scholarly journals Reaction Time-Based Cognitive Assessments in Virtual Reality – A Feasibility Study with an Age Diverse Sample

2021 ◽  
Author(s):  
Nils M. Vahle ◽  
Sebastian Unger ◽  
Martin J. Tomasik

Introduction: While virtual reality (VR) is an emerging paradigm in a variety of research contexts, VR-based embodiment effects on behavior and performance still lack in sufficient evidence regarding to bias in cognitive performance assessment. Methods: In this methodological observational study, we compare the VR measurement of cognitive performance with a conventional computer-based testing approach in real life (RL) in younger and older adults. The differences between VR and RL scenarios are investigated using the background of two theoretical models from cognitive psychology. Furthermore, data assessment reliability and validity are analyzed, concerning the feasibility of technological and ergonomic aspects. Results: A within-group comparison showed no change in information processing speed in either one of the two age groups, i.e., both groups perform equally well in RL and in a VR testing environment. Conclusion: The use of lifelike VR environments for cognitive performance tests seems not to lead to any performance changes compared to RL computer-based assessments, making VR suitable for similar applications. On technical concerns, we recommend the careful use of reaction time paradigms regarding to input hardware and stimuli presentation.

2012 ◽  
Vol 186 ◽  
pp. 188-193 ◽  
Author(s):  
Lucia Koukolová ◽  
Mikuláš Hajduk ◽  
Andrej Belovezcik

The paper presents the structure and performance of the system created by a work team at Department of Production Systems and Robotics at Technical University of Kosice. System MSEVR – „ Modular system for experimentation in virtual reality“ is universal flexible system created for teaching automated and robotic systems by means of new advanced teaching aids, including virtual reality. It has been created as a specialized website and its possibilities are varied. Particular use depends on creativity of a user. Built-in tools enable to use it adequately when teaching construction of industrial robots, to present their kinematic structure or other properties of individual machines. It also enables to work with machine aggregate. In real-life working the system has been tested for optimization of process layout where the full advantages of virtual reality were taken.


2017 ◽  
Vol 70 (Suppl. 1) ◽  
pp. 30-36 ◽  
Author(s):  
Nathalie Pross

Background: In the last 10 years, there has been an increase in the publication of literature dealing with the effects of mild dehydration on cognition in healthy adults. Fewer studies, leading to less consistent data, involved other age groups. Summary: In healthy young adults refraining from drinking or participating in dehydration protocols, it was found that mild dehydration had no impact on performance, whereas the mood was widely impaired. Several studies have also been conducted in young children either as observational studies or as interventional studies. Nevertheless, methodological differences in (de)hydration monitoring, in cognitive assessments, and in the age/brain maturation of study participants, often resulted in contradictory findings regarding the cognitive functions impacted by (de)hydration. Although not consistent, these data showed that not only mood but also performance tend to be impaired by dehydration in children. Even if older adults are likely to be more vulnerable to dehydration than younger adults, very few studies have been conducted in this regard in this population. The results show that, like it is in children, cognition tends to be impaired when the elderly are dehydrated. Taken together, these studies suggest that dehydration has greater detrimental effects in vulnerable populations. Recent imaging data suggest that the brain of children and elderly adults may have fewer resources to manage the effects of dehydration. Consequently, cognitive tasks may be more demanding for younger and older brains and performance more likely to be impaired in these populations, in comparison to young healthy subjects who have greater and more efficient resources.


Electronics ◽  
2020 ◽  
Vol 9 (12) ◽  
pp. 2185
Author(s):  
Sarah Chui-wai Hung ◽  
Annie Yin-ni Ho ◽  
Idy Hiu-wai Lai ◽  
Carol Sze-wing Lee ◽  
Angela Shuk-kwan Pong ◽  
...  

This meta-analysis aims to assess the effectiveness of virtual reality cognitive training (VRCT) and conventional computer-based cognitive training (CBCT) in five specific cognitive domains (i.e., global cognitive function (GCF), memory (Mem), executive function (EF), language (Lang) and visuospatial skills (VS)) of individuals with mild cognitive impairment. A total of 320 studies were yielded from five electronic databases. Eighteen randomized controlled trials met the PRISMA criteria, with 10 related to VRCT and 8 related to CBCT. A random-effect model was used in determining the main effect of cognitive training in five specific cognitive domains. VRCT provided the largest effect size on VS and Lang while the smallest on EF. CBCT provided the largest effect size on Mem and Lang while the smallest on EF. VRCT and CBCT generate an opposite effect on VS. VRCT outweighs CBCT in treatment effectiveness of GCF, EF, Lang and VS. More immersive and interactive experiences in VRCT may help individuals with MCI better engage in real-life experiences, which supports skill generalization and reduces external distractions. CBCT tends to improve Mem but no definite conclusions can be made. Further investigation with more stringent research design and specific protocol are required to reach consensus about the optimum intervention regime.


2020 ◽  
Vol 35 (5) ◽  
pp. 482-490 ◽  
Author(s):  
Stefan Piantella ◽  
Stuart J McDonald ◽  
Paul Maruff ◽  
Bradley J Wright

Abstract Objective Jockeys have high rates of concussion, with 5% of jockeys receiving at least one concussion annually. The impact of acute concussion upon cognition is well understood, but less is known about the long-term effects of concussion upon cognition. Our aim was to assess the impact of concussion upon jockeys who had provided pre-concussion assessments of cognition using a prospective design. Method In this study, over a 5-year period, we assessed the cognitive performance of jockeys with ≥1 medically diagnosed concussion (MDC; n = 17, months since concussion, M = 29.18), against those who had not been concussed (NC; n = 41). Jockeys who had not been concussed in the preceding 6 months completed four computer-based cognitive assessments from the CogSport battery. Results Unlike the majority of the small existing literature, there was no difference (p ≥ .05) between the MDC and NC groups after controlling for age and baseline performance. Additionally, we used a measure of reliable change to assess for clinically meaningful decrements from baseline in each test and composite score 5 years later. None of the jockeys in the MDC group recorded significant decrements on any CogSport measure from baseline (z > −1.65). Conclusions The findings suggest that the presence of concussion does not result in persistent decrements in cognitive performance and that when findings are considered collectively, assessing factors beyond medically diagnosed concussion (e.g., chronic stress, undiagnosed concussion) may improve the interpretation of our current findings.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jie En Lim ◽  
Wei Teen Wong ◽  
Tuan Ann Teh ◽  
Soon Huat Lim ◽  
John Carson Allen ◽  
...  

Introduction: Dementia is increasing in prevalence in aging populations. Current questionnaire-based cognitive assessments may not comprehensively assess cognitive function and real-time task-performance. Virtual reality (VR) technology has been used in cognitive assessments but existing systems have limited scope in evaluating all cognitive domains. We have developed a novel, fully-immersive VR system (CAVIRE: Cognitive Assessment by VIrtual REality), which incorporates automated audio-visual instructions. An automated scoring matrix to assess the six cognitive domains—perceptual-motor function, executive function, complex attention, social cognition, learning and memory, and language—is embedded in the CAVIRE system.Aims: The primary aim is to evaluate the feasibility of using the CAVIRE system to assess cognitive function of participants across different age groups from 35 to 84 years old. The secondary aims are to determine the CAVIRE performance-indices (completion time and scores) of the participants and to assess their acceptability toward the use of CAVIRE as a modality for cognitive assessment.Methods: One hundred and seventy-five participants will be assessed by CAVIRE at a primary care clinic in Singapore. They will be first assessed using questionnaires: Montreal Cognitive Assessment (MoCA), Abbreviated Mental Test (AMT), Mini-Mental State Examination (MMSE), Basic Activities of Daily Living (BADLs), Instrumental Activities of Daily Living (IADLs). Those aged 65–84 years will be grouped into cognitively intact (n = 50, MoCA score ≥ 26) and cognitively impaired (n = 50, MoCA < 26). The CAVIRE performance-indices of cognitively healthy younger participants aged 35–64 years (n = 75) will serve as benchmark references. CAVIRE auto-computes the participant's performance-indices in 13 different segments. The tasks include domestic chores, memory, shopping, and social interactions. The proportion of participants who complete the entire VR assessment in each age group will be evaluated as feasibility indicators. The CAVIRE performance-indices will be compared across the different age groups. Feedback on the acceptability of the CAVIRE system will be collated and compared among the participants across the age groups.Significance: CAVIRE is designed to assess the six domains of cognitive function using VR. The results of this feasibility study will provide insights for the implementation of the CAVIRE system as an alternative modality of cognitive assessment in the community.


2021 ◽  
pp. 174702182110418
Author(s):  
Wythe L Whiting ◽  
Karla Klein Murdock

In a modern world saturated with cellphone-related stimuli, surprisingly little is known about their psychological effects. A small number of previous studies have found global distracting effects of cellphone rings on cognitive performance in undergraduate students. However, moment-to-moment reactions to cellphone sounds have not been investigated, nor have physiological changes that might accompany the cognitive effects. Developmental variations also remain unexamined. Thus, two experiments were conducted to examine the effects of cellphone notification sounds on cognitive performance (i.e., reaction time and accuracy on math problems) and heart rate variability in three age groups: adolescents (mean age: 15 years); young adults (mean age: 20 years); and mid-life adults (mean age: 48 years). Effects were most pronounced in the adolescent group, whose math problem accuracy and reaction time was compromised in response to notification sounds. These compromises were accompanied by increases in heart rate variability.


2021 ◽  
Vol 2 ◽  
Author(s):  
Yeonhak Jung ◽  
Jonathan B. Dingwell ◽  
Brett Baker ◽  
Preeti Chopra ◽  
Darla M. Castelli

Dual-task research is limited in its transferability to authentic contexts because laboratory conditions do not replicate real-world physical activity and decision-making scenarios. Creating valid, reliable methodologies to assess physiological and behavioral responses under varying physical and cognitive demands using virtual reality (VR) environment addresses this limitation. This study determined the feasibility of using VR to investigate the effects of dual-tasking on healthy young adults' cognitive performance. Three dual-tasking conditions (i.e., standing, preferred-paced walking, and fast-paced walking, each with blocked congruent and incongruent tasks) were developed. Using a within-subjects, randomized design, thirty-two young adults (17 female, mean age = 21.03 ± 2.86) were randomly assigned to a starting condition but experienced all three conditions. Physiological responses of heart rate (HR) and accelerometry data measured energy expenditure as the physical demand. Behavioral responses of reaction time and error rate quantified cognitive performance. Results indicated that (a) each condition verified independent physiological and behavioral responses; (b) reaction time and error rate during preferred walking or fast-paced walking dual-tasking conditions was significantly lower than standing condition; and surprisingly, (c) congruent tasks showed lower reaction time than the incongruent tasks. These findings suggest that it is feasible to use VR to assess the effects of dual-task conditions. Specifically, walking can optimize the motor-cognitive dual-task performance, compared to standing. These findings may be attributed to the dose-response effects of exercise intensity. Future studies should incorporate advanced technology such as the VR exercise.


2018 ◽  
Vol 32 (1) ◽  
pp. 46-61 ◽  
Author(s):  
Tatiana Ogourtsova ◽  
Philippe Archambault ◽  
Samir Sangani ◽  
Anouk Lamontagne

Background. Unilateral spatial neglect (USN) is a highly prevalent and disabling poststroke impairment. USN is traditionally assessed with paper-and-pencil tests that lack ecological validity, generalization to real-life situations and are easily compensated for in chronic stages. Virtual reality (VR) can, however, counteract these limitations. Objective. We aimed to examine the feasibility of a novel assessment of USN symptoms in a functional shopping activity, the Ecological VR-based Evaluation of Neglect Symptoms (EVENS). Methods. EVENS is immersive and consists of simple and complex 3-dimensional scenes depicting grocery shopping shelves, where joystick-based object detection and navigation tasks are performed while seated. Effects of virtual scene complexity on navigational and detection abilities in patients with (USN+, n = 12) and without (USN−, n = 15) USN following a right hemisphere stroke and in age-matched healthy controls (HC, n = 9) were determined. Results. Longer detection times, larger mediolateral deviations from ideal paths and longer navigation times were found in USN+ versus USN− and HC groups, particularly in the complex scene. EVENS detected lateralized and nonlateralized USN-related deficits, performance alterations that were dependent or independent of USN severity, and performance alterations in 3 USN− subjects versus HC. Conclusion. EVENS’ environmental changing complexity, along with the functional tasks of far space detection and navigation can potentially be clinically relevant and warrant further empirical investigation. Findings are discussed in terms of attentional models, lateralized versus nonlateralized deficits in USN, and tasks-specific mechanisms.


Author(s):  
Toby J. Lloyd-Jones ◽  
Juergen Gehrke ◽  
Jason Lauder

We assessed the importance of outline contour and individual features in mediating the recognition of animals by examining response times and eye movements in an animal-object decision task (i.e., deciding whether or not an object was an animal that may be encountered in real life). There were shorter latencies for animals as compared with nonanimals and performance was similar for shaded line drawings and silhouettes, suggesting that important information for recognition lies in the outline contour. The most salient information in the outline contour was around the head, followed by the lower torso and leg regions. We also observed effects of object orientation and argue that the usefulness of the head and lower torso/leg regions is consistent with a role for the object axis in recognition.


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