Scoping Review of Virtual Environments for Assessing Episodic Memory

Author(s):  
Paul A. Barclay ◽  
Jason Parker ◽  
Valerie Sims

To assess cognitive deficits in everyday tasks, clinical neuropsychologists have started to move toward neuropsychological testing performed in immersive virtual environments. Ideally, this type of assessment can provide greater ecological validity along with sufficient experimental control for accurate assessment. This paper presents a scoping review of studies using virtual assessment of episodic memory, a cognitive ability with a high level of clinical utility in differentiating neurological disorders. Gaps are identified and the implications of these gaps explored, especially about environmental locations and modes of interaction. Future study is suggested as to better understand and mitigate the effects of these issues on clinical practice.

Author(s):  
Amit Birenboim ◽  
Pazit Ben-Nun Bloom ◽  
Hila Levit ◽  
Itzhak Omer

Recent approaches in the research on walkable environments and wellbeing go beyond correlational analysis to consider the specific characteristics of individuals and their interaction with the immediate environment. Accordingly, a need has been accentuated for new human-centered methods to improve our understanding of the mechanisms underlying environmental effects on walking and consequently on wellbeing. Immersive virtual environments (IVEs) were suggested as a potential method that can advance this type of research as they offer a unique combination between controlled experimental environments that allow drawing causal conclusions and a high level of environmental realism that supports ecological validity. The current study pilot tested a walking simulator with additional sensor technologies, including biosensors, eye tracking and gait sensors. Results found IVEs to facilitate extremely high tempo-spatial-resolution measurement of physical walking parameters (e.g., speed, number of gaits) along with walking experience and wellbeing (e.g., electrodermal activity, heartrate). This level of resolution is useful in linking specific environmental stimuli to the psychophysiological and behavioral reactions, which cannot be obtained in real-world and self-report research designs. A set of guidelines for implementing IVE technology for research is suggested in order to standardize its use and allow new researchers to engage with this emerging field of research.


Author(s):  
Florian Hruby ◽  
Irma Castellanos ◽  
Rainer Ressl

Abstract Scale has been a defining criterion of mapmaking for centuries. However, this criterion is fundamentally questioned by highly immersive virtual reality (VR) systems able to represent geographic environments at a high level of detail and, thus, providing the user with a feeling of being present in VR space. In this paper, we will use the concept of scale as a vehicle for discussing some of the main differences between immersive VR and non-immersive geovisualization products. Based on a short review of diverging meanings of scale we will propose possible approaches to the issue of both spatial and temporal scale in immersive VR. Our considerations shall encourage a more detailed treatment of the specific characteristics of immersive geovisualization to facilitate deeper conceptual integration of immersive and non-immersive visualization in the realm of cartography.


2020 ◽  
Vol 13 (3) ◽  
pp. 11-25 ◽  
Author(s):  
Anjali Joseph ◽  
Matthew H. E. M. Browning ◽  
Shan Jiang

Purpose: We propose a methodological framework to use immersive virtual environments (IVEs) in head-mounted displays for environmental design research. Background: IVEs offer researchers with experimental control and realistic representations of environments with high levels of ecological validity. IVEs are also increasingly being used to visualize proposed designs. Despite these tremendous benefits, IVEs are underutilized in environmental design research. We are unaware of preexisting frameworks that synthesize the methodological decisions related to the use of IVEs to conduct environmental design research. Methods/Results: We define the concepts necessary to conduct IVE research (virtual reality [VR], IVEs, ecological validity, visual realism, behavioral realism, and contextual realism). We also summarize the available study designs (correlational studies, experimental studies, and performance evaluations) and software systems used to create IVEs. We conclude with a conceptual framework that describes how research questions and study designs inform IVE selection and ecological validity. This framework is accompanied by a workflow that operationalizes the creation and use of IVEs in research. Conclusions: VR provides a robust and innovative research strategy for environmental design research because of its high degree of experimental control, rich data collection options, and opportunities for systematic evaluation of alternative design configurations.


Author(s):  
Justin J Sanders ◽  
Emma Caponigro ◽  
Jonathan D. Ericson ◽  
Manisha Dubey ◽  
Ja-Nae Duane ◽  
...  

2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.


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