Evaluating cognitive performance using virtual reality gamified exercises

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Davide Borghetti, Carlotta Zanobini, Ilenia Natola, Saverio Ottino, Angela Parenti, Victòria Brugada-Ramentol, Hossein Jalali, Amir Bozorgzadeh
{"title":"Evaluating cognitive performance using virtual reality gamified exercises","authors":"Davide Borghetti, Carlotta Zanobini, Ilenia Natola, Saverio Ottino, Angela Parenti, Victòria Brugada-Ramentol, Hossein Jalali, Amir Bozorgzadeh","doi":"10.3389/frvir.2023.1153145","DOIUrl":null,"url":null,"abstract":"Virtual Reality (VR) environments have been proven useful in memory assessment and have shown to be more sensitive than pen-and-paper in prospective memory assessment. Moreover, these techniques provide the advantage of offering neuropsychological evaluations in a controlled, ecologically valid, and safe manner. In the present study, we used Enhance VR, a cognitive training and assessment tool in virtual reality. User performance was evaluated by means of the in-game scoring system. The primary goal of this study was to compare Enhance VR in-game scoring to already existing validated cognitive assessment tests. As a secondary goal, we tested the tolerance and usability of the system. 41 older adults took part in the study (mean age = 62.8 years). Each participant was evaluated with a predefined set of traditional pen-and-paper cognitive assessment tools and played four VR games. We failed to find a significant positive impact in explaining the variability of the Enhance VR game scores by the traditional pen-and-paper methodologies that addressed the same cognitive ability. This lack of effect may be related to the gamified environment of Enhance VR, where the players are awarded or subtracted points depending on their game performance, thus deviating from the scoring system used in traditional methodologies. Moreover, while the games were inspired by traditional assessment methodologies, presenting them in a VR environment might modify the processing of the information provided to the participant. The hardware and Enhance VR games were extremely well tolerated, intuitive, and within the reach of even those with no experience.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"220 8","pages":"0"},"PeriodicalIF":3.2000,"publicationDate":"2023-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in virtual reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/frvir.2023.1153145","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

Virtual Reality (VR) environments have been proven useful in memory assessment and have shown to be more sensitive than pen-and-paper in prospective memory assessment. Moreover, these techniques provide the advantage of offering neuropsychological evaluations in a controlled, ecologically valid, and safe manner. In the present study, we used Enhance VR, a cognitive training and assessment tool in virtual reality. User performance was evaluated by means of the in-game scoring system. The primary goal of this study was to compare Enhance VR in-game scoring to already existing validated cognitive assessment tests. As a secondary goal, we tested the tolerance and usability of the system. 41 older adults took part in the study (mean age = 62.8 years). Each participant was evaluated with a predefined set of traditional pen-and-paper cognitive assessment tools and played four VR games. We failed to find a significant positive impact in explaining the variability of the Enhance VR game scores by the traditional pen-and-paper methodologies that addressed the same cognitive ability. This lack of effect may be related to the gamified environment of Enhance VR, where the players are awarded or subtracted points depending on their game performance, thus deviating from the scoring system used in traditional methodologies. Moreover, while the games were inspired by traditional assessment methodologies, presenting them in a VR environment might modify the processing of the information provided to the participant. The hardware and Enhance VR games were extremely well tolerated, intuitive, and within the reach of even those with no experience.
使用虚拟现实游戏化练习评估认知表现
虚拟现实(VR)环境在记忆评估中被证明是有用的,并且在前瞻性记忆评估中显示出比笔和纸更敏感。此外,这些技术提供了以可控、生态有效和安全的方式提供神经心理学评估的优势。在本研究中,我们使用了虚拟现实中的认知训练和评估工具Enhance VR。用户的表现是通过游戏内的评分系统来评估的。本研究的主要目的是将Enhance VR游戏内评分与现有的有效认知评估测试进行比较。作为次要目标,我们测试了系统的容忍度和可用性。41名老年人参加了这项研究(平均年龄= 62.8岁)。每个参与者都使用一套预定义的传统纸笔认知评估工具进行评估,并玩了四个VR游戏。我们没有发现用传统的纸笔方法来解释Enhance VR游戏分数的可变性有显著的积极影响。这种效果的缺乏可能与Enhance VR的游戏化环境有关,在这种环境中,玩家会根据他们的游戏表现获得奖励或扣分,从而偏离了传统方法中使用的评分系统。此外,虽然游戏受到传统评估方法的启发,但在VR环境中呈现它们可能会修改提供给参与者的信息处理。硬件和增强VR游戏非常容易接受,直观,即使是没有经验的人也能接触到。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
5.80
自引率
0.00%
发文量
0
审稿时长
13 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信