Mem-Box:利用生理信号评估和训练自适应工作记忆的 VR 沙盒

Anqi Chen, Ming Li, Yang Gao
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引用次数: 0

摘要

工作记忆对人类的高级认知功能至关重要,也是认知康复的重点。与传统的工作记忆训练方法相比,基于 VR 的训练提供了更加身临其境的真实场景体验,提高了日常生活中的可迁移性。然而,现有的基于 VR 的训练方法往往侧重于基本的认知任务,对 VR 的逼真性利用不足,并且严重依赖主观评估方法。在本文中,我们介绍了一种用于工作记忆训练和评估的 VR 沙盒--MEM-Box,它能模拟日常生活场景和日常活动,并能根据用户的表现自适应地调整任务难度。我们利用 MEM-Box 进行了一项训练实验,并与接受 PC 训练的对照组进行了比较。斯特罗普测试的结果表明,两组的工作记忆能力都有所提高,而 MEM-Box 培训的效果更好。生理数据证实了 MEM-Box 的有效性,因为我们观察到心率变异和 SDNN 均有所降低。此外,频域分析结果表明,MEM-Box 训练期间交感神经系统活动(LFpower 和 LF/HF)较高,这与 VR 中较高的临场感有关。这些指标为建立基于生理数据的自适应 VR 系统铺平了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Mem-Box: VR sandbox for adaptive working memory evaluation and training using physiological signals

Mem-Box: VR sandbox for adaptive working memory evaluation and training using physiological signals

Working memory is crucial for higher cognitive functions in humans and is a focus in cognitive rehabilitation. Compared to conventional working memory training methods, VR-based training provides a more immersive experience with realistic scenarios, offering enhanced transferability to daily life. However, existing VR-based training methods often focus on basic cognitive tasks, underutilize VR’s realism, and rely heavily on subjective assessment methods. In this paper, we introduce a VR Sandbox for working memory training and evaluation, MEM-Box, which simulates everyday life scenarios and routines and adaptively adjusts task difficulty based on user performance. We conducted a training experiment utilizing the MEM-Box and compared it with a control group undergoing PC-based training. The results of the Stroop test indicate that both groups demonstrated improvements in working memory abilities, with MEM-Box training showing greater efficacy. Physiological data confirmed the effectiveness of the MEM-Box, as we observed lower HRV and SDNN. Furthermore, the results of the frequency-domain analysis indicate higher sympathetic nervous system activity (LFpower and LF/HF) during MEM-Box training, which is related to the higher sense of presence in VR. These metrics pave the way for building adaptive VR systems based on physiological data.

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