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基于反应时间的虚拟现实认知评估——一项具有年龄多样性样本的可行性研究。

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

机构信息

Developmental and Educational Psychology, Faculty of Health, Witten/Herdecke University, Witten, Germany.

Research Methods and Statistics, Faculty of Health, Witten/Herdecke University, Witten, Germany.

出版信息

Stud Health Technol Inform. 2021 Sep 21;283:139-145. doi: 10.3233/SHTI210552.

Abstract

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.

摘要

简介

虚拟现实(VR)是各种研究领域中的新兴范例,但基于 VR 的体现效应对行为和表现的影响在认知表现评估的偏差方面仍缺乏充分的证据。

方法

在这项方法学观察性研究中,我们比较了年轻和老年成年人在虚拟现实(VR)和现实生活(RL)中的认知表现的 VR 测量。使用认知心理学的两个理论模型的背景,研究了 VR 和 RL 场景之间的差异。此外,还分析了数据评估的可靠性和有效性,涉及技术和人体工程学方面的可行性。

结果

组内比较显示,两个年龄组的信息处理速度均未发生变化,即两组在 RL 和 VR 测试环境中的表现都一样好。

结论

与 RL 计算机评估相比,使用逼真的 VR 环境进行认知表现测试似乎不会导致任何表现变化,因此 VR 适合类似应用。关于技术方面的问题,我们建议在使用反应时间范式时,应注意输入硬件和刺激呈现等问题。

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