Institute of Behavioural Neuroscience, Department of Experimental Psychology, Division of Psychology and Language Sciences, University College London, London, United Kingdom.
Laboratoire des Sciences du Numérique de Nantes - CNRS - Université de Nantes, Nantes, France.
PLoS One. 2019 Mar 18;14(3):e0213272. doi: 10.1371/journal.pone.0213272. eCollection 2019.
Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer's dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app 'Sea Hero Quest' with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen's d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.
平板电脑和智能手机上呈现的虚拟现实环境具有通过量化导航表现损伤来辅助阿尔茨海默病等疾病早期诊断的潜力。然而,移动设备上的表现是否能够预测现实世界中的导航错误还不清楚。我们将 49 名参与者(25 名女性,18-35 岁)在我们的移动应用程序“海洋英雄 Quest”中进行的寻路和路径整合任务的表现与他们在真实环境中进行的类似任务的表现进行了比较。我们首先在伦敦(英国)的街道上进行了这项实验,并在巴黎(法国)进行了复制。在这两个城市,我们都发现虚拟和现实世界寻路表现之间存在显著相关性,而且在两种环境中男性都具有优势,尽管在现实世界中优势较小(游戏中的 Cohen's d = 0.89,现实世界中 = 0.59)。伦敦和巴黎的结果非常相似,控制对视频游戏的熟悉程度并没有改变结果。现实世界和虚拟环境之间相关性的强度随着虚拟寻路任务难度的增加而增加,这表明《海洋英雄 Quest》不仅仅捕捉了视频游戏技能。《海洋英雄 Quest》寻路任务具有现实世界生态有效性这一事实,是朝着可控、敏感、安全、低成本和易于管理的导航能力数字认知评估迈出的一步。