Virtual reality in memory assessment and rehabilitation: Progress to date and future potential

2005 ◽  
Author(s):  
Paul Penn ◽  
Barbara Brooks ◽  
David Rose
2018 ◽  
Vol 32 (6) ◽  
pp. 680-689 ◽  
Author(s):  
Marlon O. Pflueger ◽  
Rolf-Dieter Stieglitz ◽  
Patrick Lemoine ◽  
Thomas Leyhe

2018 ◽  
Vol 60 (4) ◽  
pp. 344-351 ◽  
Author(s):  
Ian Bramley ◽  
Alastair Goode ◽  
Laura Anderson ◽  
Elisabeth Mary

This article reviews the experience, steps taken, and lessons learnt from including a virtual reality film within a mobile online survey. The survey was designed to test point-of-sale displays within a retail store environment, with respondents exposed to the store using virtual reality within the survey, rather than being a shown a static image or a standard film of the store’s interior. The results show how incorporating a virtual reality film within a survey can significantly add to the survey enjoyment compared to traditional approaches. The findings show how the uniqueness of the virtual reality experience can help engage respondents, offering a modern and relevant way to provide a more realistic survey experience that respondents are receptive to. The study also demonstrates that it is technically feasible to incorporate a virtual reality experience into an online survey among typical panelists, without high failure rates or the need to over-incentivise to participate. This article discusses the use of virtual reality within surveys and the practical steps taken to incorporate the virtual reality film, as well as the key learnings generated from the experience. The future potential for the application of virtual reality technology within research is also explored.


2019 ◽  
Vol 10 ◽  
Author(s):  
Adéla Plechatá ◽  
Václav Sahula ◽  
Dan Fayette ◽  
Iveta Fajnerová

Author(s):  
Hélène Sauzéon ◽  
Prashant Arvind Pala ◽  
Florian Larrue ◽  
Gregory Wallet ◽  
Marie Déjos ◽  
...  

Episodic memory was assessed using Virtual Reality (VR). Forty-four (44) subjects visualized a target virtual apartment containing specific objects in each room. Then they visualized a second virtual apartment comprised of specific objects and objects shared by the two apartments. Subjects navigated in the virtual apartments in one of the following two conditions: active and passive. Four main episodic memory components were scored from the VR exposures: (1) learning effect; (2) active forgetting effect; (3) strategies at encoding and at retrieval; and (4) false recognitions (FRs). The effect of navigation mode (active vs. passive) on each memory component was examined. Active subjects had better learning and retrieval (recognition hits) performances compared to passive subjects. A beneficial effect of active navigation was also observed on the source-based FR rates. Active subjects made fewer source-based FRs compared to passive subjects. These overall results for the effect of active navigation are discussed in terms of the distinction between item-specific and relational processing.


2020 ◽  
Vol 141 ◽  
pp. 291-298 ◽  
Author(s):  
Brian Fiani ◽  
Frank De Stefano ◽  
Athanasios Kondilis ◽  
Claudia Covarrubias ◽  
Louis Reier ◽  
...  

2020 ◽  
Author(s):  
Oliver Jacobs ◽  
Nicola C Anderson ◽  
Walter F. Bischof ◽  
Alan Kingstone

People naturally move both their head and eyes to attend to information. Yet, little is known about how the head and eyes coordinate in attentional selection due to the relative sparsity of past work that has simultaneously measured head and gaze behaviour. In the present study, participants were asked to view fully immersive 360-degree scenes using a virtual reality headset with built-in eye tracking. Participants viewed these scenes through a small moving window that was yoked either to their head or gaze movements. We found that limiting peripheral information via the head- or gaze-contingent windows affected head and gaze movements differently. Compared with free viewing, gaze-contingent viewing was more disruptive than head-contingent viewing, indicating that gaze-based selection is more reliant on peripheral information than head-based selection. These data dovetail with the nested effectors hypothesis, which proposes that people prefer to use their head for exploration into non-visible space while using their eyes to exploit visible or semi-visible areas of space. This suggests that real-world orienting may be more head-based than previously thought. Our work also highlights the utility, ecological validity, and future potential of unconstrained head and eye tracking in virtual reality.


10.2196/13887 ◽  
2019 ◽  
Vol 6 (9) ◽  
pp. e13887 ◽  
Author(s):  
Kiran Ijaz ◽  
Naseem Ahmadpour ◽  
Sharon L Naismith ◽  
Rafael A Calvo

Background Traditional methods for assessing memory are expensive and have high administrative costs. Memory assessment is important for establishing cognitive impairment in cases such as detecting dementia in older adults. Virtual reality (VR) technology can assist in establishing better quality outcome in such crucial screening by supporting the well-being of individuals and offering them an engaging, cognitively challenging task that is not stressful. However, unmet user needs can compromise the validity of the outcome. Therefore, screening technology for older adults must address their specific design and usability requirements. Objective This study aimed to design and evaluate the feasibility of an immersive VR platform to assess spatial navigation memory in older adults and establish its compatibility by comparing the outcome to a standard screening platform on a personal computer (PC). Methods VR-CogAssess is a platform integrating an Oculus Rift head-mounted display and immersive photorealistic imagery. In a pilot study with healthy older adults (N=42; mean age 73.22 years, SD 9.26), a landmark recall test was conducted, and assessment on the VR-CogAssess was compared against a standard PC (SPC) setup. Results Results showed that participants in VR were significantly more engaged (P=.003), achieved higher landmark recall scores (P=.004), made less navigational mistakes (P=.04), and reported a higher level of presence (P=.002) than those in SPC setup. In addition, participants in VR indicated no significantly higher stress than SPC setup (P=.87). Conclusions The study findings suggest immersive VR is feasible and compatible with SPC counterpart for spatial navigation memory assessment. The study provides a set of design guidelines for creating similar platforms in the future.


Sign in / Sign up

Export Citation Format

Share Document