A feature and conjunction visual search immersive virtual reality serious game for measuring spatial and distractor inhibition attention using response time and action kinematics.

IF 1.8 4区 心理学 Q3 CLINICAL NEUROLOGY
Khawla Ajana, Gauthier Everard, Thierry Lejeune, Martin Gareth Edwards
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引用次数: 0

Abstract

Background: Treisman (1980) proposed that visual-spatial attention to targets presented with distractors involves parallel and serial cognition. When the target is different from distractors by a single feature, the number of distractors does not influence search speed (parallel). However, when the target is different from the distractor by a conjunction of features, increased numbers of distractors increase task difficulty (serial). Here, we developed a serious game in immersive virtual reality (IVR) for evaluating spatial and distractor inhibition attention.

Methods: We tested 60 healthy participants. They performed the serious game in which they had to find a target mole wearing a red miner's helmet. In the single feature parallel conditions, the distractor moles wore blue (miner's or horned) helmets, and in the conjunction feature serial conditions, the distractor moles wore blue miner's helmets or red horned helmets. There were 11-17-23 distractors. Responses were made with the dominant hand by hitting the target with a virtual hammer. We measured mean response time (RT), mean velocity (MV) and coefficient of variance of speed (CV).

Results: Participants were significantly slower (RT and MV) and showed greater CV when responding to targets in conjunction compared to single feature search tasks. Further, participants were slower (RT and MV) and showed greater CV when the number of distractors increased. A significant interaction between search tasks and distractors showed that RT and CV only increased with distractor number for the conjunction search tasks. MV decreased with distractor number for both single and conjunction tasks, with a stronger decrease for conjunction relative to single feature search.

Conclusion: The results replicated previous findings, providing support for the use of immersive virtual reality technology for the simultaneous evaluation of spatial and distractor inhibition attention using complex 3D objects.

一种基于响应时间和动作运动学测量空间和干扰物抑制注意力的特征结合视觉搜索沉浸式虚拟现实严肃游戏。
背景:Treisman(1980)提出,对有干扰物呈现的目标的视觉空间注意涉及平行认知和序列认知。当目标与干扰物只有一个特征不同时,干扰物的数量不影响搜索速度(并行)。然而,当目标与干扰物存在某些特征时,干扰物数量的增加会增加任务难度(序列)。在这里,我们在沉浸式虚拟现实(IVR)中开发了一个严肃的游戏来评估空间和分心物抑制注意力。方法:我们对60名健康参与者进行了测试。他们进行了一个严肃的游戏,他们必须找到一个戴着红色矿工头盔的目标鼹鼠。在单一特征平行条件下,分心鼹鼠戴蓝色(矿工帽或角帽)头盔,在联合特征串行条件下,分心鼹鼠戴蓝色矿工帽或红色角帽。有11-17-23个干扰物。反应是用惯用手用虚拟的锤子击打目标。测量了平均反应时间(RT)、平均速度(MV)和速度方差系数(CV)。结果:与单一特征搜索任务相比,参与者在对目标进行联合响应时明显更慢(RT和MV),并表现出更大的CV。此外,当干扰物数量增加时,参与者的反应速度更慢(RT和MV), CV值也更高。搜索任务与分心因素之间存在显著的交互作用,结果表明,连接搜索任务的RT和CV仅随着分心因素的增加而增加。在单个和连接任务中,MV随分心物数量的增加而降低,其中连接任务相对于单个特征搜索降低得更大。结论:该结果与先前的研究结果一致,为使用沉浸式虚拟现实技术同时评估复杂3D物体的空间和分心物抑制注意力提供了支持。
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来源期刊
CiteScore
3.20
自引率
4.50%
发文量
52
审稿时长
6-12 weeks
期刊介绍: Journal of Clinical and Experimental Neuropsychology ( JCEN) publishes research on the neuropsychological consequences of brain disease, disorders, and dysfunction, and aims to promote the integration of theories, methods, and research findings in clinical and experimental neuropsychology. The primary emphasis of JCEN is to publish original empirical research pertaining to brain-behavior relationships and neuropsychological manifestations of brain disease. Theoretical and methodological papers, critical reviews of content areas, and theoretically-relevant case studies are also welcome.
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