Attention in Virtual Reality Real-World Environments
Poster Presentation 26.407: Saturday, May 16, 2026, 2:45 – 6:45 pm, Pavilion
Session: Attention: Endogenous, exogenous
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Beatriz Gil-Gómez de Liaño1, David Pascual-Ezama; 1Universidad Autónoma de Madrid, 2Universidad Complutense de Madrid
Virtual Reality (VR) has changed science in the last decade, significantly transforming applied sciences, industrial settings, and society. In the present work, we adapted ANTI-V (Roca et al., 2011) and ANTI-VEA (Luna et al., 2018) experimental tasks based on Posner’s theory to develop a behavioral assessment in the industry using VR: We created a VR real-world-like task for human resource selection and occupational risk prevention in which participants had to maintain a proper tank pressure by manipulating key-pressure tools arrow-like shaped, in a similar way as in ANTI-VEA Posner tasks. We run participants in different 2-D (n=38) and 3-D VR (n=30) tasks, getting measures of visual selective attention, visual attentional capture, auditory attentional capture and vigilance. The results validated classic Posner effects for measuring these variables within a VR industry selection task, showing the potential of VR in applied psychology using experimentally validated paradigms in cognitive attention science.