McCracken Maggie K, Shayman Corey S, Fino Peter C, Stefanucci Jeanine K, Creem-Regehr Sarah H
IEEE Trans Vis Comput Graph. 2025 May;31(5):3213-3222. doi: 10.1109/TVCG.2025.3549901. Epub 2025 Apr 25.
Virtual reality (VR) has become a popular tool for studying navigation, providing the experimental control of a laboratory setting but also the potential for immersive and natural experiences that resemble the real world. For VR to be an effective tool to study navigation and be used for training or rehabilitation, it is important to establish whether performance is similar across virtual and real environments. Much of the existing navigation research has focused on young adult performance either in a virtual or a real environment, resulting in an open question regarding the validity of VR for studying age-related effects on spatial navigation. In this paper, young (18-30 years old) and older adults (60 years and older) performed the same navigation task in similar real and virtual environments. They completed a homing task, requiring walking along two legs of a triangle and returning to a home location, under three sensory conditions: visual cues (environmental landmarks present), body-based self-motion cues, and the combination of both cues. Our findings reveal that homing performance in VR demonstrates the same age-related differences as those observed in the real-world task. That said, within-age group differences arise when comparing cue use across environment types. In particular, young adults are less accurate and more variable with self-motion cues than visual cues in VR, while older adults show similar deficits with both cues. However, when both age groups can access multiple sensory cues, navigation performance does not differ between environment types. These results demonstrate that VR effectively captures age-related differences, with navigation performance most closely resembling performance in the real world when navigators can rely on an array of sensory information. Such findings have implications for future research on the aging population, highlighting that VR can be a valuable tool, particularly when multisensory cues are available.
虚拟现实(VR)已成为研究导航的一种流行工具,它既能提供实验室环境下的实验控制,又能带来类似现实世界的沉浸式自然体验。要使VR成为研究导航以及用于训练或康复的有效工具,确定虚拟环境和现实环境中的表现是否相似很重要。现有的许多导航研究都集中在年轻人在虚拟或现实环境中的表现上,这就导致了一个关于VR在研究年龄对空间导航影响方面有效性的开放性问题。在本文中,年轻人(18至30岁)和老年人(60岁及以上)在相似的现实和虚拟环境中执行相同的导航任务。他们在三种感官条件下完成了一项归巢任务,即沿着三角形的两条边行走并返回起始位置:视觉线索(存在环境地标)、基于身体的自我运动线索以及两者的组合。我们的研究结果表明,VR中的归巢表现显示出与现实世界任务中观察到的相同的年龄相关差异。也就是说,在比较不同环境类型下的线索使用时,同年龄组内会出现差异。具体而言,在VR中,年轻人使用自我运动线索时不如使用视觉线索准确,且变异性更大,而老年人在两种线索下都表现出类似的缺陷。然而,当两个年龄组都能利用多种感官线索时,不同环境类型之间的导航表现并无差异。这些结果表明,VR能够有效地捕捉与年龄相关的差异,当导航者能够依靠一系列感官信息时,导航表现与现实世界中的表现最为相似。这些发现对未来关于老龄化人口的研究具有启示意义,突出表明VR可以成为一种有价值的工具,特别是在有多感官线索可用的情况下。