Paper—Virtual and Augmented Reality for Developing Emotional Intelligence Skills
Virtual and Augmented Reality for
Developing Emotional Intelligence Skills
https://doi.org/10.3991/ijes.v9i3.23939
Chara Papoutsi1,2(), Athanasios Drigas1, Charalabos Skianis2
1
Institute of Informatics and Telecommunications,
N.C.S.R. ‘Demokritos’, Athens, Greece
2
University of the Aegean, Samos, Greece
papoutsi.xara@yahoo.com
Abstract—The development and the cultivation of emotional intelligence
and of the skills it can offer to the individual are the main elements and pursuits of contemporary research. The enhancement of self-control, the reinforcement of self-criticism and self-awareness and the cultivation of the constant
self-development are the most central objectives of all the people and of the scientists since they are the cornerstone for euphoria. The aim of the present study
is the review and the critical reproduction of information and conclusions that
have been extracted from the international bibliography regarding the issue in
question. More specifically, there will be an effort to evaluate and present the
significance of the activities of virtual reality and of augmented reality that contribute to the development of emotional intelligence skills. Along the same lines,
there will be an important review of the articles that refer to the exploitation
of such digital tools, to achieve the same results for the people suffering from
autism as well. Besides, the care for all the members of the society with no exceptions, and certainly of those members that suffer from mental retardation, should
be of upmost importance. The present article focuses on the role that those tools
play for the amplification of the skills in the sphere of emotional intelligence not
only as far as the duration of the research is concerned.
Keywords—emotional intelligence, virtual reality, augmented reality,
emotional enhancement, autism
1
Introduction
One of the main objectives of the societies nowadays but also of the agents and the
institutions is the development and the cultivation of the main emotional and social
skills in children and in people of any age group. Those skills-capabilities allow the
smooth integration in the community and the parallel promotion of a spirit that is characterized by cooperation and collectivity, which in the end allows the meaningful and
effective socialization of the persons. To achieve the goal in question, there has been a
suggestion in the international bibliography and research of the significance of instilling
and developing the main skills of the citizens that are related to emotional intelligence.
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Emotional intelligence is a prominent concept that for the last decades has been at the
forefront of scientific research, of workplaces, of educational field and of other areas.
It is the ability to recognize, to express, and to understand the emotions of self and the
others, to manage and to control the emotions of self and the others, to show empathy until the growth in higher levels that of self-actualization and self-transcendence
where people reach their full potential and inspire others for their self-fulfillment [1,2].
Emotional intelligence can be trained through programs, strategies and in recent years
a serious effort has been made to cultivate emotional skills through software, mobile
applications, serious games, virtual and augmented reality following the rapid advancement of technology [3–6].
Children and adults need to be able to showcase stable aspects of emotional intelligence and to cultivate the social part of themselves to the greatest degree possible for
better collaboration and cooperation and social interaction [7]. The sociability and the
high rates of team effort and collectivity certainly require an equivalent appearance of
particular and basic characteristics that refer to that very need of highlighting psychological, emotional, and social skills. At this point, it is of upmost importance in the various
technological means that there are elements related to emotion recognition, emotional
self-awareness, self-control, self-management, self-confidence, self-criticism and to a
more general tendency of the individuals to improve themselves. Besides, in virtual and
augmented reality the development of characteristics and of aspects that amplify the
personality and that act in a beneficial way in the behavior of the people will be driving
forces for their progression [8].
Therefore, the goal in question can be promoted—if not achieved fully and surely—
through the exploitation of virtual and augmented reality. It is in fact a method of presenting the environment and the characteristics that compose it in such a way that the
creation is credible and relates to reality as much as it possible. The presentation of
those elements can be either direct or indirect and it refers to either the synchrony or
the diachrony of a theme, providing a plethora of activities to the maker himself or to
the user [9]. The people who take part in those kinds of activities-programs manage to
meet a virtual way of presenting situations and natural elements and, at the same time,
they have the illusion that what is happening in the virtual reality corresponds to reality.
As a result, they can transmit a lot of the virtues-relations and behaviors that are showcased during their participation to the virtual life to the real world as well [10].
It is important to clarify that virtual reality is founded upon the use of various digital
and technological methodological tools and, for that reason, it has been used to a great
extent and it has met a lot of fame. The companies themselves that include and deal with
digital data have made clear a significant degree of corresponding to the real time and
space. The media created and designed of that very activity are part of a vast gamma
and, thus, they offer opportunities but also more possibilities to appear effective.
At this point of the research, there must be before-hand a clarification that will shed
light on the case and deter any miscommunication. However, virtual reality and augmented reality are under no circumstance the names of the same concept and they
should not be treated as such.
On one hand, virtual reality is the presentation of exclusively virtual and contrived objects and situations and the parallel presentation of a purely imaginary life
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that resembles reality without, of course, being the reality to trigger emotional reactions [11]. Solely technological media and other corresponding digital tools are used,
which help, in the end, in the appearance and reproduction of new—always imaginary
and contrived—situations and objects that can make an appearance in the everyday
life of people. In other words, virtual reality refers exclusively to elements, data and
materials that represent reality and that reproduce the latter to a great extent, while not
having any contact with it through the former [12].
On the other side of the spectrum, one can find augmented reality. The etymology
of the term is a testament to the intense and more extremely, to an extent, depiction
of reality and of natural-everyday conditions. That kind of virtuality is based on an
effort for the existence of real data that correspond to reality but in combination with
additional elements that do not appear in reality and in everyday life [13]. In fact, it
is a method of enriching reality in a parallel way, giving to the user the opportunity to
experience something s/he cannot achieve or see based on the real and natural data [14].
It offers the appropriate circumstances for the depiction of new elements that have as
their basis-foundation reality and not plausibility [15].
Surely, the issue under scrutiny has already been analyzed and assessed by many
scientists and researchers who have managed to verify their thesis and offer a multitude
of articles. As expected, the bibliography is quite extensive and it is an important source
of information and of data that are related to the very ways that augmented reality,
as well as virtual reality, can both operate in a positive way and for a future study of
the issue.
Briefly, the main difference of the two concepts is related to the way that the picture
and the reality are depicted in each one of them [16]. The first one (VR-Virtual Reality)
refers to the complete reconstruction of reality by placing solely digital elements, while
the second one (AR-Augmented Reality) refers to the proper reconstruction of digital
elements so that they fit with real situations and conditions. It is a knowledge that was
developed and evaluated after a thorough study by some scientists, who in 2017 published an article that delt with the differences that can be traced between virtual and
augmented reality [15].
As far as the differences between those methodological and digital tools are concerned, the research group of Bonetti F. conducted an important research and reached
the same conclusions. The team in question managed to show the main characteristics
that differentiate those two practices through a systematic review of certain basic elements that were mentioned in a plethora of articles [12].
Furthermore, at this point we could include another important and effective, for the
bibliography but also for the theme, article that refers to that very differentiation and
that was conducted as a research and published as an article in 2020. Boardman et al.,
(2020) studied aspects regarding fashion and entrepreneurship, and not social characteristics and emotional skills as much like in the present study, thus showing the spread
and usefulness of virtual and augmented reality in other areas as well [17].
The issue under scrutiny refers to the cultivation of skills regarding emotional intelligence. The goal is the acquisition by the individual of a plethora of emotional and other
psychological phenomena that will allow a parallel development of his/her emotional
intelligence and sociability.
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2
Methods
2.1
Search procedure/analysis
During the very first months of the year 2021 and, more specifically, during the month
February, a work was conducted; the gathering of information through the review of the
bibliography regarding the emotional intelligence on virtual and on augmented reality.
Through the visitation of digital libraries and of more general sources, that include
scientific articles and studies, a better understanding of the issue under scrutiny was
achieved. In any case, to achieve the best possible study of the issue of amplifying emotional skills, the review regarded articles that dated only from 2010 to 2020. That way,
there will be a more organized and well-rounded understanding of the issue at hand and
at the same time there will be an acquisition of more contemporary information.
The electronical sources utilized for the realization of the present study are the main
websites and online media that allow the study of the issue. More specifically, Medline
(PubMed version), Science Direct and ACM Digital Library were used, which offer a
more general access to scientific resources without limitations (Table 1). All the articles
are mostly based on research or reviews of the bibliography (to a lesser extent) regarding the significance and the role played by virtual and augmented reality in various
situations and much more regarding the emotional level.
Therefore, the keywords that were used were mainly the following: “virtual reality”,
“augmented reality”, “emotional intelligence”, “autism” and “technique—technology”.
We should not omit the fact that the articles that referred to the importance of those
technological methods for the fight against autism were quite important and were used
for the present study.
Table 1. Total number of papers identified from each database, identified following
screening, selected as meeting inclusion criteria and quality coded over 9
Database
Number of
Papers Found
by Database
Search
Number of Papers
Identified Following
Screening for
Games Terms
Number of Papres
Selected as
Meeting Inclusion
Criteria
Number
of Papers
Rated
Over 9
251
51
28
4
Science Direct
16,442
7,389
40
8
ACM Digital
Library
354,547
101,368
42
7
Medline
2.2
Inclusion procedure
A cornerstone for the conduction of the present study was the study of articles referring solely to the usage of virtual and augmented reality with the keywords mentioned
above. As a result, it is quite evident that there was a rejection and an exclusion of studies that referred generally to the importance of technology and to the usage of digital
media as a whole. Particularly, to achieve a more informed and organized study, there
was an effort to include only articles and studies that are based on research (primary)
and on review of the bibliography.
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2.3
Data extraction and quality quantification
The selection of the articles was done through a thorough study of the theme but also
of the quality of information that each article offered. The system Yusoff made that possible through the evaluation of the texts. The system allows the assessment of texts and
scientific articles in such a way that basic rules ensuring objectivity are implemented.
At the same time, what was also important was the existence of the proper images
and the way the articles themselves evaluated their review, since, by extension, they
allowed the appropriate selection of the latter by studying not only the way the research
was conducted but also the assessment realized regarding their sources [18].
The scale of quality refers to and includes the elements of fully corresponding to the
issue at hand as well. In other words, many articles did not have an immediate relation
with the theme, and they presented in a superficial way the events and the information,
simply describing a situation without having indulged appropriately. For that reason,
the scale of evaluation by Yusoff was chosen and used. He assessed texts with no relevance (0 in the scale), with medium relevance (1 in the scale) and with a high degree
of relevance (2 in the scale). Therefore, there was a better connection and coherence in
the way of evaluating the sources used [18].
3
Results
There was a quite extended research regarding to the importance and to the characteristics of virtual and augmented reality, which gave prominence to a plethora of
information. It is of upmost importance to highlight that the present article has followed
in a productive way the structure of an article that was published in 2020 by Pranav
Parekh [7]. The article is founded upon a systematic review of the bibliography and of
the studies that have been done regarding the theme in question. The article includes
data and research that refer to the use of virtual and augmented reality in the pharmaceutical discipline and, by extension, in medicine, in retail and in games-entertainment.
On the contrary, the present study will focus on the exploitation of media of the reality
through technology for the cultivation of emotional intelligence.
To achieve a better organization and structure of the information, there will be a
study of two main categories. Virtual reality will be analyzed separately from augmented reality in terms of the development of emotional skills and the results through
their use. All the scientists and scientific teams have chosen to distinguish those two
concepts and to study team in a different and more systematic context
3.1
Virtual reality
Sofia Myrislaki and Fotini Paraskeva have published a relevant article. In the article there is an extended presentation of a research investigating the effects of leaders’
emotional intelligence and transformational leadership on virtual team effectiveness
that was conducted with 500 people. Those people took part in a massively multiplayer
online game (MMOGs) that included virtual reality and that way they were led to specific conclusions. It was understood that the participation in those kinds of activities
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Paper—Virtual and Augmented Reality for Developing Emotional Intelligence Skills
amplified to a great extent the unity of the members and helped them develop their
feelings and achieve the acquisition of a higher degree of confidence and satisfaction
through the transformational leadership that mediates the relationship between leaders’
emotional intelligence and team effectiveness. The participants were split into groups
and each member of the team had a different responsibility and role to play in the
process [19]. Furthermore, the researchers analyzed and assessed through a schema
the practical contribution of developing the leader’s emotional intelligence for the
cultivation of collectivity and of a higher degree of the members-participants’ efficiency and their emotional empowerment [19]. Emotional intelligence is a necessary
component and plays a key role in organizational effectiveness and excellence having
positive correlations between leaders, employees, and other working variables [20,21].
Additionally, another article published in 2019 was fundamental for the writing
of the present study. Claudia Carissoli and Daniela Villani conducted a research in
which 121 students at high school took part in EmotivaMente, a program which aims
to promote emotional intelligence in early adolescents using guided and structured
videogames as tools for experiential learning. More specifically, through the research,
the scientists reached the conclusion that a great number of the students-adolescents
reported an improvement in the evaluation and expression of emotions in relation to
the self and others and an increase in emotion regulation strategies after the occupation with the videogames. The children had the opportunity to comprehend themselves
even volitionally the emotions born after the experience and, with that way, they could
acquire self-criticism and to improve themselves [22]. Moreover, a number of videogames helped them to promote empathy, to listen to different points of view for better
self and social awareness and constructive collaborations and interactions.
At the same time, one year later, in 2018, Ip H. H. S. et al. (2018) published an article after a primary research that referred to children with autistic disorders and other
similar problems. The disorder that they are called to be faced with do not give them
the opportunity to cultivate their emotional and social capabilities and to acclimatize-be
integrated in the various social groups that are formed in their environment. For
that reason, the researchers made efforts to progress and to amplify, to the greatest
degree possible, the emotional and social capabilities-abilities of the children that are
faced with that disorder. The 94 children had to occupy themselves with six educational scenarios that were designed following the method of virtual reality focuses
on emotion control, relaxation strategies, simulation on various social situations, and
consolidation—generalization. The research showed that children improved emotion
expression, emotion regulation and social interaction substantially [23].
Another systematic review was done by Mesa-Greza et al., in 2018. There was an
evaluation, through some especially important for science articles, of the value of virtual reality for the sociability, the cooperation, and the collectivity of the persons to
amplify the relations between the members of the team. On the other hand, there was
also an assessment of the technological support for the children dealing with those
kinds of mental difficulties to be able to externalize their feelings. Besides, the objective of the study of those researches in this article is the approach of virtual reality for
the development of emotional intelligence [24].
A virtual environment-based therapy for the strengthening of social skills, emotion,
and attention of children with autistic spectrum disorders was proposed by Manju et al.
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in 2018. Children interact with the virtual environment through a range of activities.
The virtual environment has three levels which are related to attention training, social
and emotional skills and decision making. The entire system was encircled with
Cameras, Tracking System, Gesture recording system, and Audio-Visual Recording
System. Rehabilitation therapy with the help of the virtual environment had positive
results with the repetition and helped to address attention deficit, social interaction, and
emotional value [25].
Three other articles that are related to the importance of virtual reality in the fight
against problems of mental retardation should me mentioned. The first article that
will be presented was published in 2017. It is a collective study-research that was
conducted by Yang and his associates. They carried out a research with 17 young
adults with high-functioning ASD. The young adults received Virtual Reality Social
Cognition Training which was designed to enhance socio-emotional processing and
socio-cognitive reasoning skills in children and young adults with ASD. Through a
virtual role-play intervention program there were improvements in emotion recognition
and theory of mind [26].
Furthermore, Didehbani and her associates published an article during the year 2016
where they talked about the very significance of the act of adopting programs and methods of virtual reality for the improvement of social and emotional skills of the children
that face problems and disorders which are included in the sphere of autism. The study
investigated the impact of a Virtual Reality Social Cognition Training (VR-SCT) to
enhance social skills in 30 children with ASD. Results showed that VR-SCT contributed to the improvement of emotion recognition, social attribution, and executive function of analogical reasoning [27].
Lorenzo et al. (2016) proposed an Immersive Virtual Reality System (IVRS) for
the training, the development, and the improvement of the deficits that students with
ASD experience in emotional skills. The survey was conducted in forty students from
primary schools, between 7 and 12 years old who were diagnosed with ASD. Ten
social stories based on real situations were introduced to the user who interacted
with the IVRS and had the support from the evaluator. Through the social stories
and a computer vision system which recorded the students’ responses and emotional
states students were able to practice their emotional responses and were trained in
appropriate emotional behaviors. The results showed that with the visual and interactive learning there was a noteworthy improvement in children’s emotional and social
skills [28].
In 2015, Diemer et al., published another article. The team in question studied extensively the role that technology and, more particularly, that virtual reality is called to
play in the development of emotional intelligence. They concluded that the role of the
method-technology under scrutiny is to allow the participants-users to externalize more
easily their emotions. Through their occupation with the various games and activities
offered by virtual reality, the individual can reveal what s/he is feeling and present
himself/herself to the community. In other words, virtual reality is in fact the medium
so that the individual can cultivate all kinds of emotions and parallelly externalize said
emotion [11]. However, in that case, the researchers studied the way that the users and
the participants reacted on many occasions. Their reactions and virtual reality could
help to a great extent eliminate main spiritual and mental disorders.
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Furthermore, Bekele et al. (2013) published an article in 2013. In this article there
is an analysis of a research conducted to study the emotion recognition and response to
facial expressions between adolescents who suffer from autism and adolescents who do
not suffer from any kind of mental problem. The research concluded that both groups had
the opportunity to express their emotions through the virtual reality but there were differences in the way adolescents with ASD process and recognize emotional faces compared
to their typically development peers. It was observed that there was a more intense relationship with the expected effect of that digital method with people with autism, verifying the hypothesis of its effectiveness on them [29]. A multimodal virtual reality-based
social interaction platform for children with ASD was also used for emotion recognition
in a social context demonstrating the viability and functionality of the VR system [30].
It is also worth mentioning an article which, although it emerged from the database
and it was not included in the 19 final articles that came out of the last selection, deals
with the development of emotional intelligence through virtual reality in a different
industry. The article is referred on the integration of emotional intelligence training
into military practicing and related programs using virtual reality and more specifically
emotionally expressive virtual characters in combination with various strategies. It is
argued that emotional intelligence needs to be cultivated because it is necessary in real
military operations so that operational teams can manage and use their emotions properly, make constructive decisions, and interact more effectively. The article describes
how this approach could be implemented and how emotion recognition and regulation
skills would be exercised and assessed [31].
3.2
Augmented reality
In a recent study the benefits and the prospects arising from the integration of augmented reality in the educational process were examined, and more specifically in the
language and literary field of primary education and simultaneously, it was presented the
effectiveness of student’s literacy with the help of AR [32]. The research—68 students
from experimental classes (EC) and 67 students from control classes (CC)—showed
that using and reading augmented reality books can open new artistic horizons, activate
students’ imagination, develop emotional intelligence and creative thinking, increase
children’s motivation and interest, promote social interaction, and give aesthetic pleasure. The activities that can take place and the interaction between students, but also
the active imaginary dialogue with the heroes of the books can emerge a plethora of
emotions and give many opportunities for the cultivation of emotional skills.
Another study was performed on 38 children aged 9 to 11 years old who participated in a multiplayer mobile augmented reality (MAR) game in a geolocation scenario
named EmoFindAR. Through this game children were trained in recognizing emotions
and took part in action that are related to the perception, assimilation, understanding
and regulation of emotions. Simultaneously, because it is a multiplayer environment,
it cultivates the communication and the collaboration between players even though the
said game supports and examines two different game modes, the competitive and the
collaborative one. The results showed that the augmented reality game triggered positive emotions in both modes, increased the degree of involvement, and acted with a
positive sign on emotional affection, social interaction, and interest [33].
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Α game of augmented reality, called “Pokemon GO”, appears to have given a significant boost to emotional enrichment. The game is particularly known and favored, and
it is one of the most popular games of the last five years. Its main users are adolescents
and children who are interested more in technological and electronical games [34].
The research took place in Spain and more specifically in Andalucia. A number of
190 adolescents from two different summer schools took part. The research, which
lasted about two months, focused on behavior change and whether the interaction with
the game played a role in it. The aim was to examine the effect of the “Pokemon GO” on
cognitive performance (memory, selective attention, concentration, mathematical calculation, linguistic reasoning) and on emotional intelligence (well-being, self-control,
emotionality, sociability). The game relates to the search for creatures (pokemon) but
not in a virtual place. The game in question is based on the search in real spaces since
the creatures appear in the cellphones in certain spots. Results showed that the contact with the augmented reality game allowed adolescents to show their emotions to
a decent degree and to have self-control at the same time. Their satisfaction from the
game was evident in their facial expressions since they had the opportunity to depict
meaningfully their emotions and to cultivate their emotional intelligence to the largest
degree possible [34]. Specifically, adolescents showed a higher level in selective attention, concentration, and sociability which contributed to the cognitive and emotional
cultivation of them.
The “Empowered Brain” is another social communication system that aims to
improve children’s and adults’ social-emotional and cognitive skills. In the research
18 people (children and adults with ASD) took part and they were called to sit in pairs
face-to-face and to wear special glasses designed with apps (Face2Face, Emotion
Charades, Transition Master) to offer possibilities of the augmented reality. The results
of the research showed that people with autism spectrum disorders had through those
digital media the opportunity to express to a greater degree their emotions, recognize
facial emotions, improve their social communication and to cultivate, of course, their
emotional intelligence. It is a clinical study that is founded upon tangible data and allows
important information regarding the emotions that occurred and the effect of technology [35]. Another research using the specific technology led to the same results [36].
In 2018, another research was conducted that concerned a 13-year-old adolescent
male student diagnosed with ASD who received 16 augmented smart glasses-aided
intervention sessions for two weeks to encounter activities of augmented reality based
on the “Empowered Brain Face2Face” module. In the end, the researchers concluded
that those kinds of tools were remarkably interesting for the students due to their technological aspect. The experiment reached the conclusion that interaction with that kind
of activities can offer a high degree of sociability and can cultivate to a great extent the
social virtues of the people and, much more importantly, of the children of the specific
age group. The children with autism can demonstrate their emotional maturity and their
emotions and work to a high degree collectively [37].
In another study augmented reality was combined with a concept map to help three
students-children suffering from autistic disorders—of any kind and type—to further
develop their social skills and promote even more their teamwork and their collectivity
using concept visualization where social scenarios were shown in a tabletop role-play
training platform. A concept map was created in that very context and it was based
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on the reduced ability of individuals with ASD to properly express social greetings.
It helped children be taught and comprehend how they could become more social
during the duration of the process of a new meeting to successfully realize the creation
of a new contact [38]. The AR with the concept map added significantly to the increase
of social reciprocity which grounded in empathy, awareness of emotional and interpersonal cues and appropriate responses.
During 2016, an article was published where augmented reality—based video modelling storybook (ARVMS) was used to improve the attention to nonverbal social cues
and as a result to help participants better understand the facial expressions and emotions of the storybook characters to adopt it in daily life. In that article, the concept of
augmented reality was studied, as well as the important role that the various activities
play—the activities that are integrated in the former for the cultivation of emotions and
of reactions of the participants (6 adolescents with autism) and that are depicted in their
face and determined, by extension, their very behavior. At the same time, thanks to the
emotional development that was achieved and to the further expansion of their social
skills, the children were, that way, able to acquire a more active social activity and to
be integrated in the community with the best way possible. In other words, through the
applications of augmented reality, they will manage to cultivate a more active action
and to amplify their emotionality and their sociability [39].
Another research came to the front during 2015 and moved towards the use and the
study of the reactions of the children with autism when the latter meet an electronic
GameBook founded upon augmented reality that presented the story of Tobias’s adventure during a visit to a zoo park. The children that took part in the research had, that
way, the opportunity to move to the recognition of emotions and to the expression of
such senses so that they manage to amplify their social capabilities. The GameBook
included a specific story-fairy tale with five scenarios and interactions and the hero
managed in fact to showcase his emotional world and to help, as a result, the children
in their journey of recognizing those emotional differences [40].
Additionally, in 2015, another team studied through technology the facial expressions and the emotions expressed by people when in contact with different situations
and with augmented reality. A number of three adolescents was sufficient for the experiment. The augmented reality self-facial modelling (ARSFM) system provided 3-D
facial expressions of six basic emotions (happiness, sadness, fear, disgust, surprise,
anger) overlaid on participants’ faces to help emotional recognition and emotional
judgements. Those expressions were indicators of developing emotions, were noted
down and were later studied by the scientists-researchers. At this point an important
clarification must be highlighted: all participants suffered from autism and mental
retardation. It was once more made clear that augmented reality helps to a great extent
people with autism and much more adolescents to externalize their emotions and to be
able to depict the latter and their thoughts without difficulties [10].
4
Discussion
The writing of the present article was surely a positive project which can give a new
point of view in the research and which can offer a plethora of quite recent articles and
studies.
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The articles referring to the theme of virtual and of augmented reality were surely
quite helpful and they offered much information for the issue under scrutiny. They
referred to all age groups, including children, adolescents, and adults, and it was made
clear that in fact both types of technological reality affect everyone without exceptions.
The scientists reached conclusions regarding the issue and presented important details
for the research which were conducted and most of them were clinically and scientifically well-grounded.
Virtual and augmented reality are important aspects of technological development
and progress and the possibilities they offer and will continue to offer in the future seem
to be unlimited. Utilizing virtual and augmented reality as a technological tool can be
done in many areas with positive and encouraging results [41–45]. They can enrich
the 21st-century skills, which are collaboration, communication, critical thinking, and
problem solving [46] in the digital era in many domains such as education, work, leadership, and health.
In the present research, virtual and augmented reality applications provide an effective tool for enhancing emotional and social skills (Table 2). Emotional intelligence
is a particularly important resource for people of all ages in the modern era and its
cultivation—strengthening is considered necessary and indispensable [47,48]. The use
of virtual and augmented reality and the integration of its elements in games, applications, programs with targeted actions can actively contribute to the development of emotional intelligence [49–51] in all age groups. They are attractive, useful, and promising
tools that in combination with various strategies can cultivate emotional intelligence
skills like emotion recognition, emotional expression, emotion regulation, empathy,
emotional self/social awareness, in children and adults and in children and persons with
special educational needs for a better self-development and for the improvement of their
interpersonal relationships, daily interactions, problem-solving and decision making.
People with high levels of emotional intelligence have self-knowledge, self/social
management and can show empathy. They in turn can help and motivate other people
to come into meaningful contact with their emotions and themselves and increase their
emotional competence. Emotional intelligence is closely related with the concepts of
stability, harmony, love, and spirituality [52].
An issue in the present study that must be taken under consideration is the fact that
some studies had a limited number of participants. That element could work in an inhibitory way for the extraction of conclusions since there were not a lot of participants to
indicate that the results are more meaningful and certain. However, even in those cases,
the samples managed to lead to important results and to clear and well-rounded points
of view.
Finally, an element that is missing and that would perhaps be more beneficial to refer
to future research is the significance that virtual and augmented reality have generally
in the individuals’ life outside the experiment. The studies focused on the way that the
data and the percentages were formed at a specific time during which the experiment
was conducted. That does not allow a deeper knowledge for the more general importance of said digital tools outside that temporal context. Therefore, it would be crucial
that the research turns partially to that question as well, to study that aspect for a better
understanding. Besides, without that aspect, it is not possible to have a well-rounded
study and to depict whole conclusions that will, in the end, trigger a more intense
review and contact with the issue under scrutiny.
iJES ‒ Vol. 9, No. 3, 2021
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Paper—Virtual and Augmented Reality for Developing Emotional Intelligence Skills
The findings of the present study will encourage new research projects on how
to use VR/AR technology to increase in children and adults with or without special educational needs the recognition of verbal and non-verbal emotional cues, the
comprehension of emotions, the management of them, the enhancement of emotional competence and social skills in emotional and social situations. It would be
positive to create opportunities for the cultivation of emotional skills through the
instillation of VR/AR technology into current practices and programs related to the
educational environment, learning context, special education, working environment
with employees, leadership, health, and other areas as the emotional element is
evident everywhere. Creating intelligent virtual and augmented multiplayer reality
environments would help the development of emotional and social skills. Educational approaches could be developed to cultivate empathy and raise awareness on a
variety of everyday issues. Virtual and augmented reality games could also enhance
emotional intelligence and socialization in children and people with disabilities in
these two areas.
5
Conslusions
The findings from this study provide clear support in improving emotional skills.
This demonstrates that virtual and augmented reality are promising mediums in promoting emotional and social capabilities in children, adolescents, and adults. Different
forms of virtual and augmented reality environment should be considered to maximize
results. Additional research with larger and diverse groups is needed to better examine
the effectiveness of AR/VR technology in the field of emotional intelligence.
Therefore, emotional intelligence is a matter that has assumed to a great extent a
central role in the research, and it has offered an important percentage of knowledge
and of information to a more general scientific context. The research has progressed to
a great degree and it has managed to use in the appropriate way the technology and the
various digital methods in such a way that there is help provided both to the scientists
and to the people themselves since the latter manage in fact to develop the kind of
skills that are in the domain of emotional intelligence (emotion recognition, emotional
expression, self-control, empathy).
Certainly, the methods and the tools that were used for the development of those
activities have as a basis the improvement of the emotional intelligence and the
enhancement of sociability of each member. In other words, virtual reality as well as
augmented reality try to give a boost to the emotional intelligence of the people who
took part in the studies. A great degree of interest can be found in the equivalent cultivation regarding the people who suffer from mental retardation and, more specifically,
from autism.
The emotion can be cultivated by games, as well as other types of activities and
exercises, that can include elements of those two categories of technology that are in
every aspect differentiated. Therefore, a future goal may be to study methods that can
best contribute to the development and improvement of emotional intelligence through
virtual and augmented reality and to systematically analyze the perspectives that may
be born in a more general context.
46
http://www.i-jes.org
Project (Study Publication)
Targeted Participants
Targeted Skills
Support
Main Result
Emotional intelligence in
virtual teams (Myrislaki &
Paraskeva, 2020)
500 participants who played
games in virtual teams
(18–55+ y/o)
Emotional intelligence and
transformational leadership
MMOGs
Relationship between
leader emotional
intelligence and virtual
team effectiveness
Mobile augmented reality game
(López-Faican & Jaen, 2020)
38 children
(9 to 11 y/o)
Emotion recognition, emotion
regulation, collaboration,
communication
(MAR) game -EmoFindAR
Positive emotions, mood
improvement, emotional
affection, social
interaction, and interest
Augmented reality within the
linguistic and literary field of
primary education (Nezhyva
et al., 2020)
68 students from experimental
classes (EC) and 67 students
from control classes (CC)
(8–9 y/o)
Augmented reality in the educational
process—development of emotional
intelligence
Book with the
AR-application
Development of
emotional intelligence,
creative thinking,
motivation, interest,
social interaction
The role of video games
for promoting emotional
intelligence (Carissoli et al.,
2019)
121 students for senior high
schools
(mean age of 14.1 y/o)
Emotional intelligence using
videogames
Videogames
Videogames can evaluate
the feasibility and
emotional intelligence
Emotional and social skills in
students with autism (Ip et al.,
2018)
94 children with autism
(6–12 years old)
Emotional and social skills, sociability
Virtual reality learning
scenarios
Improvements in
emotion recognition
and social-emotional
reciprocity
Virtual reality for children
and adolescents with ASD
(Mesa-Gresa et al., 2018)
31 articles
-
Emotional and social skills
Bibliographic review
Improvements in
emotional skills with
virtual reality
Augmented reality game
and emotional intelligence
(Ruiz-Ariza et al., 2018)
190 adolescents from two
summer schools
(12–15 y/o)
Cognitive performance and emotional
intelligence
Pokemon GO
Improvements in
emotional and social
skills
(Continued)
Paper—Virtual and Augmented Reality for Developing Emotional Intelligence Skills
iJES ‒ Vol. 9, No. 3, 2021
Table 2. Systematic review of virtual and augmented reality for developing emotional intelligence skills. (N=19)
47
Project (Study Publication)
Targeted Participants
Targeted Skills
Support
Main Result
http://www.i-jes.org
No negative effects of AR in
people with ASD (Sahin et al.,
2018a)
18 children and adults with ASD
(4.4–21.5 y/o)
Emotional and social skills
Empowered Brain (special
glasses)
Cultivation of emotional
intelligence and social
skills
AR, emotional intelligence, and
sociability in school classrooms
(Sahin et al., 2018b)
13-year-old adolescent male
student diagnosed with ASD
Social, communication and emotional
skills
Empowered Brain
Face2Face (augmented
smart glasses-aided
intervention sessions)
Improvements in social
communication, social
motivation, emotional
skills, social cognition
Use of social cues by children
with ASD (Lee et al., 2018)
3 children with ASD
(8–9 y/o)
Social, communication and emotional
skills
ARCM (Augmented reality
concept map)
Improvements in
children’s social and
emotional skills and
increase of their social
reciprocity
Rehabilitation Therapy for
Autism Spectrum Disorder
Using Virtual Reality
(Manju et al., 2018)
5 children with ASD
(4–6 y/o)
Social skills, emotions, and attention.
Virtual Environment system
Virtual reality therapy
produced positive results
Brain responses to biological
motion for emotional and social
skills (Yang et al., 2017)
17 young adults with highfunctioning ASD
(Mean age 22.50 y/o)
Enhance socio-emotional processing
and socio-cognitive reasoning skills
Virtual Reality Social
Cognition Training
(VR-SCT)
Improvements in
emotion recognition and
theory of mind
Emotional and social skills in
children with ASD (Didehbani
et al., 2016)
30 children with ASD
(7–16 y/o)
Emotional and social skills
VR-SCT
Improvement of emotion
recognition, social
attribution, and executive
function of analogical
reasoning
Nonverbal facial cues for
children with autism spectrum
disorder (Chen et al., 2016)
6 adolescents with ASD
(11–13 y/o)
Understanding the facial expressions
and emotions
Augmented reality—based
video modelling storybook
(ARVMS)
ARVMS was
entertaining, attracted
the attention, amplified
emotionality, and
sociability
Paper—Virtual and Augmented Reality for Developing Emotional Intelligence Skills
48
Table 2. Systematic review of virtual and augmented reality for developing emotional intelligence skills. (N=19) (continued)
40 students with ASD
(7–12 years old)
Training and improvement of
emotional responses and emotional
skills
Emotional Script (ES),
computer vision system to
determine child’s emotional
state
Enhancement of
emotional intelligence
skills through virtual
reality system’s social
situations
Augmented reality-based selffacial modeling (Chen et al.,
2015)
3 adolescent participants with
ASD
(10 to 13 y/o)
Εmotional expression and social skills
3-D animations of six basic
facial expressions
AR intervention
improved the emotion
recognition and response
to facial emotional
expressions
Facial expressions and children
with ASD (Brandao et al.,
2015)
Children with ASD
Recognition of facial expressions
AR GameBook
AR GameBooks
improved emotional
skills
Perception and presence for
emotional reactions (Diemer
et al., 2015)
Patients suffering from different
kind of fears and anxiety
Perception and information on
emotional experience in VR
environments
Bibliographic review
Perception and strongly
reaction to visual cues
Facial expressions in students
with autism (Bekele et al.,
2013)
20 students with ASD
(13–17 y/o)
Recognition of facial expressions
VR task
Students improved their
ability to recognize
emotional faces
Paper—Virtual and Augmented Reality for Developing Emotional Intelligence Skills
iJES ‒ Vol. 9, No. 3, 2021
Immersive virtual reality
system to enhance emotional
skills for children with autism
spectrum disorders (Lorenzo
et al., 2016)
49
Paper—Virtual and Augmented Reality for Developing Emotional Intelligence Skills
6
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7
Authors
Chara Papoutsi is a PhD Candidate in Information and Communication Systems
Engineering at the University of the Aegean in Samos, Greece. She holds a Master’s
degree in Applied Pedagogy at the National and Kapodistrian University of Athens.
She is a teacher in a primary school. She has publications on empathy and emotionalintelligence and she is also with NCSR DEMOKRITOS, Institute of Informatics and
Telecommunications, Net Media Lab, Athens, Greece, papoutsi.xara@yahoo.com
Athanasios Drigas is a Research Director at N.C.S.R. “Demokritos”, ΙΙΤ—Net
Media Lab & Mind- Brain R&D, Agia Paraskevi, 153 10, Athens, Greece (e-mail: dr@
iit.demokritos.gr).
Charalabos Skianis is a professor and a Vice Rector at the University of the Aegean
(Department of Information and Communication Systems) in Samos, Greece (e-mail:
cskianis@aegean.gr)
Article submitted 2021-05-13. Resubmitted 2021-07-02. Final acceptance 2021-07-15. Final version
published as submitted by the authors.
iJES ‒ Vol. 9, No. 3, 2021
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