Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 5 de 5
Filter
Add more filters










Database
Language
Publication year range
1.
Virtual Real ; : 1-17, 2023 Mar 24.
Article in English | MEDLINE | ID: mdl-37360806

ABSTRACT

Attention is the ability to actively process specific information within one's environment over longer periods of time while disregarding other details. Attention is an important process that contributes to overall cognitive performance from performing every day basic tasks to complex work activities. The use of virtual reality (VR) allows study of the attention processes in realistic environments using ecological tasks. To date, research has focused on the efficacy of VR attention tasks in detecting attention impairment, while the impact of the combination of variables such as mental workload, presence and simulator sickness on both self-reported usability and objective attention task performance in immersive VR has not been examined. The current study tested 87 participants on an attention task in a virtual aquarium using a cross-sectional design. The VR task followed the continuous performance test paradigm where participants had to respond to correct targets and ignore non-targets over 18 min. Performance was measured using three outcomes: omission (failing to respond to correct targets), commission errors (incorrect responses to targets) and reaction time to correct targets. Measures of self-reported usability, mental workload, presence and simulator sickness were collected. The results showed that only presence and simulator sickness had a significant impact on usability. For performance outcomes, simulator sickness was significantly and weakly associated with omission errors, but not with reaction time and commission errors. Mental workload and presence did not significantly predict performance. Our results suggest that usability is more likely to be negatively impacted by simulator sickness and lack of presence than performance and that usability and attention performance are linked. They highlight the importance of considering factors such as presence and simulator sickness in attention tasks as these variables can impact usability. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-023-00782-3.

2.
Sci Rep ; 13(1): 10516, 2023 06 29.
Article in English | MEDLINE | ID: mdl-37386031

ABSTRACT

Responses to arts and entertainment media offer a valuable window into human behaviour. Many individuals worldwide spend the vast majority of their leisure time engaging with video content at home. However, there are few ways to study engagement and attention in this natural home viewing context. We used motion-tracking of the head via a web-camera to measure real-time cognitive engagement in 132 individuals while they watched 30 min of streamed theatre content at home. Head movement was negatively associated with engagement across a constellation of measures. Individuals who moved less reported feeling more engaged and immersed, evaluated the performance as more engaging, and were more likely to express interest in watching further. Our results demonstrate the value of in-home remote motion tracking as a low-cost, scalable metric of cognitive engagement, which can be used to collect audience behaviour data in a natural setting.


Subject(s)
Emotions , Head Movements , Humans , Leisure Activities , Motion , Cognition
3.
J Alzheimers Dis ; 88(4): 1341-1370, 2022.
Article in English | MEDLINE | ID: mdl-35811514

ABSTRACT

BACKGROUND: Mild cognitive impairment (MCI) and dementia result in cognitive decline which can negatively impact everyday functional abilities and quality of life. Virtual reality (VR) interventions could benefit the cognitive abilities of people with MCI and dementia, but evidence is inconclusive. OBJECTIVE: To investigate the efficacy of VR training on global and domain-specific cognition, activities of daily living and quality of life. To explore the influence of priori moderators (e.g., immersion type, training type) on the effects of VR training. Adverse effects of VR training were also considered. METHODS: A systematic literature search was conducted on all major databases for randomized control trial studies. Two separate meta-analyses were performed on studies with people with MCI and dementia. RESULTS: Sixteen studies with people with MCI and four studies with people with dementia were included in each meta-analysis. Results showed moderate to large effects of VR training on global cognition, attention, memory, and construction and motor performance in people with MCI. Immersion and training type were found to be significant moderators of the effect of VR training on global cognition. For people with dementia, results showed moderate to large improvements after VR training on global cognition, memory, and executive function, but a subgroup analysis was not possible. CONCLUSION: Our findings suggest that VR training is an effective treatment for both people with MCI and dementia. These results contribute to the establishment of practical guidelines for VR interventions for patients with cognitive decline.


Subject(s)
Cognitive Dysfunction , Dementia , Virtual Reality , Activities of Daily Living , Cognition , Cognitive Dysfunction/therapy , Dementia/therapy , Humans , Quality of Life , Randomized Controlled Trials as Topic
4.
J Clin Med ; 10(7)2021 Apr 02.
Article in English | MEDLINE | ID: mdl-33918365

ABSTRACT

Neurological disorders are a leading cause of death and disability worldwide. Can virtual reality (VR) based intervention, a novel technology-driven change of paradigm in rehabilitation, reduce impairments, activity limitations, and participation restrictions? This question is directly addressed here for the first time using an umbrella review that assessed the effectiveness and quality of evidence of VR interventions in the physical and cognitive rehabilitation of patients with stroke, traumatic brain injury and cerebral palsy, identified factors that can enhance rehabilitation outcomes and addressed safety concerns. Forty-one meta-analyses were included. The data synthesis found mostly low- or very low-quality evidence that supports the effectiveness of VR interventions. Only a limited number of comparisons were rated as having moderate and high quality of evidence, but overall, results highlight potential benefits of VR for improving the ambulation function of children with cerebral palsy, mobility, balance, upper limb function, and body structure/function and activity of people with stroke, and upper limb function of people with acquired brain injury. Customization of VR systems is one important factor linked with improved outcomes. Most studies do not address safety concerns, as only nine reviews reported adverse effects. The results provide critical recommendations for the design and implementation of future VR programs, trials and systematic reviews, including the need for high quality randomized controlled trials to test principles and mechanisms, in primary studies and in meta-analyses, in order to formulate evidence-based guidelines for designing VR-based rehabilitation interventions.

5.
Front Psychol ; 11: 2261, 2020.
Article in English | MEDLINE | ID: mdl-33041900

ABSTRACT

Empirical investigation into the emotional and physiological processes that shape moral decision-making is vast and growing. Yet, relatively less attention has been paid to measures of interoception in morality research despite its centrality in both emotional and physiological processes. Hunger and thirst represent two everyday interoceptive states, and hunger, in particular, has been shown to be influential for moral decision-making in numerous studies. It is possible that a tendency to focus on internal sensations interoceptive sensibility (IS), as well as the emotional and physiological states associated with visceral states, could be important in the relationships between hunger, thirst, and moral judgments. This cross-sectional online research (n = 154) explored whether IS, hunger, thirst, and emotional state influenced appropriateness and acceptability judgments of harm. The moral dilemma stimuli used allowed the independent calculation of (1) people's tendency to avoid harmful action at all costs and (2) people's tendency to maximize outcomes that benefit the greater good. The Cognitive Reflection Task (CRT) was implemented to determine whether an ability to override intuitive responses to counterintuitive problems predicted harm-based moral judgments, as found previously. Hunger bias, independent of IS and emotional state, was influential for non-profitable acceptability judgments of harmful actions. Contrary to dual-process perspectives, a novel finding was that more intuitive responses on the CRT predicted a reduced aversion to harmful actions that was indirectly associated with IS. We suggest that IS may indicate people's vulnerability to cognitive miserliness on the CRT task and reduced deliberation of moral dilemma stimuli. The framing of moral dilemmatic questions to encourage allocentric (acceptability questions) versus egocentric perspectives (appropriateness questions) could explain the divergence between hunger bias and intuitive decision-making for predicting these judgments, respectively. The findings are discussed in relation to dual-process accounts of harm-based moral judgments and evidence linking visceral experiences to harm aversion and moral decision-making.

SELECTION OF CITATIONS
SEARCH DETAIL