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Virtual environments for the assessment of attention and memory processes: The virtual classroom and office

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Virtual Reality (VR) technology offers new options for neuropsychological assessment and cognitive rehabilitation. If empirical studies demonstrate effectiveness, virtual environments (VEs) could be of considerable benefit to persons with cognitive and functional impairments due to traumatic brain injury, neurological disorders, and learning disabilities. Testing and training scenarios that would be difficult, if not impossible, to deliver using conventional neuropsychological methods are now being developed that take advantage of the assets available with VR technology. These assets include the precise presentation and control of dynamic multi-sensory 3D stimulus environments, as well as advanced methods for recording behavioral responses. When combining these assets within the context of functionally relevant, ecologically valid VEs, a fundamental advancement emerges in how human cognition and functional behavior can be assessed and rehabilitated. This paper will focus on the progress of a collaborative VR research program at the University of Southern California and the Kessler Medical Rehabilitation Research and Education Corporation. These groups are developing and evaluating VR neuropsychological applications designed to target: 1. Attention processes in children with ADHD within a HMD virtual classroom and 2. Memory processes in persons with TBI within a HMD virtual office. Results from completed research, rationales and methodology of works in progress, and our plan for future work will be discussed. Our primary vision has been to develop VR systems that target cognitive processes and functional skills that are relevant to a wide range of patient populations with CNS dysfunction. We have also sought to select cognitive/functional targets that intuitively appear well matched to the specific assets available with the current state of VR technology.
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... Virtual reality (VR) typically refers to the use of interactive simulations created with computer hardware and software to present users with opportunities to engage in environments that appear to be and feel similar to real world objects and events. [18][19][20] Users interact with displayed images, move and manipulate virtual objects, and perform other actions within the simulated environment thereby engendering a feeling of presence in the virtual world. 18 VR has the capability of creating an interactive, motivating environment where intensity of practice and feedback can be manipulated to create individualized treatment sessions. ...
... VR has been used as a medium for the assessment and rehabilitation of cognitive processes, motor coordination, hand strength, range of motion and speed of movement. [18][19][20][21][22][23][24] The studies share a common goal of using VR to construct a simulated environment that aimed at facilitating the client's motor and cognitive abilities in order to improve functional ability. Functional magnetic resonance imaging (fMRI) studies have shown that VR induces cortical reorganization in patients with stroke 25, 26 and cerebral palsy. ...
... Previous studies which used VR for the assessment and rehabilitation of visual perception, attention, memory, sequencing and executive functioning share a common goal of using VR to improve functional ability. [18][19][20][21][22][23][24] EyeToy games engage the patients cognitively in repeated movements with increasing challenge. They include many motivating and competitive environments that may be played by one user or more sequentially in a tournament fashion. ...
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... The Questionnaire on the Sense of Presence for Children [47] comprises 19 items with 3-point Likert scales used to measure children's degree of presence within a VE. The items are taken from the Child Presence Measure [48] and the Presence Questionnaire [49]. The children's version in French was written and validated by the UQO Cyberpsychology Laboratory team [47]. ...
... The Simulator Sickness Questionnaire for Children [47] is an 11-item instrument with 3-point Likert scales which is used to measure the extent to which children feel simulator sickness due to their immersion in VR (e.g., nausea, eye fatigue, dizziness, etc.). The items in this questionnaire are taken from the Simulator Sickness Questionnaire [50] and the Child Simulator Sickness Questionnaire [48], both of which are frequently used during treatments in a VE. The psychometric properties of this questionnaire have been demonstrated [50]. ...
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... The latest advances in computer-generated images simulate light, texture and atmospheric effects to such a degree of photorealism that it is possible to produce a virtual image that is indistinguishable, to the naked eye, from a photograph of a real-world scene (Morinaga et al., 2018). These representations can be dynamically altered, and allow behaviour to be monitored and cognitive performance to be recorded (Parasuraman & Rizzo, 2006;Rizzo et al., 2002). Moreover, VR allows the time and costeffective isolation and modification of variables under controlled laboratory conditions (Vince, 2004), unfeasible in real space (Alcañiz et al., 2003). ...
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... Innovators of computer virtual environments for medical purposes have long recognized that innovative technology solutions should not be designed for their own sake; interventions should be planned with an eye toward the affordances of the technology and the manner in which these characteristics are a fit with the need to be addressed [17]. Regarding training, nearly 50 years ago, academics recognized that adults approach learning differently than children and relevant andragogy emerged [18]. ...
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... PlayMancer (Fernández-Aranda et al., 2012) has been proven able to change underlying attitudinal, behavioral, and emotional processes of patients with impulse-related disorders, which are similar to ADHD. The Virtual Classroom (Rizzo et al., 2002;Coleman et al., 2019) was developed for the study, assessment, and rehabilitation of cognitive processes in patients with different forms of central nervous system dysfunction. It offers an assessment in a real-world dynamic simulation with distractors that mimic situations typically occurring in a classroom (Parsons et al., 2019). ...
... PlayMancer (Fernández-Aranda et al., 2012) has been proven able to change underlying attitudinal, behavioral, and emotional processes of patients with impulse-related disorders, which are similar to ADHD. The Virtual Classroom (Rizzo et al., 2002;Coleman et al., 2019) was developed for the study, assessment, and rehabilitation of cognitive processes in patients with different forms of central nervous system dysfunction. It offers an assessment in a real-world dynamic simulation with distractors that mimic situations typically occurring in a classroom (Parsons et al., 2019). ...
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