible (motivation for practice). These are
Interpersonal Skills Development and Immersive Virtual Reality Training 11
the two components of practice depicted in the IVR Interpersonal Skills Training Model
(Figure 3).
development depend on the ease of access to training partners (Agboola Sogunro, 2004;
Salas et al., 2009). This can be a challenging endeavor for certain training situations such
as, for instance, giving a talk in front of a large audience. The logistics and costs of
organizing a room full of people to represent the audience and the challenge of finding
motivated people who endure one trainee presentation after the other, are daunting. Here
IVR training has a distinct advantage: The virtual humans are available 24/7 and once they
are programmed, they do not need to be trained, scheduled, or paid. The unlimited
availability of the virtual social interaction partners for training is a key advantage of IVR
training. Moreover, virtual humans have endless patience and stamina. Unlike flesh and
blood social interaction partners, virtual training partners will not want to go home at the
end of the day and they will also not get bored or annoyed by trainees repeating over and
over the same sequence of behaviors. This means that once the training is available, there is
essentially no limit as to how many trainees and how many times each of them can use a
given scenario.
Because the scenarios and the virtual social interaction partner are constantly
available, the trainee can practice as much as needed and repeat the entire training or parts
of it how often he or she sees fit. Given the importance of providing opportunities to
practice for trainees (Bedwell et al., 2014; Ericsson et al., 1993), IVR training is optimal
because there are almost no barriers (other than the availability of the training facility if it is
a walking IVR setting and the personal motivation of the trainee) to how often the trainee
Interpersonal Skills Development and Immersive Virtual Reality Training 12
can practice (Sitzmann, 2011). Trainees or their trainers decide how many times they need
Motivation for practice. Exposure therapy works because the trainee is exposed to
his or her individually tolerable level of anxiety or stress and only after habituation to this
level is the difficulty increased (Rothbaum, Hodges, & Kooper, 1997). The tolerable level
of difficulty and the speed and type of difficulty increase all vary from one individual to the
next. Therefore, optimal learning is tailored to each individual. Only when the trainee is in
a challenging but not threatening situation is he or she motivated to practice and go further
in learning. This is described through the link between individual tailoring of difficulty
level and motivation for practice in the IVR Interpersonal Skills Training Model.
training is possible thanks to IVR putting trainees in a situation of double reality, offering
easy to achieve variability of the training scenarios, and the possibility for new experiences
Double reality. Trainees experience co-presence with the virtual humans in IVR. Co-
presence means being aware that other individuals are present and perceive us; there is a
psychological connection between the trainee and the virtual humans (Bulu, 2012).
However, at the same time, trainees perceive the virtual social interaction partner as
artificial enough to alleviate the stress normally experienced in social evaluation situations.
When interacting with virtual agents, trainees practice in a socially risk-free environment.
They can experience mistakes and failures without implying costly social consequences:
They are not judged by the virtual humans. Trainees thus feel encouraged to try out new,
By using IVR we expose trainees to what we call double reality: Knowing that the
virtual humans are not real and that there is no risk of being judged by them and therefore
providing a save space to try out any new behavior and at the same time being present and
feeling engaged as one would be in a real social interaction. Indeed, Meyerbröker and
Emmelkamp (2010) posit that there need to be two conditions met for VRET to be efficient
in treating anxiety disorders: (1) The trainee has to experience anxiety meaning that the
virtual simulation needs to be perceived with some degree of reality but at the same time,
(2) there must be information available that is incompatible with the experienced fear
reaction, which is the knowledge that one is simply in a virtual reality training session and
that the anxiety-triggering stimulus is not real. Such psychology-safe aspects are crucial for
training success (Blume, Baldwin, & Ryan, 2013; Salas et al., 2009).
The double reality nature of the IVR training permits the trainee to tolerate situations
in which he or she would be much more stressed if the situation was encountered as such in
reality. This enables to push the training even further, meaning experience mastery in a
(virtual) situation that might even be much more stressful than the actual real situation for
situation is closest to the situation the trainee will be faced when back at work (Baldwin &
Ford, 1988; Blume et al., 2010). Given that any environment and social constellation can be
programmed in IVR, the training scenario can be matched to any real environment.
IVR differentiates itself from traditional training methods in that trainers and trainees
can choose among different scenarios and behaviors and switch easily from one simulation
to the other. Trainees can experience different social interactions within or between
performance feedback to an employee, the trainer can choose whether to train with a female
or a male employee, with a younger or older employee, or with an employee from African,
Asian, or European descent. Moreover, the user can choose between different employee
public speaking scenario might want to gradually increase the size of the virtual audience or
might want to train with an uncooperative audience in which agents talk among each other
or leave the room while the trainee delivers his or her speech. Such variability in agents and
scenarios is an undeniable advantage to broaden and optimize learning and to keep the
copying the reality and making the virtual as real as possible (Pierce & Aguinis, 1997).
There is nothing wrong with this. However, we argue that in order to leverage the potential
unlikely to occur in reality are possible. For instance, it is possible to use an audience in a
public speaking training scenario, however the trainees do not find themselves in a
conference room or an office but instead they stand on a plank over a huge precipice to face
their audience (Figure 4). This adds another stressor: fear of heights. There is also the
Interpersonal Skills Development and Immersive Virtual Reality Training 15
possible to give a presentation while being submerged in an aquarium full of colorful fish
swimming around and sunlight beaming through the water providing a serene and peaceful
environment. Uncommon scenarios can be helpful to tailor the stress level to each
individual trainee (see IVR Interpersonal Skills Training Model, Figure 3).
Imagine the trainee flies like a superhero over buildings (Rosenberg, Baughman, &
Bailenson, 2013), lands on a platform from which to talk to an audience who looks up to
the speaker. Trainees might feel almighty which can liberate behaviors that are beneficial
model virtual humans to resemble real people. This opens the possibility that trainees can
encounter people they know. It would be possible, for instance, to train for a specific
encounter say with the CEO of the company and train this very specific situation with a
virtual human that looks exactly like the CEO. Another possibility is that the trainee can
encounter him- or herself in IVR. A virtual human that looks like the actual self who
possesses the facial features rendered from digital photographs but behaves independently
of the self is called a doppelganger (Bailenson, 2012). Male trainees who see their
doppelganger giving a public speech while hearing a guided visualization of the talk report
less public speaking anxiety compared to a group only hearing the guided visualization
remains to be tested. This way, trainees become their own role model which is only
Interpersonal Skills Development and Immersive Virtual Reality Training 16
possible with a doppelganger in IVR. It would also be possible that the doppelganger
coaches the trainee during training, which might be a more effective form of coaching
(Ahn, Fox, & Hahm, 2014). Another avenue for the use of doppelgangers would be training
of empathy and perspective taking in that the trainee sees his or her doppelganger in a
difficult situation which could then increase empathy for other people in such a situation
(e.g., the trainee fires him- or herself, meaning his or her doppelganger).
The novelty and surprise elicited by the unexpected or the uncommon triggers an
emotional response that can affect learning (Pekrun, 1992). It can be surprise, curiosity,
elevation, anxiety, stress, or awe, to mention just a few possibilities. By using out-of-the-
interpersonal skills training, the full potential of IVR is used. Trainees find the training
experience interesting; they are emotionally more involved because, if nothing else, they
are surprised. This will increase motivation to train and thus augment the number of
practice trials and most likely also adherence to the training. In the IVR Interpersonal Skills
Training Model, this is depicted by the arrow going from the possibility for new
Feedback
Meta-analytical research shows that receiving feedback on one’s practice is one of the
Hartigan et al., 2012). Feedback can be built into the IVR training session in different ways.
reactions of the virtual humans depending on what the trainee does or does not do. As an
example, for public speaking training, the audience can start to be distracted and not paying
Interpersonal Skills Development and Immersive Virtual Reality Training 17
attention to the speech any more if the quality of the trainee’s speech is not good (Batrinca,
Stratou, Shapiro, Morency, & Scherer, 2013). The virtual audience can start to yawn, start
to talk with the neighbor, or even leave the room if the trainee does not look at them or
speaks in a monotonous voice. This way, the trainee obtains immediate feedback via the
Such implicit feedback can be provided in different ways. The training program can
foresee different reactions of the agent and the trainer can choose which one fits best.
However, this requires an active input of the trainer in the computer while the simulation is
collaborator and then the trainer chooses whether the virtual collaborator will get angry,
More automated systems exist. These involve social sensing, meaning sensors in the
environment (e.g., camera, microphone, Kinect) and adapted computer algorithms that
extract the desired information from the sensors (e.g., speaking time duration, eye gaze)
(Pentland & Heibeck, 2010; Schmid Mast, Gatica-Perez, Frauendorfer, Nguyen, &
Choudhury, 2015). The sensed behavior of the trainee can then trigger certain reactions in
the simulation, for instance, how the virtual human reacts. These reactions then represent
(rather implicit) feedback to the trainee (Schmid Mast et al., 2015). As an example, the
trainee obtains feedback on how to change his or her behavior directly during a virtual
reality job interview training (e.g., the trainee is explicitly instructed to smile more during
the job interview) (Baur, Damian, Gebhard, Porayska-Pomsta, & André, 2013; Gebhard et
Another example is a virtual therapist that is used to interview patients in the context
of therapies or screening (Morency et al., 2015). The limitations of these systems are that to
date, they are still in development and typically not yet available for a larger pool of users.
restricted repertoire of possible agent behavior available while the simulation is running.
This hinders spontaneity in the social interaction and the virtual social interaction partner’s
reaction is not always well adapted to what the trainee does or says.
The main limitation of IVR is the still limited interactivity with the virtual humans
(Bombari, Schmid Mast, Canadas, & Bachmann, 2015). Virtual humans can be
preprogrammed to do almost all a real person can do but in order to simulate a real social
interaction, there needs to be spontaneous adaptability of the virtual human to what the
trainee does or says. Asking the virtual social interaction partner a question, for instance, is
a real challenge for the simulation. There is speech recognition that can help the computer
understand the question and select an adequate preprogrammed answer for the virtual
human, but unless the interaction occurs in a very well defined environment on a very
Redondo, & Vilas, 2013). Gamification strategies typically use rewards for trainees for
having accomplished a certain task or a certain number of repetitions. These rewards can
include points or achieved performance levels, for instance. The fact that repetition is a key
element of IVR training lends itself to the use of gamification. As an example, after having
Interpersonal Skills Development and Immersive Virtual Reality Training 19
accomplished several repetitions of a given training in IVR, the trainee might reach a level
on which he or she is awarded the possibility to choose the virtual social interaction partner
Although IVR systems were around for the past ten years or so, this technology has
gained momentum recently with the widespread availability and reasonable costs of HMDs
through which participants perceive the 3D virtual world surrounding them (e.g., Oculus
Rift or HTC Vive). This opens new and exciting avenues for applications such as, for
instance the desktop IVR training. The trainee can download the program on his or her
computer at home and either train on a 2D version on the screen or plug in an HMD and
then train in a 3D environment. This means that the desktop IVR training will become
readily available for download in the near future and there will be a vast choice of scenarios
available.
Going beyond training, IVR interpersonal skills scenarios can also be used for
assessment rather than for training. Even if the social interaction partner in a role-play is
instructed and trained to behave in exactly the same way with each and every trainee,
showing exactly the same interaction behavior is not completely possible because in social
interactions, we always react to the other person albeit it very subtlety. For instance, when a
social interaction partner takes an expansive body posture, we tend to fold ourselves in and
take a more constrictive posture and vice versa (Tiedens, Unzueta, & Young, 2007). This
happens on an unconscious level. Using IVR and virtual human agents circumvents such
and Mechanisms
To date, we only have evidence from clinical psychology and some from educational
science suggesting the effectiveness of IVR interpersonal skills trainings. There are still
many open questions research needs to address: Do we achieve better results with IVR
training than with the traditional methods? Do we achieve the same results but with less
costs for training? And, what are the mechanisms of learning? Are trainees more motivated
Training effectiveness
In the clinical realm, IVR training shows promising results for anxiety disorders,
including public speaking anxiety (Gerardi, Cukor, Difede, Rizzo, & Rothbaum, 2010). To
evaluate the effect of organizational training, Kirkpatrick’s (1967) four levels of training
evaluation is used widely: reactions (e.g., whether the trainees liked the training), learning
(e.g., what the trainees learned from the training), behavior (e.g., whether what was learned
can be transferred to the job – training transfer), and results (e.g., whether the training
affects performance on the job). Phillips (1996) added another level which is the one about
comparing the 4th level of Kirkpatrick with the cost of training. We believe that IVR
training will impact level 3 and 4 of Kirkpatrick’s taxonomy and particularly Phillips’s
Training motivation
There is some evidence showing that training in a virtual reality environment might
boost training motivation. In a study that compared traditional therapy methods for treating
public speaking anxiety with IVR treatment, the effects were similar but the dropout rate
Interpersonal Skills Development and Immersive Virtual Reality Training 21
was lower in the IVR treatment condition (Wallach, Safir, & Bar-Zvi, 2009). This hints to a
motivational factor. However, a more recent meta-analysis did not confirm that there was a
dropout difference between traditional anxiety therapy methods and IVR treatments (Opriş
et al., 2012).This meta-analysis focused on different anxiety disorders, not just public
speaking anxiety. For interpersonal skills training, the novelty or surprise of the virtual
experiences as mentioned above, might trigger a strong motivation for training and practice.
Whether and how the factors posited by the IVR Interpersonal Skills Training Model affect
Learning mechanism
nonverbal behavior (e.g., eye contact, smiling, close interpersonal distance, speech
duration), are under poor conscious control (Ekman & Friesen, 1969; Mehrabian, 2008).
Motor learning is often unconscious. Think about how a kid learns to ride the bike. As a
parent you typically have to tell your kid not to look at how the feet pedal, but instead to
look straight on. The feet will learn to pedal on their own – they do not need visual
supervision. Learning how to pedal and balance typically come from a learning-by-doing
approach in which the simple fact of practicing and repeating the same behavior creates the
necessary neural circuits for sustainable motor learning. What is the analogy with IVR
training? IVR immerses the trainee in the virtual world so that the outside real world
becomes less present. This not only shields from social evaluation of bystanders (e.g., the
trainer or other fellow trainees), it also lets trainees forget about their own motor behavior.
In the IVR settings in which the trainees do not see their hands or limps represented, there
Interpersonal Skills Development and Immersive Virtual Reality Training 22
is no visual inspection of, for instance, gestures, possible. To the extent that nonverbal
behavior and especially gestures, body postures, and locomotion are all motor behaviors,
this helps implicit learning. The trainee does not have to deal with the visual feedback
about his or her arms when training more open body gestures in public speaking; the body
will learn implicitly which frees up cognitive capacity that can be used to focus on the
content of the speech. We as trainers observe that the trainees’ nonverbal behavior in IVR
typically is more “liberated” than when training in front of a camera or with a real social
interaction partner. Whether indeed, there is implicit motor learning involved in IVR
Conclusion
Interpersonal skills training can use the new technologies available and in particular
IVR technology with virtual humans as social interaction partners with which trainees can
practice. We introduce the IVR Interpersonal Skills Training Model (Figure 3) which
summarizes the main advantages of using IVR for interpersonal skills training and posits
how these affect opportunities and motivation for practice, two key elements for training
transfer. The model combines the exposure therapy framework from clinical psychology
and the I-D-P-F framework from human resource development. The model presents at the
same time a bouncing board for future empirical research in this area. While IVR is widely
used for therapeutic interventions in a clinical setting and has also proven to be effective as
a therapy method, IVR is only beginning to emerge for social skills training in a human
resource development context. Our paper summarizes the possibility for using IVR for
social skills training, provides an outlook for future applications, and proposes a research
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virtual humans in a conference room (the participant, depicted on the left upper corner, is
Figure 2. Participant wearing an HMD and sitting in front of a computer and practicing a
job interview question the virtual human avatar asked (chosen from the menu on the right).
Interpersonal Skills Development and Immersive Virtual Reality Training 33
virtual humans while standing on a plank over a precipice and looking down on the