scholarly journals Changing Between Virtual Reality and Real-World Adversely Affects Memory Recall Accuracy

2021 ◽  
Vol 2 ◽  
Author(s):  
Maarten H. Lamers ◽  
Maik Lanen

Context-dependency effects on memory exist, whereby people’s context influences their ability to accurately recall items from memory. This effect was not previously studied when considering virtual reality as an environmental context. We show that adverse effects on recall of memorized items exist when changing between virtual and real environments. The effect was not present when memorizing and recall were both done in VR; it appears to be caused by the change of environmental context. This previously unknown effect may impact how we use VR for memorization tasks, particularly when accurate recall of memorized information in a real environment is important. In a memory-recall experiment (n = 51) participants that underwent a context change involving VR after memorizing performed significantly worse on 24-h later item recall than those who did not change context (17% lower accuracy, p < 0.001). In particular memorizing in VR as opposed to a real environment lowers accuracy of recall in a real environment (24% lower, p = 0.001).

Author(s):  
Alp Aslan ◽  
Anuscheh Samenieh ◽  
Tobias Staudigl ◽  
Karl-Heinz T. Bäuml

Changing environmental context during encoding can influence episodic memory. This study examined the memorial consequences of environmental context change in children. Kindergartners, first and fourth graders, and young adults studied two lists of items, either in the same room (no context change) or in two different rooms (context change), and subsequently were tested on the two lists in the room in which the second list was encoded. As expected, in adults, the context change impaired recall of the first list and improved recall of the second. Whereas fourth graders showed the same pattern of results as adults, in both kindergartners and first graders no memorial effects of the context change arose. The results indicate that the two effects of environmental context change develop contemporaneously over middle childhood and reach maturity at the end of the elementary school days. The findings are discussed in light of both retrieval-based and encoding-based accounts of context-dependent memory.


Elem Sci Anth ◽  
2014 ◽  
Vol 2 ◽  
Author(s):  
David M. Costello ◽  
G. Allen Burton

Abstract Physicochemical and ecological attributes of ecosystems (i.e., environmental context) can modify the exposure and effects of metals, which presents a challenge for ecosystem management. Furthermore, the functional and structural attributes of an ecosystem may not respond equally to metals or be uniformly responsive to environmental context. We explored how physicochemical and ecological context modified sediment metal dose-response for a suite of functional and structural measures. Two sediments with high (HB) and low (LB) acid volatile sulfide and organic carbon content (i.e., physicochemical context) were amended with copper and nickel to establish a gradient of treatments from non-toxic to potentially toxic. Sediments were deployed in each of two streams (i.e., ecological context), incubated for four weeks, and measured for sediment microbe, biofilm, and macroinvertebrate dose-response to metal. The dose-response of microbial function was affected by physicochemical context, with cotton decomposition negatively related to sediment metal only on LB sediments. The abundance of invertebrates from the orders Ephemeroptera, Plecoptera, and Trichoptera (EPT) responded negatively to sediment metal only on LB sediments; however, this dose-response was only observed in one stream, likely because of greater abundance of sensitive EPT taxa (i.e., Baetidae and Ephemerellidae). Biofilm structure was negatively affected by sediment metal in only one stream and there was no difference in dose-response between the two sediment types. Biofilm function was affected by sediment type and stream; production by biofilms exposed to HB sediment was negatively related to sediment metal in only one stream. In all, the majority of our endpoints exhibited responses that were modified by environmental context; however, each component of the ecosystem exhibited unique context dependency. For management of sediment metals, an understanding of context dependency is useful for informed decision-making, but the application of simple contextual filters are unlikely to protect all elements of an ecosystem.


2020 ◽  
Vol 46 (Supplement_1) ◽  
pp. S315-S316 ◽  
Author(s):  
Emine Ilgın Hoşgelen ◽  
Faik Kartelli ◽  
Markus Berger ◽  
Simay Erinç ◽  
Deniz Yerlikaya ◽  
...  

Abstract Background Emerging new technologies may lead to the discovery of new treatment techniques in psychiatric disorders. Virtual Reality (VR) is being one of the newly developed techniques that has also taken its place in literature very recently. VR is a new technology for treatment of psychiatric symptoms. This is a pilot study that aims to determine the behavioral and symptomatic response of patients to a real recorded VR environment. In this study, a virtual reality laboratory has been established and a psychosocial treatment program through virtual reality has been developed for patients with schizophrenia. The aim of this study is to investigate the effect of VR psychosocial treatment program on psychosocial functioning in schizophrenia. Methods Data were collected from the patients who applied to Dokuz Eylül University School of Medicine, Schizophrenia and Psychosis Outpatient Clinic. Seven schizophrenia patients who met schizophrenia according to DSM-V diagnostic criteria were included into the study. The level of psychosocial functioning was assessed using the Personal and Social Performance Scale (PSP), the positive and negative symptom severity was evaluated using the Positive and Negative Syndrome Scale (PANSS) and social skills were assessed by using the Social Skills Checklist (SSC). The VR psychosocial treatment program included 10 sessions and was carried on for five weeks as twice a week. Each session had different real virtual environment applications including social interaction components such as in a café to buy a beverage, a bazaar or market to do shopping, taking a bus, tram, and/or ferry, etc. Results PSP scores were statistically different after and before virtual reality assessment (p=0,018). SSC scores were trend to be significance after the VR application (p=0,062). After five weeks, patients’ the number of going outside home, the places they go and the activities they do have been increased compared to the numbers at the beginning but did not differ in statistically significance. None of the patients reported motion sickness due to exposure to real environment during or after immersive process of VR. There was no significant difference regarding PANSS scores after the VR psychosocial treatment. In this study real environment VR sessions did not trigger positive symptoms of schizophrenia patients. Discussion In this preliminary study, we found that the real environment VR psychosocial application is eligible for schizophrenia patients to improve their social skills and daily activities. This study helped patients to experience the real environment without being there and encouraged them to be “really” in there. Soon, cognitive remediation programs and psychosocial functioning therapies may be conducted via VR and may help the patients to cope with their symptoms and daily life difficulties.


Foods ◽  
2020 ◽  
Vol 9 (2) ◽  
pp. 191 ◽  
Author(s):  
Damir D. Torrico ◽  
Yitao Han ◽  
Chetan Sharma ◽  
Sigfredo Fuentes ◽  
Claudia Gonzalez Viejo ◽  
...  

Wine tasting is a multidimensional experience that includes contextual information from tasting environments. Formal sensory tastings are limited by the use of booths that lack ecological validity and engagement. Virtual reality (VR) can overcome this limitation by simulating different environmental contexts. Perception, sensory acceptability, and emotional responses of a Cabernet Sauvignon wine under traditional sensory booths, contextual environments, and VR simulations were evaluated and compared. Participants (N = 53) performed evaluations under five conditions: (1) traditional booths, (2) bright-restaurant (real environment with bright lights), (3) dark-restaurant (real environment with dimly lit candles), (4) bright-VR (VR restaurant with bright lights), and (5) dark-VR (VR restaurant with dimly lit candles). Participants rated the acceptability of aroma, sweetness, acidity, astringency, mouthfeel, aftertaste, and overall liking (9-point hedonic scale), and intensities of sweetness, acidity, and astringency (15-point unstructured line-scale). Results showed that context (booths, real, or VR) affected the perception of the wine’s floral aroma (dark-VR = 8.6 vs. booths = 7.5). Liking of the sensory attributes did not change under different environmental conditions. Emotional responses under bright-VR were associated with “free”, “glad”, and “enthusiastic”; however, under traditional booths, they were related to “polite” and “secure”. “Nostalgic” and “daring” were associated with dark-VR. VR can be used to understand contextual effects on consumer perceptions.


Robotica ◽  
2009 ◽  
Vol 28 (1) ◽  
pp. 47-56 ◽  
Author(s):  
M. Karkoub ◽  
M.-G. Her ◽  
J.-M. Chen

SUMMARYIn this paper, an interactive virtual reality motion simulator is designed and analyzed. The main components of the system include a bilateral control interface, networking, a virtual environment, and a motion simulator. The virtual reality entertainment system uses a virtual environment that enables the operator to feel the actual feedback through a haptic interface as well as the distorted motion from the virtual environment just as s/he would in the real environment. The control scheme for the simulator uses the change in velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator, and the haptic feedback to the operator to maneuver the simulator in the real environment. The stability of the closed-loop system is analyzed based on the Nyquist stability criteria. It is shown that the proposed design for the simulator system works well and the theoretical findings are validated experimentally.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Author(s):  
Stefano Filippi ◽  
Daniela Barattin ◽  
Marco Amato ◽  
Riccardo Tozzi

Virtual reality as the way to display digital models and to interact with them has flourished in industrial contexts some years ago, both for design and marketing reasons. However, some specific sectors, e.g. furnishings and garments, would prefer to evaluate their products in a real environment, where their models could be easily placed, and where the interaction with them could take place in a natural way. These requirements suggested the design of an application, based on the augmented reality, which allows users placing digital models of pieces of furniture in real domestic environments, verifying their dimensional and aesthetic compatibility with the existing context, and interacting with them to test functional behavior and usability issues. Such a project would result interesting both for possible customers and for designers, because some important design hints could come from its adoption. An application prototype has been developed and tested in the field in a couple of case studies.


2013 ◽  
Vol 20 (3) ◽  
pp. 528-533 ◽  
Author(s):  
Kimberly A. Brinegar ◽  
Melissa Lehman ◽  
Kenneth J. Malmberg

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