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Peng K, Moussavi Z, Karunakaran KD, Borsook D, Lesage F, Nguyen DK. iVR-fNIRS: studying brain functions in a fully immersive virtual environment. NEUROPHOTONICS 2024; 11:020601. [PMID: 38577629 PMCID: PMC10993907 DOI: 10.1117/1.nph.11.2.020601] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/17/2023] [Revised: 03/05/2024] [Accepted: 03/06/2024] [Indexed: 04/06/2024]
Abstract
Immersive virtual reality (iVR) employs head-mounted displays or cave-like environments to create a sensory-rich virtual experience that simulates the physical presence of a user in a digital space. The technology holds immense promise in neuroscience research and therapy. In particular, virtual reality (VR) technologies facilitate the development of diverse tasks and scenarios closely mirroring real-life situations to stimulate the brain within a controlled and secure setting. It also offers a cost-effective solution in providing a similar sense of interaction to users when conventional stimulation methods are limited or unfeasible. Although combining iVR with traditional brain imaging techniques may be difficult due to signal interference or instrumental issues, recent work has proposed the use of functional near infrared spectroscopy (fNIRS) in conjunction with iVR for versatile brain stimulation paradigms and flexible examination of brain responses. We present a comprehensive review of current research studies employing an iVR-fNIRS setup, covering device types, stimulation approaches, data analysis methods, and major scientific findings. The literature demonstrates a high potential for iVR-fNIRS to explore various types of cognitive, behavioral, and motor functions in a fully immersive VR (iVR) environment. Such studies should set a foundation for adaptive iVR programs for both training (e.g., in novel environments) and clinical therapeutics (e.g., pain, motor and sensory disorders and other psychiatric conditions).
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Affiliation(s)
- Ke Peng
- University of Manitoba, Department of Electrical and Computer Engineering, Price Faculty of Engineering, Winnipeg, Manitoba, Canada
| | - Zahra Moussavi
- University of Manitoba, Department of Electrical and Computer Engineering, Price Faculty of Engineering, Winnipeg, Manitoba, Canada
| | - Keerthana Deepti Karunakaran
- Massachusetts General Hospital, Harvard Medical School, Department of Psychiatry, Boston, Massachusetts, United States
| | - David Borsook
- Massachusetts General Hospital, Harvard Medical School, Department of Psychiatry, Boston, Massachusetts, United States
- Massachusetts General Hospital, Harvard Medical School, Department of Radiology, Boston, Massachusetts, United States
| | - Frédéric Lesage
- University of Montreal, Institute of Biomedical Engineering, Department of Electrical Engineering, Ecole Polytechnique, Montreal, Quebec, Canada
- Montreal Heart Institute, Montreal, Quebec, Canada
| | - Dang Khoa Nguyen
- University of Montreal, Department of Neurosciences, Montreal, Quebec, Canada
- Research Center of the Hospital Center of the University of Montreal, Department of Neurology, Montreal, Quebec, Canada
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Patel KY, Wilcox LM, Maloney LT, Ehinger KA, Patel JY, Wiedenmann E, Murray RF. Lightness constancy in reality, in virtual reality, and on flat-panel displays. Behav Res Methods 2024:10.3758/s13428-024-02352-0. [PMID: 38443726 DOI: 10.3758/s13428-024-02352-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/30/2024] [Indexed: 03/07/2024]
Abstract
Virtual reality (VR) displays are being used in an increasingly wide range of applications. However, previous work shows that viewers often perceive scene properties very differently in real and virtual environments and so realistic perception of virtual stimuli should always be a carefully tested conclusion, not an assumption. One important property for realistic scene perception is surface color. To evaluate how well virtual platforms support realistic perception of achromatic surface color, we assessed lightness constancy in a physical apparatus with real lights and surfaces, in a commercial VR headset, and on a traditional flat-panel display. We found that lightness constancy was good in all three environments, though significantly better in the real environment than on the flat-panel display. We also found that variability across observers was significantly greater in VR and on the flat-panel display than in the physical environment. We conclude that these discrepancies should be taken into account in applications where realistic perception is critical but also that in many cases VR can be used as a flexible alternative to flat-panel displays and a reasonable proxy for real environments.
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Affiliation(s)
- Khushbu Y Patel
- Department of Psychology and Centre for Vision Research, York University, Toronto, Canada.
| | - Laurie M Wilcox
- Department of Psychology and Centre for Vision Research, York University, Toronto, Canada
| | | | - Krista A Ehinger
- School of Computing and Information Systems, University of Melbourne, Melbourne, Australia
| | - Jaykishan Y Patel
- Department of Psychology and Centre for Vision Research, York University, Toronto, Canada
| | - Emma Wiedenmann
- Department of Psychology and Centre for Vision Research, York University, Toronto, Canada
- Department of Psychology, Carl Von Ossietzky Universität Oldenburg, Oldenburg, Germany
| | - Richard F Murray
- Department of Psychology and Centre for Vision Research, York University, Toronto, Canada
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Authié CN, Poujade M, Talebi A, Defer A, Zenouda A, Coen C, Mohand-Said S, Chaumet-Riffaud P, Audo I, Sahel JA. Development and Validation of a Novel Mobility Test for Rod-Cone Dystrophies: From Reality to Virtual Reality. Am J Ophthalmol 2024; 258:43-54. [PMID: 37437832 DOI: 10.1016/j.ajo.2023.06.028] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/09/2023] [Revised: 06/29/2023] [Accepted: 06/30/2023] [Indexed: 07/14/2023]
Abstract
PURPOSE To validate a novel mobility test (MOST, MObility Standardized Test) and performance outcomes in real (RL) and virtual (VR) environments to be used for interventional clinical studies in order to characterize vision impairment in rod-cone dystrophies, also known as retinitis pigmentosa (RP). DESIGN Prospective, interventional, noninvasive, reliability and validity analysis. METHODS We designed MOST to be used in both VR and RL and conducted 3 experimental studies with 89 participants to (1) validate the difficulty of the mobility courses (15 controls), (2) determine the optimal number of light levels and training trials (14 participants with RP), and (3) validate the reproducibility (test-retest), reliability (VR/RL), sensitivity, and construct/content validity of the test (30 participants with RP and 30 controls). A comprehensive ophthalmologic examination was performed in all subjects. Outcomes of interest included MOST performance score, visual acuity, contrast sensitivity, dark adaptation thresholds, visual field parameters, and correlation between the performance score and visual function. RESULTS The mobility courses exhibited statistically similar difficulty, and 5 trials are sufficient to control for the learning effect. MOST is highly reproducible (test-retest correlations >0.98) and reliable (correlations VR/RL = 0.98). MOST achieved a discrimination between participants with RP and controls (accuracy >95%) and between early and late stages of the disease (82.3% accuracy). The performance score is correlated with visual function parameter (0.57-0.94). CONCLUSION MOST is a validated mobility test, with the controlled learning effect, excellent reproducibility, and high agreement between RL and VR conditions, as well as sensitivity and specificity to measure disease progression and therapeutic benefit in rod-cone dystrophies.
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Affiliation(s)
- Colas Nils Authié
- From the Streetlab (C.N.A., M.P., A.T., A.D., A.Z., C.C.), Paris, France.
| | - Mylène Poujade
- From the Streetlab (C.N.A., M.P., A.T., A.D., A.Z., C.C.), Paris, France
| | - Alireza Talebi
- From the Streetlab (C.N.A., M.P., A.T., A.D., A.Z., C.C.), Paris, France; Institut de la Vision, Sorbonne Universités, INSERM, CNRS (A.T., I.A., J.-A.S.), Paris, France
| | - Alexis Defer
- From the Streetlab (C.N.A., M.P., A.T., A.D., A.Z., C.C.), Paris, France
| | - Ariel Zenouda
- From the Streetlab (C.N.A., M.P., A.T., A.D., A.Z., C.C.), Paris, France
| | - Cécilia Coen
- From the Streetlab (C.N.A., M.P., A.T., A.D., A.Z., C.C.), Paris, France
| | - Saddek Mohand-Said
- Hôpital National de la Vision des Quinze-Vingts, DHU Sight Restore, Centre de Référence Maladies Rares REFERET, INSERM-DHOS CIC 1423 (S.M.-S., P.C.-R., I.A., J.-A.S.), Paris, France
| | - Philippe Chaumet-Riffaud
- Hôpital National de la Vision des Quinze-Vingts, DHU Sight Restore, Centre de Référence Maladies Rares REFERET, INSERM-DHOS CIC 1423 (S.M.-S., P.C.-R., I.A., J.-A.S.), Paris, France
| | - Isabelle Audo
- Institut de la Vision, Sorbonne Universités, INSERM, CNRS (A.T., I.A., J.-A.S.), Paris, France; Hôpital National de la Vision des Quinze-Vingts, DHU Sight Restore, Centre de Référence Maladies Rares REFERET, INSERM-DHOS CIC 1423 (S.M.-S., P.C.-R., I.A., J.-A.S.), Paris, France
| | - José-Alain Sahel
- Institut de la Vision, Sorbonne Universités, INSERM, CNRS (A.T., I.A., J.-A.S.), Paris, France; Hôpital National de la Vision des Quinze-Vingts, DHU Sight Restore, Centre de Référence Maladies Rares REFERET, INSERM-DHOS CIC 1423 (S.M.-S., P.C.-R., I.A., J.-A.S.), Paris, France; Department of Ophthalmology, School of Medicine, University of Pittsburgh, Pittsburgh, Pennsylvania, USA (J.-A.S.)
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Voros J, Kravets V, Smith K, Clark TK. Humans gradually integrate sudden gain or loss of visual information into spatial orientation perception. Front Neurosci 2024; 17:1274949. [PMID: 38260024 PMCID: PMC10800753 DOI: 10.3389/fnins.2023.1274949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2023] [Accepted: 12/01/2023] [Indexed: 01/24/2024] Open
Abstract
Introduction Vestibular and visual information is used in determining spatial orientation. Existing computational models of orientation perception focus on the integration of visual and vestibular orientation information when both are available. It is well-known, and computational models capture, differences in spatial orientation perception with visual information or without (i.e., in the dark). For example, during earth vertical yaw rotation at constant angular velocity without visual information, humans perceive their rate of rotation to decay. However, during the same sustained rotation with visual information, humans can continue to more accurately perceive self-rotation. Prior to this study, there was no existing literature on human motion perception where visual information suddenly become available or unavailable during self-motion. Methods Via a well verified psychophysical task, we obtained perceptual reports of self-rotation during various profiles of Earth-vertical yaw rotation. The task involved transitions in the availability of visual information (and control conditions with visual information available throughout the motion or unavailable throughout). Results We found that when visual orientation information suddenly became available, subjects gradually integrated the new visual information over ~10 seconds. In the opposite scenario (visual information suddenly removed), past visual information continued to impact subject perception of self-rotation for ~30 seconds. We present a novel computational model of orientation perception that is consistent with the experimental results presented in this study. Discussion The gradual integration of sudden loss or gain of visual information is achieved via low pass filtering in the visual angular velocity sensory conflict pathway. In conclusion, humans gradually integrate sudden gain or loss of visual information into their existing perception of self-motion.
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Affiliation(s)
- Jamie Voros
- Ann and H.J. Smead Department of Aerospace Engineering Sciences, Boulder, CO, United States
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Paes D, Irizarry J, Billinghurst M, Pujoni D. Investigating the relationship between three-dimensional perception and presence in virtual reality-reconstructed architecture. APPLIED ERGONOMICS 2023; 109:103953. [PMID: 36642060 DOI: 10.1016/j.apergo.2022.103953] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/18/2022] [Revised: 12/02/2022] [Accepted: 12/06/2022] [Indexed: 06/17/2023]
Abstract
Identifying and characterizing the factors that affect presence in virtual environments has been acknowledged as a critical step to improving Virtual Reality (VR) applications in the built environment domain. In the search to identify those factors, the research objective was to test whether three-dimensional perception affects presence in virtual environments. A controlled within-group experiment utilizing perception and presence questionnaires was conducted, followed by data analysis, to test the hypothesized unidirectional association between three-dimensional perception and presence in two different virtual environments (non-immersive and immersive). Results indicate no association in either of the systems studied, contrary to the assumption of many scholars in the field but in line with recent studies on the topic. Consequently, VR applications in architectural design may not necessarily need to incorporate advanced stereoscopic visualization techniques to deliver highly immersive experiences, which may be achieved by addressing factors other than depth realism. As findings suggest that the levels of presence experienced by users are not subject to the display mode of a 3D model (whether immersive or non-immersive display), it may still be possible for professionals involved in the review of 3D models (e.g., designers, contractors, clients) to experience high levels of presence through non-stereoscopic VR systems provided that other presence-promoting factors are included.
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Affiliation(s)
- Daniel Paes
- School of Built Environment, Massey University, Auckland, New Zealand.
| | - Javier Irizarry
- School of Building Construction, Georgia Institute of Technology, Atlanta, GA, United States.
| | - Mark Billinghurst
- Empathic Computing Laboratory, Auckland Bioengineering Institute, University of Auckland, Auckland, New Zealand; Empathic Computing Laboratory, STEM, University of South Australia, Mawson Lakes, SA, Australia.
| | - Diego Pujoni
- Institute of Biological Sciences, Federal University of Minas Gerais, Belo Horizonte, MG, Brazil.
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Li Z, Huang X, White M. Effects of the Visual Character of Transitional Spaces on Human Stress Recovery in a Virtual Reality Environment. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:13143. [PMID: 36293723 PMCID: PMC9602902 DOI: 10.3390/ijerph192013143] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/31/2022] [Revised: 10/05/2022] [Accepted: 10/08/2022] [Indexed: 06/16/2023]
Abstract
As people's levels of stress increase with the complexity of contemporary urban life, the stress healing agenda in built environments has become more critical than ever. Previous research has demonstrated that linear and nonlinear shapes in the environment have an impact on human stress recovery. However, to date, most studies have focused on indoor and outdoor spaces, while research on transitional spaces is still limited. Transitional spaces connect the interior with the exterior and are ubiquitous in the city, such as plazas, open cafes, and urban corridors. We hypothesize that curved and linear environments affect human stress recovery differently in transitional spaces. To test this hypothesis, virtual reality (VR) technology and experiments were conducted with 40 participants. At the end of the Trier Social Stress Test (TSST), participants were randomly assigned to four VR environments to test which environment is more effective in stress recovery for humans. Participants' physiological data, including heart rate and blood pressure, were measured by bio-monitoring sensors. The psychological data were tested by the State-Trait Anxiety Inventory (STAI). In general, the resulting data indicate that the curved environment is more effective than the linear environment for the recovery of human stress in transitional spaces.
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Affiliation(s)
- Zhixian Li
- College of Environmental Design, University of California, Berkeley, CA 94720, USA
| | - Xiaoran Huang
- School of Architecture and Art, North China University of Technology, Beijing 100144, China
- Centre for Design Innovation, Swinburne University of Technology, Hawthorn, VIC 3122, Australia
| | - Marcus White
- Centre for Design Innovation, Swinburne University of Technology, Hawthorn, VIC 3122, Australia
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Eudave L, Martínez M, Luis EO, Pastor MA. Egocentric distance perception in older adults: Results from a functional magnetic resonance imaging and driving simulator study. Front Aging Neurosci 2022; 14:936661. [PMID: 36275008 PMCID: PMC9584650 DOI: 10.3389/fnagi.2022.936661] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2022] [Accepted: 09/09/2022] [Indexed: 11/13/2022] Open
Abstract
The ability to appropriately perceive distances in activities of daily living, such as driving, is necessary when performing complex maneuvers. With aging, certain driving behaviors and cognitive functions change; however, it remains unknown if egocentric distance perception (EDP) performance is altered and whether its neural activity also changes as we grow older. To that end, 19 young and 17 older healthy adults drove in a driving simulator and performed an functional magnetic resonance imaging (fMRI) experiment where we presented adults with an EDP task. We discovered that (a) EDP task performance was similar between groups, with higher response times in older adults; (b) older adults showed higher prefrontal and parietal activation; and (c) higher functional connectivity within frontal and parietal-occipital-cerebellar networks; and (d) an association between EDP performance and hard braking behaviors in the driving simulator was found. In conclusion, EDP functioning remains largely intact with aging, possibly due to an extended and effective rearrangement in functional brain resources, and may play a role in braking behaviors while driving.
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Affiliation(s)
- Luis Eudave
- Neuroimaging Laboratory, Division of Neurosciences, Centre for Applied Medical Research, University of Navarra, Pamplona, Spain
- School of Education and Psychology, University of Navarra, Pamplona, Spain
- *Correspondence: Luis Eudave,
| | - Martín Martínez
- Neuroimaging Laboratory, Division of Neurosciences, Centre for Applied Medical Research, University of Navarra, Pamplona, Spain
- School of Education and Psychology, University of Navarra, Pamplona, Spain
| | - Elkin O. Luis
- Neuroimaging Laboratory, Division of Neurosciences, Centre for Applied Medical Research, University of Navarra, Pamplona, Spain
- School of Education and Psychology, University of Navarra, Pamplona, Spain
| | - María A. Pastor
- Neuroimaging Laboratory, Division of Neurosciences, Centre for Applied Medical Research, University of Navarra, Pamplona, Spain
- María A. Pastor,
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Enhancing Wayfinding Performance in Existing Healthcare Facilities Using Virtual Reality Environments to Revise the Distribution of Way-Showing Devices. BUILDINGS 2022. [DOI: 10.3390/buildings12060790] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Wayfinding is the process of navigating the environment by using the available environmental cues. The issue of wayfinding difficulty in large healthcare facilities has grabbed the attention of many researchers in terms of its potential taxing effects on both users and institutions alike. While the challenge of regulating the process of designing wayfinding systems is still an active field of investigation, there has been a paucity of research addressing the challenge of distributing way-showing items based on users’ performance within healthcare environments. This study proposes a wayfinding enhancement scheme whereby users’ wayfinding performance data forms the basis of the process of distributing way-showing items within an outpatient unit in Malaysia. Furthermore, two virtual reality experiments were carried out, the first representing the existing wayfinding system and the second representing the new distribution. A cross-comparison between the two sets of results was conducted to evaluate the effect resulting from altering the as-built wayfinding system. The results indicated an overall reduction of time consumed to reach the same destinations as well as lesser distances traveled within the environment resulting from the implementation of the new distribution. This study puts forward the concept of implementing virtual reality environments to address wayfinding systems’ design challenges in healthcare facilities rather than relying on designers’ intuition.
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Pastel S, Petri K, Bürger D, Marschal H, Chen CH, Witte K. Influence of body visualization in VR during the execution of motoric tasks in different age groups. PLoS One 2022; 17:e0263112. [PMID: 35077512 PMCID: PMC8789136 DOI: 10.1371/journal.pone.0263112] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/15/2021] [Accepted: 01/13/2022] [Indexed: 11/18/2022] Open
Abstract
Virtual reality (VR) has become a common tool and is often considered for sport-specific purposes. Despite the increased usage, the transfer of VR-adapted skills into the real-world (RW) has not yet been sufficiently studied, and it is still unknown how much of the own body must be visible to complete motoric tasks within VR. In addition, it should be clarified whether older adults also need to perceive their body within VR scenarios to the same extent as younger people extending the usability. Therefore, younger (18-30 years old) and elderly adults (55 years and older) were tested (n = 42) performing a balance-, grasping- and throwing task in VR (HMD based) accompanied with different body visualization types in VR and in the RW having the regular visual input of body's components. Comparing the performances between the age groups, the time for completion, the number of steps (balance task), the subjective estimation of difficulty, the number of errors, and a rating system revealing movements' quality were considered as examined parameters. A one-way ANOVA/Friedmann with repeated measurements with factor [body visualization] was conducted to test the influence of varying body visualizations during task completion. Comparisons between the conditions [RW, VR] were performed using the t-Tests/Wilcoxon tests, and to compare both age groups [young, old], t-Tests for independent samples/Mann-Whitney-U-Test were used. The analyses of the effect of body visualization on performances showed a significant loss in movement's quality when no body part was visualized (p < .05). This did not occur for the elderly adults, for which no influence of the body visualization on their performance could be proven. Comparing both age groups, the elderly adults performed significantly worse than the young age group in both conditions (p < .05). In VR, both groups showed longer times for completion, a higher rating of tasks' difficulty in the balance and throwing task, and less performance quality in the grasping task. Overall, the results suggest using VR for the elderly with caution to the task demands, and the visualization of the body seemed less crucial for generating task completion. In summary, the actual task demands in VR could be successfully performed by elderly adults, even once one has to reckon with losses within movement's quality. Although more different movements should be tested, basic elements are also realizable for elderly adults expanding possible areas of VR applications.
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Affiliation(s)
- Stefan Pastel
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Katharina Petri
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Dan Bürger
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Hendrik Marschal
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Chien-Hsi Chen
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Kerstin Witte
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
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Moussavi Z, Kimura K, Lithgow B. Egocentric spatial orientation differences between Alzheimer's disease at early stages and mild cognitive impairment: a diagnostic aid. Med Biol Eng Comput 2022; 60:501-509. [PMID: 35013869 DOI: 10.1007/s11517-021-02478-9] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/23/2021] [Accepted: 11/24/2021] [Indexed: 11/25/2022]
Abstract
Alzheimer's disease (AD) is a growing global crisis. Egocentric spatial orientation deteriorates with age and more significantly with AD. A simple and quick virtual reality (VR) localization and target finding technique is presented as a diagnostic aid to screen mild cognitive impairment (MCI) from AD. Spatial orientation data from 93 individuals (65 AD at a mild stage, 20 MCI, and 8 other dementia types) based on VR localization of a target on a landmark-less cubic 3-story building were analyzed. We hypothesize AD and MCI groups' performances are significantly different. AD and MCI spatial performances were statistically significantly (p < 0.001) different. These results plus the longitudinal tracking of three patients who developed AD over a period of 5 years suggest the proposed spatial tests may be used as a quick and simple clinical diagnostic aid to separate AD at early to mild stages from MCI.
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Affiliation(s)
- Zahra Moussavi
- Biomedical Engineering, University of Manitoba, Winnipeg, MB, R3T5V6, Canada.
| | - Kazushige Kimura
- Biomedical Engineering, University of Manitoba, Winnipeg, MB, R3T5V6, Canada
| | - Brian Lithgow
- Biomedical Engineering, University of Manitoba, Winnipeg, MB, R3T5V6, Canada
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Multimodal immersive trail making-virtual reality paradigm to study cognitive-motor interactions. J Neuroeng Rehabil 2021; 18:82. [PMID: 34001179 PMCID: PMC8127186 DOI: 10.1186/s12984-021-00849-9] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/23/2020] [Accepted: 03/12/2021] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Neuropsychological tests of executive function have limited real-world predictive and functional relevance. An emerging solution for this limitation is to adapt the tests for implementation in virtual reality (VR). We thus developed two VR-based versions of the classic Color-Trails Test (CTT), a well-validated pencil-and-paper executive function test assessing sustained (Trails A) and divided (Trails B) attention-one for a large-scale VR system (DOME-CTT) and the other for a portable head-mount display VR system (HMD-CTT). We then evaluated construct validity, test-retest reliability, and age-related discriminant validity of the VR-based versions and explored effects on motor function. METHODS Healthy adults (n = 147) in three age groups (young: n = 50; middle-aged: n = 80; older: n = 17) participated. All participants were administered the original CTT, some completing the DOME-CTT (14 young, 29 middle-aged) and the rest completing the HMD-CTT. Primary outcomes were Trails A and B completion times (tA, tB). Spatiotemporal characteristics of upper-limb reaching movements during VR test performance were reconstructed from motion capture data. Statistics included correlations and repeated measures analysis of variance. RESULTS Construct validity was substantiated by moderate correlations between the'gold standard' pencil-and-paper CTT and the VR adaptations (DOME-CTT: tA 0.58, tB 0.71; HMD-CTT: tA 0.62, tB 0.69). VR versions showed relatively high test-retest reliability (intraclass correlation; VR: tA 0.60-0.75, tB 0.59-0.89; original: tA 0.75-0.85, tB 0.77-0.80) and discriminant validity (area under the curve; VR: tA 0.70-0.92, tB 0.71-0.92; original: tA 0.73-0.95, tB 0.77-0.95). VR completion times were longer than for the original pencil-and-paper test; completion times were longer with advanced age. Compared with Trails A, Trails B target-to-target VR hand trajectories were characterized by delayed, more erratic acceleration and deceleration, consistent with the greater executive function demands of divided vs. sustained attention; acceleration onset later for older participants. CONCLUSIONS The present study demonstrates the feasibility and validity of converting a neuropsychological test from two-dimensional pencil-and-paper to three-dimensional VR-based format while preserving core neuropsychological task features. Findings on the spatiotemporal morphology of motor planning/execution during the cognitive tasks may lead to multimodal analysis methods that enrich the ecological validity of VR-based neuropsychological testing, representing a novel paradigm for studying cognitive-motor interactions.
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Thornberry C, Cimadevilla JM, Commins S. Virtual Morris water maze: opportunities and challenges. Rev Neurosci 2021; 32:887-903. [PMID: 33838098 DOI: 10.1515/revneuro-2020-0149] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2020] [Accepted: 02/20/2021] [Indexed: 11/15/2022]
Abstract
The ability to accurately recall locations and navigate our environment relies on multiple cognitive mechanisms. The behavioural and neural correlates of spatial navigation have been repeatedly examined using different types of mazes and tasks with animals. Accurate performances of many of these tasks have proven to depend on specific circuits and brain structures and some have become the standard test of memory in many disease models. With the introduction of virtual reality (VR) to neuroscience research, VR tasks have become a popular method of examining human spatial memory and navigation. However, the types of VR tasks used to examine navigation across laboratories appears to greatly differ, from open arena mazes and virtual towns to driving simulators. Here, we examined over 200 VR navigation papers, and found that the most popular task used is the virtual analogue of the Morris water maze (VWM). Although we highlight the many advantages of using the VWM task, there are also some major difficulties related to the widespread use of this behavioural method. Despite the task's popularity, we demonstrate an inconsistency of use - particularly with respect to the environmental setup and procedures. Using different versions of the virtual water maze makes replication of findings and comparison of results across researchers very difficult. We suggest the need for protocol and design standardisation, alongside other difficulties that need to be addressed, if the virtual water maze is to become the 'gold standard' for human spatial research similar to its animal counterpart.
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Affiliation(s)
- Conor Thornberry
- Department of Psychology, Maynooth University, John Hume Building, North Campus, Maynooth, Co KildareW23 F2H6, Ireland
| | - Jose M Cimadevilla
- Department of Psychology and Health Research Center, University of Almeria, 04120La Cañada, Almería, Spain
| | - Sean Commins
- Department of Psychology, Maynooth University, John Hume Building, North Campus, Maynooth, Co KildareW23 F2H6, Ireland
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13
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Higuera-Trujillo JL, Llinares C, Macagno E. The Cognitive-Emotional Design and Study of Architectural Space: A Scoping Review of Neuroarchitecture and Its Precursor Approaches. SENSORS (BASEL, SWITZERLAND) 2021; 21:2193. [PMID: 33801037 PMCID: PMC8004070 DOI: 10.3390/s21062193] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/22/2020] [Revised: 03/15/2021] [Accepted: 03/17/2021] [Indexed: 12/24/2022]
Abstract
Humans respond cognitively and emotionally to the built environment. The modern possibility of recording the neural activity of subjects during exposure to environmental situations, using neuroscientific techniques and virtual reality, provides a promising framework for future design and studies of the built environment. The discipline derived is termed "neuroarchitecture". Given neuroarchitecture's transdisciplinary nature, it progresses needs to be reviewed in a contextualised way, together with its precursor approaches. The present article presents a scoping review, which maps out the broad areas on which the new discipline is based. The limitations, controversies, benefits, impact on the professional sectors involved, and potential of neuroarchitecture and its precursors' approaches are critically addressed.
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Affiliation(s)
- Juan Luis Higuera-Trujillo
- Institute for Research and Innovation in Bioengineering (i3B), Universitat Politècnica de València, 46022 Valencia, Spain;
- Escuela de Arquitectura, Arte y Diseño (EAAD), Tecnologico de Monterrey, Monterrey 72453, Mexico
| | - Carmen Llinares
- Institute for Research and Innovation in Bioengineering (i3B), Universitat Politècnica de València, 46022 Valencia, Spain;
| | - Eduardo Macagno
- Division of Biological Sciences, University of California San Diego, La Jolla, CA 92093-0116, USA;
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14
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Kimura K, Moussavi Z. Do Older and Young Adults Learn to Integrate Geometry While Navigating in an Environment of a Serious Game? Neurosci Insights 2021; 16:2633105520988861. [PMID: 33709080 PMCID: PMC7841238 DOI: 10.1177/2633105520988861] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/03/2020] [Accepted: 12/31/2020] [Indexed: 11/24/2022] Open
Abstract
We evaluated the outcomes of an intervention using a serious game designed to be
played on iPads for improving spatial reorientation by training users to
integrate geometry of the environment, instead of relying solely on featural
cues. Using data logged online through a clinical study of using this game, the
effect of training among 16 older adults (69.3 ± 6.4 years, 4 males), who played
the game repeatedly (self-administered) over a period of 8 weeks, was
investigated. The game contains a hexagonal room with 3 objects, textured walls,
and grids on the floor, which are removed one by one as the participant played
the game. In each level, the room also rotates such that the viewpoint of the
user is different from that of the previous level. Participants cannot play a
higher level unless they make no mistake during the trials of the lower test
level. In addition to data of older adults available from that clinical trial,
we recruited 16 young adults (27.3 ± 5.6 years, 4 males) to play the game for 5
sessions and compared their results with those of the older adults. We evaluated
the error type made in each test level and the scores for each session among
older adults. Further, we compared the frequency of each error type between
young and older adults during the test levels that a landmark adjacent to the
target was removed over the first 5 sessions. The results of older adults’
performance suggest they learned to make fewer mistakes over the sessions. Also,
both young and older adults learned to integrate the geometrical cues rather
than relying on the landmark cue adjacent to the target to find the target.
Overall, the results indicate the designed hexagonal room game can enhance
spatial cognition among all age groups of adults.
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Affiliation(s)
- Kazushige Kimura
- Graduate Program in Biomedical Engineering, University of Manitoba, Winnipeg, MB, Canada
| | - Zahra Moussavi
- Graduate Program in Biomedical Engineering, University of Manitoba, Winnipeg, MB, Canada
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15
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Amaefule CO, Lüdtke S, Kirste T, Teipel SJ. Effect of Spatial Disorientation in a Virtual Environment on Gait and Vital Features in Patients with Dementia: Pilot Single-Blind Randomized Control Trial. JMIR Serious Games 2020; 8:e18455. [PMID: 33030436 PMCID: PMC7582144 DOI: 10.2196/18455] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/27/2020] [Revised: 08/28/2020] [Accepted: 09/02/2020] [Indexed: 12/03/2022] Open
Abstract
Background Orientation deficits are among the most devastating consequences of early dementia. Digital navigation devices could overcome these deficits if adaptable to the user’s needs (ie, provide situation-aware, proactive navigation assistance). To fulfill this task, systems need to automatically detect spatial disorientation from sensors in real time. Ideally, this would require field studies consisting of real-world navigation. However, such field studies can be challenging and are not guaranteed to cover sufficient instances of disorientation due to the large variability of real-world settings and a lack of control over the environment. Objective Extending a foregoing field study, we aim to evaluate the feasibility of using a sophisticated virtual reality (VR) setup, which allows a more controlled observation of disorientation states and accompanying behavioral and physiological parameters in cognitively healthy older people and people with dementia. Methods In this feasibility study, we described the experimental design and pilot outcomes of an ongoing study aimed at investigating the effect of disorientation on gait and selected physiological features in a virtual laboratory. We transferred a real-world navigation task to a treadmill-based virtual system for gait analysis. Disorientation was induced by deliberately manipulating landmarks in the VR projection. Associated responses in motion behavior and physiological parameters were recorded by sensors. Primary outcomes were variations in motion and physiological parameters, frequency of disorientation, and questionnaire-derived usability estimates (immersion and perceived control of the gait system) for our population of interest. At this time, the included participants were 9 cognitively healthy older participants [5/9 women, 4/9 men; mean age 70 years, SD 4.40; Mini–Mental State Examination (MMSE) mean 29, SD 0.70) and 4 participants with dementia (2/4 women, 2/4 men; mean age 78 years, SD 2.30 years; MMSE mean 20.50, SD 7.54). Recruitment is ongoing, with the aim of including 30 cognitively healthy older participants and 20 participants with dementia. Results All 13 participants completed the experiment. Patients’ route was adapted by shortening it relative to the original route. Average instances of disorientation were 21.40, 36.50, and 37.50 for the cognitively healthy older control, cognitively healthy older experimental participants, and participants with dementia, respectively. Questionnaire outcomes indicated that participants experienced adequate usability and immersion; 4.30 for presence, 3.73 for involvement, and 3.85 for realism of 7 possible points, indicating a good overall ability to cope with the experiment. Variations were also observed in motion and physiological parameters during instances of disorientation. Conclusions This study presents the first feasibility outcomes of a study investigating the viability of using a sophisticated VR setup, based on an earlier real-world navigation study, to study spatial disorientation among cognitively healthy older people and people with dementia. Preliminary outcomes give confidence to the notion that our setup can be used to assess motion and physiological markers of disorientation, even in people with cognitive decline. Trial Registration ClinicalTrials.gov; https://clinicaltrials.gov/ct2/show/NCT04134806
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Affiliation(s)
| | - Stefan Lüdtke
- Institute of Visual & Analytic Computing, University of Rostock, Rostock, Germany
| | - Thomas Kirste
- Institute of Visual & Analytic Computing, University of Rostock, Rostock, Germany
| | - Stefan J Teipel
- German Center for Neurodegenerative Diseases (DZNE), Rostock, Germany.,Department of Psychosomatic and Psychotherapeutic Medicine, University Medicine Rostock, Rostock, Germany
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16
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Clemenson GD, Wang L, Mao Z, Stark SM, Stark CEL. Exploring the Spatial Relationships Between Real and Virtual Experiences: What Transfers and What Doesn't. FRONTIERS IN VIRTUAL REALITY 2020; 1:572122. [PMID: 37885756 PMCID: PMC10602022 DOI: 10.3389/frvir.2020.572122] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 10/28/2023]
Abstract
Virtual environments are commonly used to assess spatial cognition in humans. For the past few decades, researchers have used virtual environments to investigate how people navigate, learn, and remember their surrounding environment. In combination with tools such as electroencephalogram, neuroimaging, and electrophysiology, these virtual environments have proven invaluable in their ability to help elucidate the underlying neural mechanisms of spatial learning and memory in humans. However, a critical assumption that is made whenever using virtual experiences is that the spatial abilities used in the navigation of these virtual environments accurately represents the spatial abilities used in the real-world. The aim of the current study is to investigate the spatial relationships between real and virtual environments to better understand how well the virtual experiences parallel the same experiences in the real-world. Here, we performed three independent experiments to examine whether spatial information about object location, environment layout, and navigation strategy transfers between parallel real-world and virtual-world experiences. We show that while general spatial information does transfer between real and virtual environments, there are several limitations of the virtual experience. Compared to the real-world, the use of information in the virtual-world is less flexible, especially when testing spatial memory from a novel location, and the way in which we navigate these experiences are different as the perceptual and proprioceptive feedback gained from the real-world experience can influence navigation strategy.
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Affiliation(s)
- Gregory D. Clemenson
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
| | - Lulian Wang
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
| | - Zeqian Mao
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
| | - Shauna M. Stark
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
| | - Craig E. L. Stark
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
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17
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Marín-Morales J, Llinares C, Guixeres J, Alcañiz M. Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing. SENSORS (BASEL, SWITZERLAND) 2020; 20:E5163. [PMID: 32927722 PMCID: PMC7570837 DOI: 10.3390/s20185163] [Citation(s) in RCA: 36] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/23/2020] [Revised: 09/07/2020] [Accepted: 09/08/2020] [Indexed: 12/16/2022]
Abstract
Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. However, immersive virtual reality, which allows researchers to simulate environments in controlled laboratory conditions with high levels of sense of presence and interactivity, is becoming more popular in emotion research. Moreover, its synergy with implicit measurements and machine-learning techniques has the potential to impact transversely in many research areas, opening new opportunities for the scientific community. This paper presents a systematic review of the emotion recognition research undertaken with physiological and behavioural measures using head-mounted displays as elicitation devices. The results highlight the evolution of the field, give a clear perspective using aggregated analysis, reveal the current open issues and provide guidelines for future research.
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Affiliation(s)
- Javier Marín-Morales
- Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, 46022 València, Spain; (C.L.); (J.G.); (M.A.)
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18
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Fernandez-Baizan C, Alcántara-Canabal L, Solis G, Mendez M. The association between perinatal and neonatal variables and neuropsychological development in very and extremely low-birth-weight preterm children at the beginning of primary school. APPLIED NEUROPSYCHOLOGY-CHILD 2020; 10:348-358. [DOI: 10.1080/21622965.2019.1709464] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Affiliation(s)
- Cristina Fernandez-Baizan
- Neuroscience Institute of Principado de Asturias (INEUROPA), Oviedo, Spain
- Department of Psychology, University of Oviedo, Oviedo, Spain
| | - Leticia Alcántara-Canabal
- Neuroscience Institute of Principado de Asturias (INEUROPA), Oviedo, Spain
- Primary Care Center, Paulino Prieto, Sanitary Area IV, Oviedo, Spain
| | - Gonzalo Solis
- Neuroscience Institute of Principado de Asturias (INEUROPA), Oviedo, Spain
- Pediatric Clinic Area, Neonatology, Hospital Universitario Central de Asturias (HUCA), Oviedo, Spain
| | - Marta Mendez
- Neuroscience Institute of Principado de Asturias (INEUROPA), Oviedo, Spain
- Department of Psychology, University of Oviedo, Oviedo, Spain
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19
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Kimura K, Reichert JF, Kelly DM, Moussavi Z. Older Adults Show Less Flexible Spatial Cue Use When Navigating in a Virtual Reality Environment Compared With Younger Adults. Neurosci Insights 2019; 14:2633105519896803. [PMID: 32363348 PMCID: PMC7176399 DOI: 10.1177/2633105519896803] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2019] [Accepted: 12/02/2019] [Indexed: 11/17/2022] Open
Abstract
Daily life requires accurate navigation, and thus better understanding of aging on navigational abilities is critical. Importantly, the use of spatial properties by older and younger adults remains unclear. During this study, younger and older human adults were presented with a virtual environment in which they had to navigate a series of hallways. The hallways provided 2 general types of spatial information: geometric, which included distance and directional turns along a learned route, and featural, which included landmarks situated along the route. To investigate how participants used these different cue types, geometric and/or landmark information was manipulated during testing trials. Data from 40 younger (20 women) and 40 older (20 women) adults were analyzed. Our findings suggest that (1) both younger and older adults relied mostly on landmarks to find their way, and (2) younger adults were better able to adapt to spatial changes to the environment compared with older adults.
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Affiliation(s)
- Kazushige Kimura
- Graduate Program in Biomedical Engineering, University of Manitoba, Winnipeg, MB, Canada
| | - James F Reichert
- Department of Psychology, University of Manitoba, Winnipeg, MB, Canada
| | - Debbie M Kelly
- Department of Psychology, University of Manitoba, Winnipeg, MB, Canada
| | - Zahra Moussavi
- Graduate Program in Biomedical Engineering, University of Manitoba, Winnipeg, MB, Canada
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20
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Antoniak K, Clores J, Jensen D, Nalder E, Rotenberg S, Dawson DR. Developing and Validating a Big-Store Multiple Errands Test. Front Psychol 2019; 10:2575. [PMID: 31803113 PMCID: PMC6873776 DOI: 10.3389/fpsyg.2019.02575] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/04/2019] [Accepted: 10/31/2019] [Indexed: 01/03/2023] Open
Abstract
The Multiple Errands Test (MET) is an ecologically valid assessment that characterizes how executive dysfunction manifests in everyday activities. Due to the naturalistic nature of this assessment, clinicians and researchers have had to develop site-specific versions resulting in numerous published versions and making it difficult to establish standard psychometric properties. The aim of this study was to develop a standardized, community version of the MET designed to be used in large department stores meeting set criteria that would not require site specific modifications. This paper reports on the development, content validity, feasibility, and inter-rater reliability of a Big-Store MET, and the performance of healthy participants on this test. Items were selected to match previously published versions in relation to quantity and complexity. Content validity was established by having experts (n = 4) on the MET review the proposed Big-Store version and evaluate the task consistency with previously published versions. To assess feasibility of administration, and inter-rater reliability, a convenience sample of 14 community dwelling adults, self-reporting as healthy, were assessed by two trained raters. We found the Big-Store MET to be feasible to deliver (completed within 30 min, scores show variability, acceptable to participants in community environment) and inter-rater reliability to be very high (ICCs = 0.92-0.99) with the exception of frequency of strategy use. This study introduces the Big-Store MET to the literature, establishes its preliminary validity and reliability thus laying the foundation for a standardized, community-based version of the MET.
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Affiliation(s)
- Kristen Antoniak
- Department of Occupational Science & Occupational Therapy, University of Toronto, Toronto, ON, Canada
| | - Julie Clores
- Department of Occupational Science & Occupational Therapy, University of Toronto, Toronto, ON, Canada
| | | | - Emily Nalder
- Department of Occupational Science & Occupational Therapy, University of Toronto, Toronto, ON, Canada
- Rehabilitation Sciences Institute, University of Toronto, Toronto, ON, Canada
| | - Shlomit Rotenberg
- Rotman Research Institute, Baycrest Health Sciences, Toronto, ON, Canada
| | - Deirdre R. Dawson
- Department of Occupational Science & Occupational Therapy, University of Toronto, Toronto, ON, Canada
- Alberta Health Services, Calgary, AB, Canada
- Rotman Research Institute, Baycrest Health Sciences, Toronto, ON, Canada
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21
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Diersch N, Wolbers T. The potential of virtual reality for spatial navigation research across the adult lifespan. ACTA ACUST UNITED AC 2019; 222:222/Suppl_1/jeb187252. [PMID: 30728232 DOI: 10.1242/jeb.187252] [Citation(s) in RCA: 49] [Impact Index Per Article: 9.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
Abstract
Older adults often experience serious problems in spatial navigation, and alterations in underlying brain structures are among the first indicators for a progression to neurodegenerative diseases. Studies investigating the neural mechanisms of spatial navigation and its changes across the adult lifespan are increasingly using virtual reality (VR) paradigms. VR offers major benefits in terms of ecological validity, experimental control and options to track behavioral responses. However, navigation in the real world differs from navigation in VR in several aspects. In addition, the importance of body-based or visual cues for navigation varies between animal species. Incongruences between sensory and motor input in VR might consequently affect their performance to a different degree. After discussing the specifics of using VR in spatial navigation research across species, we outline several challenges when investigating age-related deficits in spatial navigation with the help of VR. In addition, we discuss ways to reduce their impact, together with the possibilities VR offers for improving navigational abilities in older adults.
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Affiliation(s)
- Nadine Diersch
- Aging & Cognition Research Group, German Center for Neurodegenerative Diseases (DZNE), 39120 Magdeburg, Germany
| | - Thomas Wolbers
- Aging & Cognition Research Group, German Center for Neurodegenerative Diseases (DZNE), 39120 Magdeburg, Germany.,Center for Behavioural Brain Sciences (CBBS), Otto-von-Guericke University Magdeburg, 39120 Magdeburg, Germany.,Medical Faculty, University Hospital Magdeburg, Otto-von-Guericke-University Magdeburg, 39120 Magdeburg, Germany
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22
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Legge ELG. Comparative spatial memory and cue use: The contributions of Marcia L. Spetch to the study of small-scale spatial cognition. Behav Processes 2019; 159:65-79. [PMID: 30611849 DOI: 10.1016/j.beproc.2018.12.018] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/15/2018] [Revised: 12/23/2018] [Accepted: 12/23/2018] [Indexed: 11/25/2022]
Abstract
Dr. Marcia Spetch is a Canadian experimental psychologist who specializes in the study of comparative cognition. Her research over the past four decades has covered many diverse topics, but focused primarily on the comparative study of small-scale spatial cognition, navigation, decision making, and risky choice. Over the course of her career Dr. Spetch has had a profound influence on the study of these topics, and for her work she was named a Fellow of the Association for Psychological Science in 2012, and a Fellow of the Royal Society of Canada in 2017. In this review, I provide a biographical sketch of Dr. Spetch's academic career, and revisit her contributions to the study of small-scale spatial cognition in two broad areas: the use of environmental geometric cues, and how animals cope with cue conflict. The goal of this review is to highlight the contributions of Dr. Spetch, her students, and her collaborators to the field of comparative cognition and the study of small-scale spatial cognition. As such, this review stands to serve as a tribute and testament to Dr. Spetch's scientific legacy.
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Affiliation(s)
- Eric L G Legge
- Department of Psychology, MacEwan University, 10700 - 104 Avenue, City Centre Campus, Edmonton, AB, T5J 4S2, Canada.
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