ChapterPDF Available

The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect

Authors:

Abstract and Figures

Virtual Reality is one of the most promising tools in the development of new methods for neuropsychological assessment and rehabilitation. Neuropsychological assessment is typically carried out by administering paper-and-pencil tests to patients. However, these tests have some limitations, due to the fact that they are not effectively able to evaluate the subject's performance of daily activities. To cope with this void, neuropsychologists base their evaluation on their clinical experience, often successfully. Nevertheless, this is not an evidence-based practice, thus it is not considered optimal from a medical decision-making perspective. More recently, however, the increasing accessibility of advanced technology such as virtual reality has opened new possibilities for neuropsychological assessment and rehabilitation. Starting with this frame, the chapter explores the changes that have occurred over time in the neuropsychological assessment and rehabilitation up to the most recent VR-based tools. In particular, we will present a VR-based PC tool for the assessment of executive functions, and a VR-based mobile tool for the assessment and rehabilitation of unilateral spatial neglect. In accordance with the literature, we show the potential for virtual reality, highlighting the advantages, limitations, and the possible future challenges.
Content may be subject to copyright.

Copyright © 2016, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
&KDSWHU
DOI: 10.4018/978-1-4666-9740-9.ch007
$%675$&7
Virtual Reality is one of the most promising tools in the development of new methods for neuropsychological
assessment and rehabilitation. Neuropsychological assessment is typically carried out by administering
paper-and-pencil tests to patients. However, these tests have some limitations, due to the fact that they
are not effectively able to evaluate the subject’s performance of daily activities. To cope with this void,
neuropsychologists base their evaluation on their clinical experience, often successfully. Nevertheless,
this is not an evidence-based practice, thus it is not considered optimal from a medical decision-making
perspective. More recently, however, the increasing accessibility of advanced technology such as virtual
reality has opened new possibilities for neuropsychological assessment and rehabilitation. Starting with
this frame, the chapter explores the changes that have occurred over time in the neuropsychological
assessment and rehabilitation up to the most recent VR-based tools. In particular, we will present a VR-
based PC tool for the assessment of executive functions, and a VR-based mobile tool for the assessment
and rehabilitation of unilateral spatial neglect. In accordance with the literature, we show the potential
for virtual reality, highlighting the advantages, limitations, and the possible future challenges.
7KH8VHRI9LUWXDO5HDOLW\
7RROVIRUWKH$VVHVVPHQW
RI([HFXWLYH)XQFWLRQVDQG
8QLODWHUDO6SDWLDO1HJOHFW
Elisa Pedroli
Applied Technology for Neuro-Psychology Lab,
IRCCS Istituto Auxologico Italiano, Italy
Silvia Serino
Applied Technology for Neuro-Psychology Lab,
IRCCS Istituto Auxologico Italiano, Italy
Alice Chicchi Giglioli
Applied Technology for Neuro-Psychology Lab,
IRCCS Istituto Auxologico Italiano, Italy
Federica Pallavicini
Applied Technology for Neuro-Psychology Lab,
IRCCS Istituto Auxologico Italiano, Italy
Pietro Cipresso
Applied Technology for Neuro-Psychology Lab,
IRCCS Istituto Auxologico Italiano, Italy
Giuseppe Riva
Applied Technology for Neuro-Psychology Lab,
IRCCS Istituto Auxologico Italiano, Italy &
Catholic University of Milan, Italy

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
,1752'8&7,21
The aim of neuropsychological assessment has extensively changed over time. Before the neuroimaging,
neuropsychological assessment was conducted for defining which brain area could have been damaged
after cerebral lesions and was an extension of the neurological examination (Benton, 1984). After the
diffusion of the neuroimaging techniques (for example, TAC), it has been possible to better determine
the brain area damaged and the neuropsychological assessment aims to evaluate cognitive functioning
in order to develop a personalized rehabilitation program (Ruff, 2003).
However, the change in the purpose of neuropsychological assessment did not initially lead to a change
in the used tools. Typically, the neuropsychological assessment is carried out through the administration
to patients of paper-and-pencil tests. This approach presented some limitations in the area of ecological
validity, the degree of relevance or similarity of a test or training system with respect to the real world
and in its value for predicting or improving daily functioning (Parsons, 2011; Wilson, 1998)
With the dramatic advances of new technologies, there has been a change in neuropsychological
assessment. More specifically, thanks to computer-based tools it is possible an easy and standardized
administration, an automatic data recording, and a quick correction of test. On one side, the traditional
classical paper-and-pencil tests have been translated into their computer-based version, and, on the other
side, more recently, new tests have been developed using Virtual Reality (VR). Unlike paper-and-pencil
tests computer-based, that do not seek to develop new tests but mimic existing ones, tests that use VR
has allowed the development of new tests able to assess specific cognitive functions in a similar real
environment.
VR is a technology that has the potential to enhance the abilities to assess various cognitive domains to
identify particular deficits and target real-life activities (Bohil, Alicea, & Biocca, 2011; Riva & Gaggioli
2009; Rose, Brooks, & Rizzo, 2005). VR is usually defined as a computer-simulated life composed by 3D
environments, in which user can interact with the environment as if it were the real world (Biocca, 1992).
Indeed, virtual environments can represent many everyday life scenarios in order to reproduce lifelike-
experience, generating a similar real physical presence and recreating similar real sensory experiences.
The sensory experiences, including virtual sight, sound and touch, are generated by the integration of
input devices, such as stereoscopic displays (Head-Mounted displays), specific sound speakers and/or
headphones, and haptic systems (wired gloves).
In neuropsychology, VR offer to patients the possibility to be active participants within realistic vir-
tual environments and not only passive viewers of their assessment and rehabilitation programs (Riva,
Mantovani et al. 2004), and to clinicians to precisely record the individual’s performance in controlled
situations (Brooks & Rose, 2003).
In literature there are many studies that showed that VR is a promising tool for the assessment and
rehabilitation of cognitive functions (Kim, Chun, Yun, Song, & Young, 2011; Jebara, Orriols, Zaoui,
Berthoz, & Piolino 2014; Pedroli, Serino, Cipresso, Pallavicini, & Riva, 2015; Raspelli et al., 2012). You
and colleagues (You et al., 2005) showed, through fMRI, that virtual environments and situations are
able to activate the same brain areas involved in the real experiences. Furthermore, the high ecological
validity of VR allow to user to perceive the virtual environment as real, tending to transfer the expected
capabilities and skills from the virtual world to the real one in a almost automatic way (Brooks & Rose,
2003).
Furthermore, VR offers several features for improving neuropsychological assessment: controlled and
safe settings, multimodal and multiple stimulation, and feedback about answers, (Bohil, Alicea, & Biocca,

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
2011; Riva, Mantovani et al. 2004; Schultheis & Rizzo, 2001). VR also allows controlling and manipulating
the tasks (for example it is possible to change the difficulty levels of a task), keeping a high ecological
validity and engaging patients in their assessment and rehabilitation program (Riva & Gaggioli, 2009).
The high level of engagement derives from a process call “transformation of flow”, that is the ability of
a subjects to use an optimal (flow) experience to discover and use psychological resources as sources of
involvement (Csikszentmihalyi & Csikszentmihalyi, 1988; Csikszentmihalyi, 1998; Riva, Castelnuovo,
& Mantovani, 2006). Its also important understand the limits of the VR systems in the clinical settings.
Firstly, specific VR environments and tasks for neuropsychological assessment and rehabilitation may
require high costs both for the development of hardware and software applications, high professional
skills, and not all the hospitals can invest in targeted technological development. Then, the maintaining
of the equipment and the technical support over time might be expensive. Secondly, the development of
new functional tasks and environments requires a close collaboration between neuropsychologists and
technicians, and this collaboration is not always possible or easy. Thirdly, it is hard to find a setting and
an adequate number of patients for testing clinical VR applications. Finally, in general, technologies dont
allow applying normative data and dont provide additional useful information to neuropsychologists
(Parsey & Schmitter-Edgecombe, 2013; Parsons, Courtney, & Dawson, 2013).
Because of these reasons, among clinicians and researchers there is low availability of standardized
protocols that can be shared (Riva, 2009; Tsirlin, Dupierrix, Chokron, Coquillart, & Ohlmann, 2009).
In the literature there are a lot of example of VR applications for the assessment and rehabilitation
of several cognitive domains: memory (Jebara, Orriols, Zaoui, Berthoz, & Piolino, 2014), executive
functions (Climent-Martinez et al., 2014; Parsons, Courtney, & Dawson, 2013), unilateral spatial neglect
(Fasotti & van Kessel 2013, Mainetti, Sedda, Ronchetti, Bottini, & Borghese, 2013; Navarro, Lloréns,
Noé, Ferri, &Alcañiz, 2013), dementia (Allain et al., 2014; Cipresso et al., 2014). Starting from these
premises, this chapter aims to present two VR applications for the neuropsychoogical assessment and
rehabilitation, one for one for executive functions and one for unilateral spatial neglect.
(;(&87,9()81&7,216$1'9,578$/5($/,7<$&20387(5$33/,&$7,21
Executive functions are one of the most investigated neuropsychological domains and their complexity
makes it an excellent candidate for the VR applications.
Executive functions allow us to respond both to environmental and internal requests thanks to the
ability to manage and orienting the needed cognitive resources. Specifically, the term “executive func-
tions” not define only a simple domain but include a large number of cognitive processes and behavioral
capabilities like: problem-solving, planning, sequencing, the ability to sustain attention, resisting to inter-
ference, utilize of feedback, multitasking, cognitive flexibility, etc. (Burgess, Veitch, de Lacy Costello,
& Shallice, 2000; Chan, Shum, Toulopoulou, & Chen, 2008; Grafman & Litvan, 1999).
Several neurological impairments that involve the frontal cortex or some related structure can lead
to impairments of executive functions, and these impairments have been called the “Dysexecutive Syn-
drome” (Bechara, Damasio, Damasio, & Anderson, 1994; Robertson, Manly, Andrade, Baddeley, &
Yiend 1997; Snyder, Miyake, & Hankin, 2015).
The assessment of executive functions has been generally performed for clinical use and clinicians
usually use paper-and pencil tests or laboratory tasks. In the last years, an increasing number of tests
have been developed for the assessment of different kind of patients (Chan, Shum, Toulopoulou, &

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Chen, 2008). For example, the assessment protocol may include a single task for the evaluation of a
single cognitive process, like the Wisconsin Card Sorting Test, that exams the ability to shift cognitive
strategies in response to environmental changes (Anderson, Damasio, Jones, & Tranel, 1991; Caffarra,
Vezzadini, Dieci, Zonato, & Venneri, 2004) or the Tower of London for problem solving abilities (Al-
lamanno, Della Sala, Laiacona, Pasetti, & Spinnler 1987; Shallice, 1982). Among the various specifics
neuropsychological tests on the executive functions, there are also tests batteries, including the entire
executive functioning, as the Frontal Assessment Battery (FAB) (Appollonio et al., 2005; Dubois,
Slachevsky, Litvan, & Pillon, 2000).
Interestingly, many patients with Dysexecutive Syndrome show normal scores on traditional neu-
ropsychological tests and, at the same time, they complain important difficulties in daily life activities
(Shallice & Burgess, 1991). This problem may result from a lack of ecological validity of the tests,
which is a critical issue of the classical assessment of executive functions (Chan, Shum, Toulopoulou,
& Chen, 2008).
The traditional assessment does not capture the complexity of executive functions in a real environ-
ment. An ecological assessment is crucial to evaluate if patients are able to effectively manage and
orienting cognitive resources within the complexity of external world. This kind of assessment may of-
fer a deeper comprehension of the neuropsychological profile of the patient and it may guide the future
personalized rehabilitation.
These considerations should direct the clinician and researchers to develop more ecological tasks
for executive functions assessment. Some tasks have already been developed with these features: the
Behavioral Assessment of the Dysexecutive Syndrome (BADS) (Perfetti et al., 2010; Wilson, Krabben-
dam, & Kalff, 1997) and the Multiple Errands Test (MET) (Alderman, Burgess, Knight, & Henman,
2003; Shallice & Burgess, 1991).
More specifically, BADS (Perfetti et al., 2010; Wilson, Krabbendam, & Kalff, 1997) is a laboratory-
based battery that includes ecological tasks (temporal judgement, rule shift cards, action program, key
search, Zoo map, modified six) and a dysexecutive questionnaire. The questionnaire is formed by 20
questions that investigate several domains like: emotional or personality, motivational, behavioral, and
cognitive changes.
Instead, the MET (Alderman, Burgess, Knight, & Henman, 2003; Shallice & Burgess, 1991) is a
functional test, specifically developed for high functioning patients that take place in a real shopping
mall or in a hospital shop. More specifically, the MET includes two versions: the simple version (Alder-
man, Burgess, Knight, & Henman, 2003) and the hospital one (Knight, Alderman, & Burgess, 2002).
In the simplified version patients have to make three main tasks: buying six items (e.g., small brown
loaf), finding and remember four items of information (e.g., the closing time of the library on Saturday)
and meeting the clinician at a designated point. Also, the patients have to stating the time 20 minutes
after beginning the test. During the test patients have to follow several rules, such as for instance: “Do
not speak to the person observing you unless this is part of the exercise”. This procedure can be defined
as “open” or “ill-structured” because there are many outcomes: patients have several options and these
choices can allow both right and wrong outcomes (Goel, Grafman, Tajik, Gana, & Danto, 1997).
For this reason clinician follows the patients during the task, both to control it and to score errors like
task failure (e.g., forget the closing time of the library) or rule breaking (e.g., shouted question to shop
staff). The MET has good ecological validity (Burgess et al., 2006) and requires the implementation
of several executive functions: actions plan, list the necessary steps, describe and check the goals and
compare the outcome with the desired aim.

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Despite the many virtues, the test also presents limitations: the participants require good motor skill
to go to a real shop, the protocol is time consuming, both for patient and therapist, and all the procedure
could be particularly challenging for a patient with medium or severe cognitive impairment. Moreover,
the real environment (i.e., the supermarket) is not a controlled and safe setting, and it is not possible to
maintain an experimental control over the stimuli presentation. In order to overcome these limitation,
Riva and his team developed and tested a virtual version of the Multiple Errands Test (VMET) using
the software NeuroVR (http://www.neurovr.org).
The VMET consists of a Blender-based application
1
that allows an active exploration of a virtual
supermarket where participants are requested to select several products on shelves.
Moreover, the participant is able to navigate in the supermarket using up-down joypad arrows and to
collect products by pressing a button placed on the right side of the joypad, after having selected them
with the viewfinder. The virtual supermarket contains products grouped into the main grocery categories
(beverages, breakfast foods, garden products, hygiene products, fruits and vegetables, frozen foods, and
animal products) indicate at the top of each section with a signboard (See Figure 1).
The procedure of the task has been adapted by Shallice and Burgess (Alderman, Burgess, Knight,
& Henman, 2003; Shallice & Burgess, 1991). Before the task, patients undergo a training session in
another supermarket in order to understand how joypad works and how to move in the environment.
After the training session the examiner shows the shop where the test takes place and describe all
the sections. Then, the clinician gives a shopping list, a supermarkets map, some information about the
Figure 1. The Virtual Multiple Errands Test (VMET): a screenshot of the Virtual Supermarket

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
supermarket (opening and closing time, products in sales, etc.), a pen, and a wristwatch to the partici-
pants. Moreover, the clinician illustrates the rules and the instructions to ensure they are fully understood.
When he finished the explanation makes starting the stopwatch.
The four main tasks of the test are: find and buy the six items on the list, ask information about one
item to the examiner, write what products you bought after five minutes from start and answer a series
of questions after finishing the task using the given materials.
The rules are as follows:
You have to execute all the proposed tasks, but you can run them in any order;
You cannot go in a place unless this is a part of a task;
You cannot pass through the same passage more than once;
You cannot buy more than two items per categories (look at the chart);
Take as few time as possible to complete this exercise however without hurry;
Do not talk to the researcher unless this is a part of the task;
Go to your “shopping cart” after 5 minutes from the beginning of the task and make a list of all
the products that you bought.
During the test, the examiner can’t talk with participant, not even to answer to the questions. When
the participant said, “I finished” the clinician stops the time. During the task, the examiner records all
participants’ behaviors in the virtual supermarket. The errors were divided as following, as suggest
Shallice and Burgess (Shallice & Burgess, 1991):
Task failure, namely a task not completed satisfactorily;
Inefficiencies and strategies, where a more effective strategy could have been applied to accom-
plish the task;
Rule Breaks, where a specific rule listed in the instructions has been violated;
Interpretation failures, where the requirements of a particular task are not misunderstood.
In the following we illustrate the different studies carried out with the VMET with different clini-
cal population in order to investigate the potentiality of this VR-based tools in capturing the executive
functioning.
It is crucial to note that Chan and colleagues (Chan, Shum, Toulopoulou, & Chen, 2008) reminded to
pay attention in using technology in clinical settings because it may be difficult for the elderly patients
who are not familiar with computers. To get on top of this issue, Pedroli and colleagues (Pedroli, Cipresso,
Serino, Riva, & Albani, 2013) analyzed the usability of the VMET in a sample of 21 healthy participants
and 3 Parkinsons disease (PD) patients. They administered The System Usability Scale (SUS) to assess
the usability. This test is a “quick and easy to use” measure developed by Brooke (Brooke, 1996), who
defined the usability as “the subjective perception of interaction with a system”. Results showed that
healthy participants had perceived a good usability for the VMET. On the other side, for the patients
is crucial an intensive training phase before the test. These encouraging results led us to consider the
VMET as a useful tool to evaluate executive deficits in every sample, even with elderly subjects with
motor impairment.
The reliability of the VMET was evaluated by Cipresso and colleagues (Cipresso, Serino, Pedroli,
Albani, & Riva, 2013) using two different experiment: in the first, 2 independent researchers analyzed

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
11 videos in which 11 healthy subjects were tested with VMET; in the second one 7 researchers scored
2 videos of 2 healthy subjects running the VMET. The results of both studies showed that the test have a
good reliability. On the other side, the VMET has been validated by different groups on different clinical
populations that may show signs of a dysexecutive syndrome or some impairment in executive functions.
Respelli and colleagues (Raspelli et al., 2012) carried out the first study on a clinical sample. They
have analyzed three groups (9 post-stroke participants, 10 healthy young participants, and 10 healthy
older participants) in order to demonstrate the ecological validity and initial construct validity of the
VMET. All groups were tested with VMET and a neuropsychological battery that focuses mainly on
executive functions. The results showed a significant correlation between some variables of VMET and
some traditional executive functions neuropsychological tests. Moreover, the performance obtained at
the VMET showed a distinction between clinical and control group and between the two age control
groups. These outcomes offer preliminary evidence of the ecological and construct validity of the VMET.
At the same time, La Paglia and colleagues (La Paglia, La Cascia, Rizzo, Riva, & La Barbera, 2012)
assessed, with VMET, 10 patients suffering from obsessive-compulsive disorder (OCD) and 10 con-
trols. They used the VMET to evaluate the executive functions in daily life and a neuropsychological
battery to test the executive functions in laboratory. The results showed that OCD patients spent more
time than normal subjects to complete the task; it is possible to suppose that this extra time is used to
planning. Furthermore, patients showed more problems in following rules and sustaining attention than
healthy subjects.
In the 2013, Cipresso and colleagues (Cipresso et al., 2013) analyzed a similar sample (OCD patients)
to investigate deficits of volition during the assessment with VMET.
The sample included 30 participants: 15 OCD patients and 15 controls. The subjects were monitored
during task execution and the relative interferences.
OCD patients showed a specifically pattern of deficits, as defined in the following classification:
1. Break in time (i.e.: go to the shopping chart after 5 min);
2. Break in choice (i.e.: buy two products instead of just one);
3. Break in social rules (i.e.: go into a specific place and to ask the examiner what to buy”)
One of the main fields of application for the VMET is the assessing of the executive functions in
Parkinsons disease (PD).
As we shall see below, the cognitive disorders in this condition may overshadow compared to other
neurological disorders, probably because the motor symptoms are prevalent. Its important the early
identification of executive deficits in PD because it could facilitate the identification of patients at risk
of dementia. Having an early diagnosis could give the chance to develop early rehabilitation in order
to avoid a quick cognitive decline. Despite the heterogeneity of the cognitive patients’ profile, the core
of the cognitive impairment of PD patients is composed by the executive functions (Ceravolo, Pagni,
Tognoni, & Bonuccelli, 2012; McKinlay, Grace, Dalrymple-Alford, & Roger, 2010). The impairment
in the executive functions in PD patients is a little different to those seen in patients with a frontal lobe
damage because involve a dysfunction of the front striatal neural circuitry (Rogers et al., 1998; Rowe
et al., 2002).
In such context, Albani and colleagues (Albani et al., 2011) investigated the correlation between
decision-making and alteration of sleep structure in 12 PD patients with and 14 controls. These altera-
tions regard early-middle stages of Parkinsons disease and may lead to daytime drowsiness, loss of at-

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
tention and concentration, feeling of tiredness. All patients have undergone polysomnography, complete
neuropsychological assessment and VMET. Five PD patients showed sleep abnormalities and significant
differences in the VMET performance compared to other patients with normal sleep and controls.
Few years later, Cipresso and colleagues (Cipresso et al., 2014) analyzed the performance of three
groups (15 PD patients with mild cognitive impairment, 15 PD patients with normal cognition and 15
healthy subjects) using a complete neuropsychological battery and the VMET. The aim of the study was
to understand which instruments best discriminates between these three groups and investigated which
components of executive functions are the most damaged. Significant differences in the VMET score
were found between PD patients with normal cognition and control patients. Specifically PD patients
made more errors in the VMET tasks, and showed a poorer ability to use effective strategies to complete
the tasks. No difference was found in the classical neuropsychological tests. This is an important results
because show that VMET result seems to be more sensitive in the early detection of executive deficits
in PD patients and offers initial evidence that an ecologically evaluation of executive functions is more
effective than classic paper-and-pencil tests.
In conclusion, the mentioned studies showed that technologies, in particular VMET, seems sensitive
to assess some aspects of executive functions in ecological setting, offering a more accurate evaluation
of the patient’s deficits that are difficult to reveal with traditional tests. Indeed, as previously exposed,
patients with assumed executive deficits might perform as well as control subjects on traditional tests,
but finding difficulties in daily life activities. Therefore, VR seems to allow overcoming these obstacles
by providing tasks in real-life situations, so that it is possible to structure rehabilitative processes better
targeted on the specific needs of each patient.
81,/$7(563$7,$/1(*/(&7$1'9,578$/
5($/,7<$1,'($)2502%,/($33
A patient who had a stroke can show two types of consequences: motor disability (including the inability
to walk, problems with coordination and balance, hemiparesis or hemiplegia) and cognitive impairments
(including memory, visuo-spatial or executive functions impairments or aphasia) (Hendricks, van Lim-
beek, Geurts, & Zwarts, 2002; Langhorne, Coupar, & Pollock, 2009; Lloyd-Jones et al., 2009, Sundar &
Adwani, 2010). Almost 50% of stroke patients show, as cognitive impairment, Unilateral Spatial Neglect
(USN) (Appelros, Karlsson, Seiger, & Nydevik, 2002; Bowen, McKenna, & Tallis, 1999; Ringman,
Saver, Woolson, Clarke, & Adams, 2004).
USN can be due to damage of the following areas: the parietal, temporal and/or frontal cortex and,
less frequently, subcortical nuclei (Buxbaum et al., 2004). USN, in 90% of cases, occurs after right
hemisphere’s lesions and neglect symptoms occurs mainly in the left personal, peripersonal, and/or
extrapersonal space or imaginative domain (Bisiach, Perani, Vallar, & Berti 1986; Heilman, Watson, &
Valenstein, 1993; Robertson & Halligan, 1999). The USN patients have usually problems to find, pay
attention and oriented to stimuli located in contralesional space, and these problems do not result from
a sensory or motor impairments. (Azouvi et al., 2002; Bisiach, Perani, Vallar, & Berti, 1986; Heilman,
Bowers, Valenstein, & Watson, 1987; Husain, 2008).
Patients with USN may show a large variety of symptoms in everyday life, like forgetting to look left
before crossing the street, eating food only on the right side of the plate or shave only half of the face.

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Also, USN is a poor prognostic sign for both motor and cognitive rehabilitation outcomes (Buxbaum et
al., 2004, Jehkonen, Laihosalo, & Kettunen, 2006; Mutai, Furukawa, Araki, Misawa, & Hanihara, 2012).
In the clinical setting USN is evaluated using paper-and-pencil tests. Among these, the most used are
the cancellation tasks: patients have to detect specific targets mixed with distractor to improve difficulty.
These tests, among others, include cancellation of line (Albert, 1973), circles (Vallar & Perani, 1986),
letters (Diller & Weinberg, 1977) and stars (Wilson, Cockburn, & Halligan, 1987).
Although paper-and-pencil tests are widely used by clinicians, several studies showed some impor-
tant limitations. Rengachary and colleagues (Rengachary, d’Avossa, Sapir, Shulman, & Corbetta, 2009)
underlined that paper-and-pencil tests might be particularly poor in detecting USN symptoms, especially
in the chronic stage. Several researches showed that paper-and-pencil tests lack of ecological validity
(Levick, 2010; Perez-Garcia, Godoy-Garcia, Vera-Guerrero, Laserna-Triguero, & Ouente, 1998). More-
over, other studies reported some inconsistencies between the performance in the paper-and-pencil test
and the problems occurring in the real life (Bonato, 2012; Eslinger, Flaherty-Craig, & Benton, 2004;
Eslinger, Grattan, Damasio, & Damasio, 1992; Riva, 2009; Tsirlin, Dupierrix, Chokron, Coquillart,
& Ohlmann, 2009; Vriezen, Pigott, & Pelletier, 2001). Eventually, these tasks dont reply problems of
USN patients occurring in real life but, given the complexity of daily life activities, it is extremely hard
to measure them in a useful way (Chevignard, Soo, Catroppa, & Eren, 2012).
Also, one of two major methods of rehabilitation (visual search) involves paper-and-pencil tasks and
meant to improve voluntary exploration of the contralesional space (Paci, Matulli, Baccini, Rinaldi, &
Baldassi 2010; Pierce & Buxbaum, 2002). This kind of training has the same limitation and problem that
we mentioned before about paper-and-pencil assessment. The other method is the stimulations techniques
like prismatic adaptation or caloric, galvanic and optokinetic stimulation and aims to implicitly force
the patients to explore contralesional space (Kerkhoff & Schenk, 2012).
Neither of these two methods is the gold standard of the rehabilitation of USN (Bowen, Lincoln, &
Dewey, 2007; Pierce & Buxbaum, 2002), but the recommendation is to use both methods combined
(Kerkhoff & Schenk, 2012).
Because paper-and-pencil tasks required acting only in the near space using these tools can only
diagnose of peripersonal USN and we cant say anything about the elaboration of extrapersonal space
(Aravind & Lamontagne, 2014; Deouell, Sacher, & Soroker, 2005; Kim et al., 2010; Robertson & Hal-
ligan, 1999). In the real environment are required dynamic responses to the relevant and dynamic stimuli
that, both in personal and extrapersonal space (Buxbaum et al., 2008; Deouell, Sacher, & Soroker, 2005;
Kim et al., 2010).
Moving stimuli are crucial also for rehabilitation because modulate visual attention in order to capture
and drive the patients attention to the left side of space. Several studies showed that moving items in the
left side of space improved the performance in that area (Butter, Kirsch, & Reeves, 1990; Mattingley,
Bradshaw et al. 1994; Tanaka, Ifukube et al., 2010).
One solution for the problems of USN assessment and rehabilitation are the computerized methods
(Bonato, 2012; Bonato & Deouell, 2013; Dalmaijer, Van der Stigchel, Nijboer, Cornelissen, & Husain,
2014; Deouell, Sacher, & Soroker, 2005; Rabuffetti et al., 2012; Vaes et al., 2014). Computerized tests
are able to identify deficits that a static paper-and-pencil test might miss.
In particular, these tests provide a more detailed and precise recording of behavior during the assess-
ment (Deouell, Sacher, & Soroker, 2005; Schendel & Robertson, 2002), for example a computer-based
assessment are able to analyze the speed of processing of contralesional hemispace (Bonato, Priftis,
Marenzi, Umiltà, & Zorzi, 2012; List et al., 2008; Schendel & Robertson, 2002).

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
As previously explained, VR is the most promising solutions to improve the quality of neuropsy-
chological practice. This technology can make neuropsychological assessment and rehabilitation more
involving, generalizable and ecological. This is possible because VR-based software is able to measure
behavior in valid, safe and controlled environments objectively and automatically. Also, the dynamic
learning may increase engagement of the patients. (Brooks & Rose, 2003; Kim, Chun, Yun, Song, &
Young, 2011; Kim, Ku et al., 2010; Mesa-Gresa et al., 2011; Riva, 2009; Sugarman, Weisel-Eichler,
Burstin, & Brown, 2011).
Pedroli and colleagues (Pedroli, Serino, Cipresso, Pallavicini, & Riva, 2015) in their review argued
that VR provides an innovative human-computer interface that allows the USN patients to interact with
and become immersed in a virtual environment like the real one. The results obtained are promising and
showed that VR stimulate and increase interest and participation of patients to rehabilitation excercises.
Indeed, VR simulations can be able to support “transformation of flow” (Riva, Castelnuovo, & Man-
tovani, 2006), defined as the ability to identify and use an optimal experience (i.e., flow) to promote
new psychological resources.
Mobile devices, like tablet, could be a solution of part of the problems mentioned before: these tools
support interactive VR environments, are easy to use and cheapest than traditional settings for VR.
Unfortunately, few study investigated the application of this technology for neuropsychological use
(Rabuffetti et al., 2012; Vaes et al., 2014).
In their study Rabuffetti and colleagues (Rabuffetti et al., 2012) analysed the adaptation of a can-
cellation test on a touchscreen interface monitor, similar to a tablet in brain-damaged subjects with
or without USN. The results showed that touchscreen-based assessment had evidenced disorders in
spatial exploration also in patients without clinically diagnosed USN. Even, Vaes and colleagues (Vaes
et al., 2014), developed a tablet version of a neuropsychological battery that included cancellation and
navigation tasks. They compare the performances at the test using 26 variables and found that 21 were
significantly different between the neglect and non-neglect groups.
A further step should be trying to developed tasks that exploit the specific features of tablets, such
as the possibility to play interactive virtual environments and its graphics capabilities.
The new field of “mobile virtual reality” (Pallavicini et al, in press), that is the applications of VR
on mobile devices have great potentiality for neuropsychology but, unfortunately, is not adequately
explored yet.
After this assumption, we developed a new mobile applications, called “Neglect App” (https://itunes.
apple.com/it/app/neglect-app/id788480837?mt=8) designed and developed for tablet (iPad) for assess-
ment and rehabilitation of neglect.
Neglect App can be used with the aid of a stylus for touch screens, on an IPad (Version 2.0 with IOS
7.1). We used a DTU-2231 from Wacom, because of its active area of 47.70 × 26.82 cm (total iPad screen
size of 56.39 × 37.34 cm). The pen is wireless and battery-free (based on electromagnetic resonance).
Neglect App contains a series of task for the assessment and rehabilitation of the neglect that took
place in interactive virtual environments.
Before starting the tasks, patients underwent training in order to better understand how the tablet
works. Their practice to perform basic actions that will be required for the exercises: dragging and click-
ing the objects and moving in the virtual environment. They are also shown which are the buttons that
the patient will have to use to start and finish the exercise.
Every task is briefly explained by a voice the indications can be replayed until the patient is sure to
understand them. In order to start the exercise patient have to touch the “start” button and, when he fin-

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
ish, have to push the “stop” button. These buttons also control the recording of the time that the patient
spend to complete the task. The time starts when patient pushes the “start” button and finishes when
patient touches the “stop” button.
In the assessment part, called “TEST”, there are two sections with different kind of tasks: the “Func-
tional” and “Barrage” task.
The “Functional” section includes 5 tasks, the first two exercises (Serve Tea and Card Dealing) recre-
ate, in a virtual environment on the tablet, two test of the ecological battery of Zoccolotti (Zoccolotti &
Judica, 1991; Zoccolotti, Antonucci, & Judica, 1992). All the tests will be described below (See Figure 2).
Serve Tea: the patient have to use all objects put in the center of the table in order to set the table
for four people and serve the tea for all ones. The software record the number of correct objects
(correct targets) and the number of objects dealt in excess (error) on the left, on the center and on
the right side of the table.
Card Dealing: the patient have to give three cards for a game to himself/herself and to each one
of the three persons seated and four in the middle of the table. The software record the number of
cards correctly given (correct targets), the number of cards not deal (omissions) and the number of
cards dealt in excess (error) on the left, on the center and on the right side of the table.
Controlling an Orders List: the patient should make sure that the dishes marked on the list are
present on the shelves in front of him. The software record the number of dishes and items on the
Figure 2. An example of “Functional Test”

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
list correctly select (correct targets), the number of dishes and items on the list omitted (omissions)
and the number of dishes incorrectly selected (error) in the right and in the left side of the screen.
Exploration: The patient must touch and say the name of all the objects in a virtual room. In this
task objects can be either right or left depending on how the subject is moving in the room. The
software record the number of selected objects (correct targets) in the left and in the right side of
the screen and the total number of omitted objects (omissions).
Apple’s Pursuit: the patient must try to find all the apples that are located within an office. Apples
touched disappear. In this task there is a fixed viewpoint and then objects can be either right or left
depending on how the subject is moving in the room. The software records the number of selected
apples (correct targets) in the left side and on the right side and the total number of omitted apples
(omissions).
The “Barrage” section includes four tests similar to the classic cancellation tests (Albert, 1973; Diller
& Weinberg, 1977; Wilson, 1993) but recreated in a 3D environment (See Figure 3).
Simple Barrage: patients have to select the hammers placed on a room’s floor. The software
record the number of hammers selected (correct targets) and the number of item non-selected
(omissions) and the number of hammers touched multiple times (perseverations) on the left side
and on the right side of the room.
Figure 3. An example of “Barrage Test”

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Simple Barrage with Distractors: patients have to select the screwdrivers placed in a room with
other objects (hammers, wrench and others). The software record the number of selected (correct
targets) and omitted (omissions) screwdrivers, the number of the other object selected (error) and
the number of screwdrivers touched multiple times on the left side and on the right side.
Dynamic Barrage: patients have to select the moving balloons. The software record the number
of balloons selected (correct targets) and the number of item non-selected (omissions) and the
number of balloons touched multiple times (perseverations) on the left side and on the right side
of the sky.
Dynamic Barrage with Distractors: patients have to select the kites placed in a sky with bal-
loons and paper airplanes. The software record the number of selected (correct targets) and omit-
ted (omissions) kites, the number of the other object selected (error) and the number of kites
touched multiple times on the left side and on the right side.
In the rehabilitation part, there are nine different and customizable tasks. The entire tasks could be
classified like “visual search” rehabilitation (Paci, Matulli, Baccini, Rinaldi, & Baldassi, 2010; Pierce
& Buxbaum, 2002).
Find Gems: the patient have to touch all yellow gems, while being carried around in a passive
manner inside a mine. The examiner can choose the number of distractors (0,1,2) and the total
time (1,2 or 3 minutes). The software record the number of chosen gems in the right and wrong
way (correct targets ad error), in the left and in the right side of the screen.
Breaks Spheres: The patient have to touch all the blue spheres that appear in the room alternating
with spheres of other colors. The examiner can choose the number of different distractors (0,1,2)
and the total time (1,2 or 3 minutes). The software record the numbers of chosen spheres in the
right and wrong way (correct targets ad error), in the left and in the right side of the screen (See
Figure 4).
Copy Simple Figures: The patient has to copy simple drawings. The examiner can choose how
many drawings submitted simultaneously (1,2 or 3). For this task, the software does not provide
any automatic correction.
Figure 4. An example of Rehabilitation Task

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Copy of Polygons: The patient has to copy some drawings. The examiner can choose how many
drawings submitted simultaneously (1,2 or 3). For this task, the software does not provide any
correction.
Draw Freely: The patient must draw what the examiner asks. For this task, the software does not
provide any correction.
Barrage of Flower: The patient must touch all the yellow flowers that are in the scene. The exam-
iner can choose the number of different distractors (0,1,2) and if you bring up a red bar at the right
or left side of the screen. The software record the number of selected (correct targets) and omitted
(omissions) yellow flowers and the number of the other flowers selected (error).
Barrage of Birds: The patient must touch all the birds rose and that are in the scene. The exam-
iner can choose the number of different distractors (0,1,2) and if you bring up a red bar at the right
or left side of the screen. The software record the number of selected (correct targets) and omitted
(omissions) pink birds and the number of the other birds selected (error).
Put in Order: The patient must place all the black pieces on white squares of the chessboard. The
examiner can choose if place a red bar at the side of the screen. The software record the number
of selected (correct targets), omitted (omissions) and misplaced (error) pieces.
Pop-Up: The patient have to touch all the asteroids that appear in space turns to other objects.
The software record the number of correct objects (correct targets), the number of missing objects
(omissions) and the number of wrong objects (error) in the left side and on the right side of space
(See Figure 5).
Figure 5. An example of Rehabilitation Task

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
The software recording all data in a database and the file can be exported by transferring files from
iPad to computer.
A preliminary study (Pallavicini et al, in press) compared the administration of the assessment test in
their traditional and Neglect App version. The results showed that the cancellation tests of the Neglect
App were equally effective to traditional paper-and-pencil version of the same tasks in detecting ne-
glect symptoms. Moreover, the Neglect App Card Dealing task was more sensitive in detecting neglect
symptoms than traditional functional task. Eventually, the preliminary results supporting the feasibility
of Neglect App for the screening of USN symptoms.
A further step would be to test the usability of the Neglect App with both patients and clinicians in
order to obtain information that could drive a further development and improvement. Indeed, patient
cannot use the app alone, but the assessment and rehabilitation process have to carry out in relation
between the need’s patient and the competency of the clinician. For this reason, it is important that both
patients and clinicians conducted the usability test.
After that an extensive trial with patients could be useful in order to better understand if the assess-
ment part is able to overcome the problems that we discussed earlier about the test and make and more
accurate diagnosis. A second trial could be activated to analyse the rehabilitation made with neglect app
compared to the most commonly rehabilitation program.
All these steps are necessary in order to prove the validity of the application and allow the use in the
neuropsychological facilities.
&21&/86,21
The aim of the chapter was to describe a new technological approach to clinical practice in neuropsy-
chology using VR. In the first part, the advantages and disadvantages of classical and new methods of
assessment and rehabilitation were analysed. Largely, thanks to VR, the clinicians are now able to observe
the behavior of the patients in a virtual environment similar to the real one, that is, at the same time,
safer and customizable. Moreover, the possibility to manage the variables of an ecological environment
allows a better understanding of the patient deficits and impairments.
We presented two VR-based applications (VMET and Neglect App) as examples of a new approach
to clinical practice in neuropsychology.. We believe that this will provide a first step in the development
of these tools. Many more steps are required to continue the process of validation and to fully establish
the VR-based applications as methods that add to existing assessment and rehabilitation practises for the
assessment and rehabilitation of cognitive dysfunctions. Simulation of real world environments increases
the ecological validity of the assessment task, maintaining control of variables that can affect performance.
VMET and Neglect App are two systems, one for computer and the other for tablet, that use the non-
immersive VR. In this case the sense of presence is reduced towards a better handling and a reduction
in costs of the instrumentation.
In the last years there was a significant increase in the development of the device also for the im-
mersive VR.
On one side, the use of Head Mounted Displays has moved from research to gamers. This change has
led to the development of cheaper visors with high performance, like Oculus or Gear VR. This tool uses
tracking technology and are able to create a 3D stereoscopic view. 3D stereoscopic view” is obtained
by digitally rendering the stereovision for the two eyes of the user. The gyroscopes, accelerometers and

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
magnetometers measure the position and/or the orientation of the head of the user for the navigation in the
environment. These attractive features are leading the way to a possible clinical use of these new devices.
On the other side, also the application of Cave Automatic Virtual Environment (CAVE) has moved
from design and fashion to a healthy context. The CAVE is a room where stereoscopic projectors project
on the walls, floors and, ceiling a 3D virtual environment in high-resolution. In the CAVE the head-
trackers and hand-trackers are using to allow natural movements to interact with the virtual environment.
These features make the CAVE a very expensive, which is found only in contexts where it is possible
to combine research and clinical practice (Bouchard et al., 2013; Meyerbröker, Morina, Kerkhof, &
Emmelkamp, 2010).
However, clinicians are still hesitant to adopt new technologies. This may have several explanations.
On the one hand, the hospitals do not allow to invest in this kind of equipment and the single clinician
cannot always afford such tools. On the other hand, specialists believe these devices hard to use and
the software are not always adequate nor their needs or those of patients. For these reasons, it would be
important to involve clinicians in the development of new programs by following the three principles of
the game design theory (meaningful play, sense of presence and flow theory) (Goude, Björk, & Rydmark,
2007; Mainetti, Sedda, Ronchetti, Bottini, & Borghese, 2013; Schell, 2014; Seyama & Nagayama, 2007).
To improve the meaningfulness of the game the tasks should have a distinguishable positive and
negative feedbacks as well as a reasonably lasting effect. Also s a calm scenario and a positive score
to create a positive and motivating setting are important. The sense of present could be improve using
an enriched environment with a realistic objects (both for distractor and stimuli) and using the virtual
image of the patients like a leading actor in the screen (Buxbaum et al., 2004; Kim, Chun, Yun, Song,
& Young, 2011; Mainetti, Sedda et al., 2013).
Also is important that patients dont use any kind of joystick but have a hands-free tracking system
(Laver, George, Thomas, Deutsch, & Crotty, 2015; Thornton et al., 2005). To encourage a flow experience
the tasks could not be too difficult or too simple because if the user’s skills are matched to the difficulty
of the level the user enters into a state of complete focus and immersion in the game. Because of this
every task has to have a progressive difficulty that increase increases in parallel with the improvement
of the patient (Schell, 2014).
Further efforts will be needed before this technology can become part of clinical practice but the
growing number of jobs going in this direction indicates that we are on the right track.
$&.12:/('*0(17
This study was supported by the Italian funded project “VRehab. Virtual Reality in the Assessment and
TeleRehabilitation of Parkinsons Disease and Post-Stroke Disabilities”—RF-2009- 1472190.
5()(5(1&(6
Albani, G., Raspelli, S., Carelli, L., Priano, L., Pignatti, R., Morganti, F., & Riva, G. (2011, February).
Sleep dysfunctions influence decision making in undemented Parkinsons disease patients: a study in a
virtual supermarket (pp. 8–10). MMVR.

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Albert, M. L. (1973). A simple test of visual neglect. Neurology, 23(6), 658. doi:10.1212/WNL.23.6.658
PMID:4736313
Alderman, N., Burgess, P. W., Knight, C., & Henman, C. (2003). Ecological validity of a simplified
version of the multiple errands shopping test. Journal of the International Neuropsychological Society,
9(01), 31–44. doi:10.1017/S1355617703910046 PMID:12570356
Allain, P., Foloppe, D. A., Besnard, J., Yamaguchi, T., Etcharry-Bouyx, F., Le Gall, D., & Richard, P.
etal. (2014). Detecting everyday action deficits in Alzheimer’s disease using a nonimmersive virtual
reality kitchen. Journal of the International Neuropsychological Society, 20(05), 468–477. doi:10.1017/
S1355617714000344 PMID:24785240
Allamanno, N., Della Sala, S., Laiacona, M., Pasetti, C., & Spinnler, H. (1987). Problem solving ability
in aging and dementia: Normative data on a non-verbal test. Italian Journal of Neurological Sciences,
8(2), 111–119. doi:10.1007/BF02337583 PMID:3597050
Anderson, S. W., Damasio, H., Jones, R. D., & Tranel, D. (1991). Wisconsin Card Sorting Test perfor-
mance as a measure of frontal lobe damage. Journal of Clinical and Experimental Neuropsychology,
13(6), 909–922. doi:10.1080/01688639108405107 PMID:1779030
Appelros, P., Karlsson, G. M., Seiger, A., & Nydevik, I. (2002). Neglect and anosognosia after first-ever
stroke: Incidence and relationship to disability. Journal of Rehabilitation Medicine, 34(5), 215–220.
doi:10.1080/165019702760279206 PMID:12392236
Appollonio, I., Leone, M., Isella, V., Piamarta, F., Consoli, T., Villa, M. L., & Nichelli, P. etal. (2005).
The Frontal Assessment Battery (FAB): Normative values in an Italian population sample. Neurological
Sciences, 26(2), 108–116. doi:10.1007/s10072-005-0443-4 PMID:15995827
Aravind, G., & Lamontagne, A. (2014). Perceptual and locomotor factors affect obstacle avoidance
in persons with visuospatial neglect. Journal of Neuroengineering and Rehabilitation, 11(1), 38.
doi:10.1186/1743-0003-11-38 PMID:24645796
Azouvi, P., Samuel, C., Louis-Dreyfus, A., Bernati, T., Bartolomeo, P., Beis, J. M., & Rousseaux,
M. etal. (2002). Sensitivity of clinical and behavioural tests of spatial neglect after right hemisphere
stroke. Journal of Neurology, Neurosurgery, and Psychiatry, 73(2), 160–166. doi:10.1136/jnnp.73.2.160
PMID:12122175
Bechara, A., Damasio, A. R., Damasio, H., & Anderson, S. W. (1994). Insensitivity to future conse-
quences following damage to human prefrontal cortex. Cognition, 50(1-3), 7–15. doi:10.1016/0010-
0277(94)90018-3 PMID:8039375
Benton, A. (1985). Some problems associated with neuropsychological assessment. Bulletin of Clinical
Neurosciences, 50, 11–15. PMID:3842080
Biocca, F. (1992). Communication within virtual reality: Creating a space for research. Journal of Com-
munication, 42(4), 5–22. doi:10.1111/j.1460-2466.1992.tb00810.x
Bisiach, E., Perani, D., Vallar, G., & Berti, A. (1986). Unilateral neglect: Personal and extra-personal.
Neuropsychologia, 24(6), 759–767. doi:10.1016/0028-3932(86)90075-8 PMID:3100983

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy.
Nature Reviews. Neuroscience, 12(12), 752–762. PMID:22048061
Bonato, M. (2012). Neglect and extinction depend greatly on task demands: A review. Frontiers in Hu-
man Neuroscience, 6, 195. doi:10.3389/fnhum.2012.00195 PMID:22822394
Bonato, M., & Deouell, L. Y. (2013). Hemispatial neglect: Computer-based testing allows more sensitive
quantification of attentional disorders and recovery and might lead to better evaluation of rehabilitation.
Frontiers in Human Neuroscience, May, 7. PMID:23641207
Bonato, M., Priftis, K., Marenzi, R., Umiltà, C., & Zorzi, M. (2012). Deficits of contralesional aware-
ness: A case study on what paper-and-pencil tests neglect. Neuropsychology, 26(1), 20–36. doi:10.1037/
a0025306 PMID:21895377
Bouchard, S., Bernier, F., Boivin, E., Dumoulin, S., Laforest, M., Guitard, T., & Renaud, P. etal. (2013).
Empathy toward virtual humans depicting a known or unknown person expressing pain. Cyberpsychol-
ogy, Behavior, and Social Networking, 16(1), 61–71. doi:10.1089/cyber.2012.1571 PMID:23320872
Bowen, A., & Lincoln, N. (2007). Cognitive rehabilitation for spatial neglect following stroke. The
Cochrane Library. PMID:17443528
Bowen, A., McKenna, K., & Tallis, R. C. (1999). Reasons for variability in the reported rate of occur-
rence of unilateral spatial neglect after stroke. Stroke, 30(6), 1196–1202. doi:10.1161/01.STR.30.6.1196
PMID:10356099
Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability evaluation in industry, 189(194), 4-7.
Brooks, B. M., & Rose, F. D. (2002). The use of virtual reality in memory rehabilitation: Current find-
ings and future directions. NeuroRehabilitation, 18(2), 147–157. PMID:12867677
Burgess, P. W., Alderman, N., Forbes, C., Costello, A., Laure, M., Dawson, D. R., & Channon, S. etal.
(2006). The case for the development and use of” ecologically valid” measures of executive function in
experimental and clinical neuropsychology. Journal of the International Neuropsychological Society:
JINS, 12(2), 194. doi:10.1017/S1355617706060310 PMID:16573854
Burgess, P. W., Veitch, E., de Lacy Costello, A., & Shallice, T. (2000). The cognitive and neuroanatomi-
cal correlates of multitasking. Neuropsychologia, 38(6), 848–863. doi:10.1016/S0028-3932(99)00134-7
PMID:10689059
Butter, C. M., Kirsch, N. L., & Reeves, G. (1990). The effect of lateralized dynamic stimuli on unilat-
eral spatial neglect following right hemisphere lesions. Restorative Neurology and Neuroscience, 2(1),
39–46. PMID:21551871
Buxbaum, L. J., Ferraro, M. K., Veramonti, T., Farne, A., Whyte, J. M. D. P., Ladavas, E., & Coslett, H.
B. etal. (2004). Hemispatial neglect subtypes, neuroanatomy, and disability. Neurology, 62(5), 749–756.
doi:10.1212/01.WNL.0000113730.73031.F4 PMID:15007125

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Buxbaum, L. J., Palermo, M. A., Mastrogiovanni, D., Read, M. S., Rosenberg-Pitonyak, E., Rizzo, A. A., &
Coslett, H. B. (2008). Assessment of spatial attention and neglect with a virtual wheelchair navigation task.
Journal of Clinical and Experimental Neuropsychology, 30(6), 650–660. doi:10.1080/13803390701625821
PMID:18608643
Caffarra, P., Vezzadini, G., Dieci, F., Zonato, F., & Venneri, A. (2004). Modified card sorting test:
Normative data. Journal of Clinical and Experimental Neuropsychology, 26(2), 246–250. doi:10.1076/
jcen.26.2.246.28087 PMID:15202543
Ceravolo, R., Pagni, C., Tognoni, G., & Bonuccelli, U. (2012). The epidemiology and clinical manifesta-
tions of dysexecutive syndrome in Parkinsons disease. Frontiers in neurology, 3.
Chan, R. C., Shum, D., Toulopoulou, T., & Chen, E. Y. (2008). Assessment of executive functions: Re-
view of instruments and identification of critical issues. Archives of Clinical Neuropsychology, 23(2),
201–216. doi:10.1016/j.acn.2007.08.010 PMID:18096360
Chevignard, M. P., Soo, C., Galvin, J., Catroppa, C., & Eren, S. (2012). Ecological assessment of cog-
nitive functions in children with acquired brain injury: A systematic review. Brain Injury : [BI], 26(9),
1033–1057. doi:10.3109/02699052.2012.666366 PMID:22715895
Cipresso, P., Albani, G., Serino, S., Pedroli, E., Pallavicini, F., Mauro, A., & Riva, G. (2014). Virtual
multiple errands test (VMET): A virtual reality-based tool to detect early executive functions deficit in
Parkinsons disease. Frontiers in Behavioral Neuroscience, December, 8. PMID:25538578
Cipresso, P., La Paglia, F., La Cascia, C., Riva, G., Albani, G., & La Barbera, D. (2013). Break in volition:
A virtual reality study in patients with obsessive-compulsive disorder. Experimental Brain Research,
229(3), 443–449. doi:10.1007/s00221-013-3471-y PMID:23535833
Cipresso, P., Serino, S., Pedroli, E., Riva, G., Albani, G., & Riva, G. (2013, May). Psychometric reli-
ability of the neuroVR-based virtual version of the multiple errands test. Proceedings of the 7th Interna-
tional Conference on Pervasive Computing Technologies for Healthcare (pp. 446-449). ICST (Institute
for Computer Sciences, Social-Informatics and Telecommunications Engineering). doi:10.4108/icst.
pervasivehealth.2013.252361
Climent-Martínez, G., Luna-Lario, P., Bombín-González, I., Cifuentes-Rodríguez, A., Tirapu-Ustárroz,
J., & Díaz-Orueta, U. (2014). Neuropsychological evaluation of the executive functions by means of
virtual reality. Revista de Neurologia, 58(10), 465. PMID:24819943
Csikszentmihalyi, M. (1998). Finding flow: The psychology of engagement with everyday life. Basic Books.
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1988). Optimal experience: Psychological studies of
flow in consciousness. Cambridge University Press. doi:10.1017/CBO9780511621956
Dalmaijer, E. S., Van der Stigchel, S., Nijboer, T. C., Cornelissen, T. H., & Husain, M. (2015). Cancel-
lationTools: All-in-one software for administration and analysis of cancellation tasks. Behavior Research
Methods, 47(4), 1065-1075. PMID:25381020

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Deouell, L. Y., Sacher, Y., & Soroker, N. (2005). Assessment of spatial attention after brain damage with
a dynamic reaction time test. Journal of the International Neuropsychological Society, 11(6), 697–707.
doi:10.1017/S1355617705050824 PMID:16248905
Diller, L., & Weinberg, J. (1977). Hemi-inattention in rehabilitation: The evolution of a rational reme-
diation program. Advances in Neurology, 18, 63–82. PMID:920526
Dubois, B., Slachevsky, A., Litvan, I., & Pillon, B. (2000). The FAB A frontal assessment battery at
bedside. Neurology, 55(11), 1621–1626. doi:10.1212/WNL.55.11.1621 PMID:11113214
Eslinger, P. J., Flaherty-Craig, C. V., & Benton, A. L. (2004). Developmental outcomes after early
prefrontal cortex damage. Brain and Cognition, 55(1), 84–103. doi:10.1016/S0278-2626(03)00281-1
PMID:15134845
Eslinger, P. J., Grattan, L. M., Damasio, H., & Damasio, A. R. (1992). Developmental consequences
of childhood frontal lobe damage. Archives of Neurology, 49(7), 764–769. doi:10.1001/arch-
neur.1992.00530310112021 PMID:1497505
Fasotti, L., & van Kessel, M. (2013). Novel insights in the rehabilitation of neglect. Frontiers in Human
Neuroscience, November, 780. PMID:24298249
Garcia, M. P., Garcia, J. F. G., Guerrero, N. V., Triguero, J. A. L., & Puente, A. E. (1998). Neuropsychological
evaluation of everyday memory. Neuropsychology Review, 8(4), 203–227. doi:10.1023/A:1021622319851
PMID:9951711
Goel, V., Grafman, J., Tajik, J., Gana, S., & Danto, D. (1997). A study of the performance of pa-
tients with frontal lobe lesions in a financial planning task. Brain, 120(10), 1805–1822. doi:10.1093/
brain/120.10.1805 PMID:9365372
Goude, D., Björk, S., & Rydmark, M. (2007). Game design in virtual reality systems for stroke rehabili-
tation. Studies in Health Technology and Informatics, 125, 146–148. PMID:17377254
Grafman, J., & Litvan, I. (1999). Importance of deficits in executive functions. Lancet, 354(9194),
1921–1923. doi:10.1016/S0140-6736(99)90438-5 PMID:10622291
Heilman, K. M., Bowers, D., Valenstein, E., & Watson, R. T. (1987). Hemispace and hemispatial neglect.
Advances in Psychology, 45, 115–150. doi:10.1016/S0166-4115(08)61711-2
Heilman, K. M., Watson, R. T., & Valenstein, E. (1993). Neglect and related disorders. Clinical Neu-
ropsychology, 3, 279–336.
Hendricks, H. T., van Limbeek, J., Geurts, A. C., & Zwarts, M. J. (2002). Motor recovery after stroke: A
systematic review of the literature. Archives of Physical Medicine and Rehabilitation, 83(11), 1629–1637.
doi:10.1053/apmr.2002.35473 PMID:12422337
Husain, M. (2008). Hemispatial neglect. Handbook of Clinical Neurology, 88, 359–372. doi:10.1016/
S0072-9752(07)88018-3 PMID:18631701
Jebara, N., Orriols, E., Zaoui, M., Berthoz, A., & Piolino, P. (2014). Effects of enactment in episodic
memory: a pilot virtual reality study with young and elderly adults. Frontiers in aging neuroscience, 6.

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Jehkonen, M., Laihosalo, M., & Kettunen, J. E. (2006). Impact of neglect on functional outcome after
stroke–a review of methodological issues. Plasticity in Spatial Neglect-Recovery and Rehabilitation,
24, 209. PMID:17119299
Kerkhoff, G., & Schenk, T. (2012). Rehabilitation of neglect: An update. Neuropsychologia, 50(6),
1072–1079. doi:10.1016/j.neuropsychologia.2012.01.024 PMID:22306520
Kim, D. Y., Ku, J., Chang, W. H., Park, T. H., Lim, J. Y., Han, K., & Kim, S. I. etal. (2010). Assess-
ment of post‐stroke extrapersonal neglect using a three‐dimensional immersive virtual street crossing
program. Acta Neurologica Scandinavica, 121(3), 171–177. doi:10.1111/j.1600-0404.2009.01194.x
PMID:19839943
Kim, Y. M., Chun, M. H., Yun, G. J., Song, Y. J., & Young, H. E. (2011). The effect of virtual reality
training on unilateral spatial neglect in stroke patients. Annals of rehabilitation medicine, 35(3), 309-315.
Knight, C., Alderman, N., & Burgess, P. W. (2002). Development of a simplified version of the mul-
tiple errands test for use in hospital settings. Neuropsychological Rehabilitation, 12(3), 231–255.
doi:10.1080/09602010244000039
La Paglia, F., La Cascia, C., Rizzo, R., Riva, G., & La Barbera, D. (2012). Assessment of executive
functions in patients with obsessive compulsive disorder by NeuroVR. Studies in Health Technology
and Informatics, 181, 98. PMID:22954836
Langhorne, P., Coupar, F., & Pollock, A. (2009). Motor recovery after stroke: A systematic review. Lancet
Neurology, 8(8), 741–754. doi:10.1016/S1474-4422(09)70150-4 PMID:19608100
Laver, K. E., George, S., Thomas, S., Deutsch, J. E., & Crotty, M. (2015). Virtual reality for stroke
rehabilitation. Cochrane Database of Systematic Reviews. doi:10.1002/14651858.CD008349.pub3
PMID:25927099
Levick, W. R. (2010). Observer rating of memory in children: A review. Brain Impairment, 11(02),
144–151. doi:10.1375/brim.11.2.144
List, A., Brooks, J. L., Esterman, M., Flevaris, A. V., Landau, A. N., Bowman, G., & Schendel, K. etal.
(2008). Visual hemispatial neglect, re-assessed. Journal of the International Neuropsychological Society,
14(02), 243–256. doi:10.1017/S1355617708080284 PMID:18282322
Lloyd-Jones, D., Adams, R., Carnethon, M., De Simone, G., Ferguson, T. B., Flegal, K., & Hong, Y. etal.
(2009). Heart disease and stroke statistics—2009 update a report from the American Heart Association
Statistics Committee and Stroke Statistics Subcommittee. Circulation, 119(3), 21–181. doi:10.1161/
CIRCULATIONAHA.108.191261
Mainetti, R., Sedda, A., Ronchetti, M., Bottini, G., & Borghese, N. A. (2013). Duckneglect: video-games
based neglect rehabilitation. Technol. Health Care, 21(Art. 28), 97-111.
Mattingley, J. B., Bradshaw, J. L., & Bradshaw, J. A. (1994). Horizontal visual motion modulates focal
attention in left unilateral spatial neglect. Journal of Neurology, Neurosurgery, and Psychiatry, 57(10),
1228–1235. doi:10.1136/jnnp.57.10.1228 PMID:7931385

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
McKinlay, A., Grace, R. C., Dalrymple-Alford, J. C., & Roger, D. (2010). Characteristics of executive
function impairment in Parkinsons disease patients without dementia. Journal of the International
Neuropsychological Society, 16(02), 268–277. doi:10.1017/S1355617709991299 PMID:20003582
Mesa-Gresa, P., Lozano, J. A., Llórens, R., Alcañiz, M., Navarro, M. D., & Noé, E. (2011, September).
Clinical validation of a virtual environment test for safe street crossing in the assessment of acquired brain
injury patients with and without neglect. Proceedings of the 13th IFIP TC 13 international conference
on Human-computer interaction-Volume Part II (pp. 44-51). Springer-Verlag. doi:10.1007/978-3-642-
23771-3_4
Meyerbröker, K., Morina, N., Kerkhof, G., & Emmelkamp, P. M. (2010). Virtual reality exposure treat-
ment of agoraphobia: A comparison of computer automatic virtual environment and head-mounted
display. Studies in Health Technology and Informatics, 167, 51–56. PMID:21685641
Mutai, H., Furukawa, T., Araki, K., Misawa, K., & Hanihara, T. (2012). Factors associated with functional
recovery and home discharge in stroke patients admitted to a convalescent rehabilitation ward. Geriatrics
& Gerontology International, 12(2), 215–222. doi:10.1111/j.1447-0594.2011.00747.x PMID:21929733
Navarro, M. D., Lloréns, R., Noé, E., Ferri, J., & Alcañiz, M. (2013). Validation of a low-cost virtual
reality system for training street-crossing. A comparative study in healthy, neglected and non-neglected
stroke individuals. Neuropsychological Rehabilitation, 23(4), 597–618. doi:10.1080/09602011.2013.8
06269 PMID:23767963
Paci, M., Matulli, G., Baccini, M., Rinaldi, L. A., & Baldassi, S. (2010). Reported quality of randomized
controlled trials in neglect rehabilitation. Neurological Sciences, 31(2), 159–163. doi:10.1007/s10072-
009-0198-4 PMID:20012122
Pallavicini, F., Pedroli, E., Serino, S., Dell’Isola, A., Cipresso, P., Cisari, C., & Riva, G. (2015). As-
sessing unilateral spatial neglect using advanced technologies: The potentiality of mobile virtual reality.
Technology and Health Care, (Preprint), 1-13.
Parsey, C. M., & Schmitter-Edgecombe, M. (2013). Applications of technology in neuropsychological
assessment. The Clinical Neuropsychologist, 27(8), 1328–1361. doi:10.1080/13854046.2013.834971
PMID:24041037
Parsons, T. D. (2011). Neuropsychological assessment using virtual environments: enhanced assessment
technology for improved ecological validity. In Advanced Computational Intelligence Paradigms in
Healthcare 6. Virtual Reality in Psychotherapy, Rehabilitation, and Assessment (pp. 271-289). Springer
Berlin Heidelberg. doi:10.1007/978-3-642-17824-5_13
Parsons, T. D., Courtney, C. G., & Dawson, M. E. (2013). Virtual reality Stroop task for assessment
of supervisory attentional processing. Journal of Clinical and Experimental Neuropsychology, 35(8),
812–826. doi:10.1080/13803395.2013.824556 PMID:23961959
Pedroli, E., Cipresso, P., Serino, S., Riva, G., & Albani, G. (2013). A virtual reality test for the as-
sessment of cognitive deficits: usability and perspectives. Proceedings of the 2013 7th International
Conference on Pervasive Computing Technologies for Healthcare (pp. 453-458). IEEE. doi:10.4108/
icst.pervasivehealth.2013.252359

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Pedroli, E., Serino, S., Cipresso, P., Pallavicini, F., & Riva, G. (2015). Assessment and rehabilitation
of neglect using virtual reality: A systematic review. Frontiers in Behavioral Neuroscience, 226., 9.
doi:10.3389/fnbeh.2015.00226 PMID:26379519
Perfetti, B., Varanese, S., Mercuri, P., Mancino, E., Saggino, A., & Onofrj, M. (2010). Behavioural
assessment of dysexecutive syndrome in Parkinsons disease without dementia: A comparison with
other clinical executive tasks. Parkinsonism & Related Disorders, 16(1), 46–50. doi:10.1016/j.parkrel-
dis.2009.07.011 PMID:19665420
Pierce, S. R., & Buxbaum, L. J. (2002). Treatments of unilateral neglect: A review. Archives of Physical
Medicine and Rehabilitation, 83(2), 256–268. doi:10.1053/apmr.2002.27333 PMID:11833032
Rabuffetti, M., Farina, E., Alberoni, M., Pellegatta, D., Appollonio, I., Affanni, P., & Ferrarin, M. etal.
(2012). Spatio-temporal features of visual exploration in unilaterally brain-damaged subjects with or
without neglect: Results from a touchscreen test. PLoS ONE, 7(2), e31511–e31511. doi:10.1371/journal.
pone.0031511 PMID:22347489
Raspelli, S., Pallavicini, F., Carelli, L., Morganti, F., Pedroli, E., Cipresso, P., & Riva, G. etal. (2012).
Validating the neuro VR-based virtual version of the multiple errands test: Preliminary results. Presence
(Cambridge, Mass.), 21(1), 31–42. doi:10.1162/PRES_a_00077
Rengachary, J., d’Avossa, G., Sapir, A., Shulman, G. L., & Corbetta, M. (2009). Is the posner reaction
time test more accurate than clinical tests in detecting left neglect in acute and chronic stroke? Ar-
chives of Physical Medicine and Rehabilitation, 90(12), 2081–2088. doi:10.1016/j.apmr.2009.07.014
PMID:19969172
Ringman, J. M., Saver, J. L., Woolson, R. F., Clarke, W. R., & Adams, H. P. (2004). Frequency, risk
factors, anatomy, and course of unilateral neglect in an acute stroke cohort. Neurology, 63(3), 468–474.
doi:10.1212/01.WNL.0000133011.10689.CE PMID:15304577
Riva, G. (2009). Virtual reality: An experiential tool for clinical psychology. British Journal of Guidance
& Counselling, 37(3), 337–345. doi:10.1080/03069880902957056
Riva, G., Castelnuovo, G., & Mantovani, F. (2006). Transformation of flow in rehabilitation: The role
of advanced communication technologies. Behavior Research Methods, 38(2), 237–244. doi:10.3758/
BF03192775 PMID:16956100
Riva, G., & Gaggioli, A. (2009). Rehabilitation as empowerment: The role of advanced technologies.
Studies in Health Technology and Informatics, 145, 3. PMID:19592783
Riva, G., Mantovani, F., & Gaggioli, A. (2004). Presence and rehabilitation: Toward second-generation
virtual reality applications in neuropsychology. Journal of Neuroengineering and Rehabilitation, 1(1),
9. doi:10.1186/1743-0003-1-9 PMID:15679950
Robertson, I. H., & Halligan, P. W. (1999). Spatial neglect: A clinical handbook for diagnosis and treat-
ment. Psychology Press.

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Robertson, I. H., Manly, T., Andrade, J., Baddeley, B. T., & Yiend, J. (1997). Oops!’: Performance cor-
relates of everyday attentional failures in traumatic brain injured and normal subjects. Neuropsychologia,
35(6), 747–758. doi:10.1016/S0028-3932(97)00015-8 PMID:9204482
Rogers, R. D., Sahakian, B. J., Hodges, J. R., Polkey, C. E., Kennard, C., & Robbins, T. W. (1998). Dis-
sociating executive mechanisms of task control following frontal lobe damage and Parkinsons. Brain,
121(5), 815–842. doi:10.1093/brain/121.5.815 PMID:9619187
Rose, F. D., Brooks, B. M., & Rizzo, A. A. (2005). Virtual reality in brain damage rehabilitation [review].
Cyberpsychology & Behavior, 8(3), 241–262. doi:10.1089/cpb.2005.8.241 PMID:15971974
Rowe, J., Stephan, K. E., Friston, K., Frackowiak, R., Lees, A., & Passingham, R. (2002). Attention to
action in Parkinsons disease: impaired effective connectivity among frontal cortical regions. Brain: a
journal of neurology, 125(Pt 2), 276-289.
Ruff, R. M. (2003). A friendly critique of neuropsychology: Facing the challenges of our future. Archives
of Clinical Neuropsychology, 18(8), 847–864. doi:10.1016/j.acn.2003.07.002 PMID:14609580
Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press. doi:10.1201/b17723
Schendel, K. L., & Robertson, L. C. (2002). Using reaction time to assess patients with unilateral neglect
and extinction. Journal of Clinical and Experimental Neuropsychology, 24(7), 941–950. doi:10.1076/
jcen.24.7.941.8390 PMID:12647770
Schultheis, M. T., & Rizzo, A. A. (2001). The application of virtual reality technology in rehabilitation.
Rehabilitation Psychology, 46(3), 296–311. doi:10.1037/0090-5550.46.3.296
Seyama, J. I., & Nagayama, R. S. (2007). The uncanny valley: Effect of realism on the impression of
artificial human faces. Presence (Cambridge, Mass.), 16(4), 337–351. doi:10.1162/pres.16.4.337
Shallice, T. (1982). Specific impairments of planning. Philosophical Transactions of the Royal Society of
London. Series B, Biological Sciences, 298(1089), 199–209. doi:10.1098/rstb.1982.0082 PMID:6125971
Shallice, T. I. M., & Burgess, P. W. (1991). Deficits in strategy application following frontal lobe damage
in man. Brain, 114(2), 727–741. doi:10.1093/brain/114.2.727 PMID:2043945
Snyder, H. R., Miyake, A., & Hankin, B. L. (2015). Advancing understanding of executive function im-
pairments and psychopathology: Bridging the gap between clinical and cognitive approaches. Frontiers
in Psychology, 328. PMID:25859234
Spreij, L. A., Visser-Meily, J. M., van Heugten, C. M., & Nijboer, T. C. (2014). Novel insights into the
rehabilitation of memory post acquired brain injury: A systematic review. Frontiers in Human Neurosci-
ence, 993. PMID:25566021
Sugarman, H., Weisel-Eichler, A., Burstin, A., & Brown, R. (2011, June). Use of novel virtual reality
system for the assessment and treatment of unilateral spatial neglect: a feasibility study. In Virtual Reha-
bilitation (ICVR), 2011 International Conference on (pp. 1-2). IEEE. doi:10.1109/ICVR.2011.5971859

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Sundar, U., & Adwani, S. (2010). Post-stroke cognitive impairment at 3 months. Annals of Indian Acad-
emy of Neurology, 13(1), 42. doi:10.4103/0972-2327.61276 PMID:20436746
Tanaka, T., Ifukube, T., Sugihara, S., & Izumi, T. (2010). Research A case study of new assessment and
training of unilateral spatial neglect in stroke patients: effect of visual image transformation and visual
stimulation by using a head mounted display system. HMD.
Thornton, M., Marshall, S., McComas, J., Finestone, H., McCormick, A., & Sveistrup, H. (2005).
Benefits of activity and virtual reality based balance exercise programmes for adults with traumatic
brain injury: Perceptions of participants and their caregivers. Brain Injury : [BI], 19(12), 989–1000.
doi:10.1080/02699050500109944 PMID:16263641
Tsirlin, I., Dupierrix, E., Chokron, S., Coquillart, S., & Ohlmann, T. (2009). Uses of virtual reality for
diagnosis, rehabilitation and study of unilateral spatial neglect: Review and analysis. Cyberpsychology
& Behavior, 12(2), 175–181. doi:10.1089/cpb.2008.0208 PMID:19361298
Vaes, N., Lafosse, C., Nys, G., Schevernels, H., Dereymaeker, L., Oostra, K., & Vingerhoets, G. etal.
(2015). Capturing peripersonal spatial neglect: An electronic method to quantify visuospatial processes.
Behavior Research Methods, 1–18. PMID:24567147
Vallar, G., & Perani, D. (1986). The anatomy of unilateral neglect after right-hemisphere stroke lesions.
A clinical/CT-scan correlation study in man. Neuropsychologia, 24(5), 609–622. doi:10.1016/0028-
3932(86)90001-1 PMID:3785649
Vriezen, E. R., Pigott, S. E., & Pelletier, P. M. (2001, October). Developmental implications of early
frontal-lobe damage: A case study. In Brain and cognition (Vol. 47, No. 1-2, pp. 222-225). San Diego,
CA, USA: Academic Press Inc.
Wilson, B., Cockburn, J., & Halligan, P. (1987). Development of a behavioral test of visuospatial neglect.
Archives of Physical Medicine and Rehabilitation, 68(2), 98–102. PMID:3813864
Wilson, B. A. (1993). Ecological validity of neuropsychological assessment: Do neuropsychological
indexes predict performance in everyday activities? Applied & Preventive Psychology, 2(4), 209–215.
doi:10.1016/S0962-1849(05)80091-5
Wilson, B. A. (1997). Cognitive rehabilitation: How it is and how it might be. Journal of the International
Neuropsychological Society, 3(5), 487–496. PMID:9322409
Wilson, B. A., Krabbendam, L., & Kalff, A. C. (1997). Behavioural assessment of the dysexecutive
syndrome (BADS). Harcourt Assessment.
You, S. H., Jang, S. H., Kim, Y. H., Hallett, M., Ahn, S. H., Kwon, Y. H., & Lee, M. Y. etal. (2005).
Virtual reality–induced cortical reorganization and associated locomotor recovery in chronic stroke an ex-
perimenter-blind randomized study. Stroke, 36(6), 1166–1171. doi:10.1161/01.STR.0000162715.43417.91
PMID:15890990

7KH8VHRI9LUWXDO5HDOLW\7RROVIRUWKH$VVHVVPHQWRI([HFXWLYH)XQFWLRQVDQG8QLODWHUDO6SDWLDO1HJOHFW
Zoccolotti, P., Antonucci, G., & Judica, A. (1992). Psychometric characteristics of two semi-structured
scales for the functional evaluation of hemi-inattention in extrapersonal and personal space. Neuropsy-
chological Rehabilitation, 2(3), 179–191. doi:10.1080/09602019208401407
Zoccolotti, P., & Judica, A. (1991). Functional evaluation of hemineglect by means of a semistruc-
tured scale: Personal extrapersonal differentiation. Neuropsychological Rehabilitation, 1(1), 33–44.
doi:10.1080/09602019108401378
(1'127(6
1
www.blendernation.com
... This innovative approach could lead to tasks more suited to the clinical concerns due to the transparency offered by greater "representativeness" and "generalizability." In conclusion, an ecological assessment allows a deeper comprehension of the neuropsychological profile of the patient and future personalized (Pedroli et al., 2016). To overcome this ecological issue, clinicians and researchers paid attention to develop tests able to evaluate the different components of executive functioning in real-life scenarios (Chaytor and Schmitter-Edgecombe, 2003;Jurado and Rosselli, 2007), such as the Multiple Errands Test (MET) (Shallice and Burgess, 1991;Alderman et al., 2003) and Behavioral Assessment of the Dysexecutive Syndrome (BADS) (Wilson et al., 1997). ...
... (7) not talking to the experimenter if it is not part of a task; and (8) going to "shopping cart" and making a list of all their products, after 5 min from the beginning of the task (Raspelli et al., 2009). Before starting the real task, the participants perform an initial training phase in a smaller supermarket to test the joy pad use and understand how to move in the environment (Pedroli et al., 2016). In this phase, the subjects explore the VE freely for a few minutes or until they learn the use of the joypad. ...
... Moreover, the examiner reads and explains all the instructions to the subject to guarantee complete understanding . After that, the participant can freely navigate in the virtual supermarket using a joypad (with the arrows "up-down" joystick) and collect products (by pushing a button on the right side of the joypad) (Raspelli et al., 2012;Cipresso et al., 2013b;Pedroli et al., 2016). The examiner cannot speak to subjects during the task or answer the questions. ...
Article
Full-text available
Introduction Executive dysfunctions constitute a significant public health problem: their high impact on everyday life makes it a priority to identify early strategies for evaluating and rehabilitating these disorders in a real-life context. The ecological limitation of traditional neuropsychological tests and several difficulties in administering tests or training in real-life scenarios have paved the way to use Virtual Reality-based tools to evaluate and rehabilitate Executive Functions (EFs) in real-life. Objective This work aims to conduct a systematic review to provide a detailed description of the VR-based tools currently developed for the evaluation and rehabilitation of EFs. Methods We systematically searched for original manuscripts regarding VR tools and EFs by looking for titles and abstracts in the PubMed, Scopus, PsycInfo, and Web of Science databases up to November 2021 that contained the following keywords “Virtual Reality” AND “Executive function * .” Results and Conclusion We analyzed 301 articles, of which 100 were included. Our work shows that available VR-based tools appear promising solutions for an ecological assessment and treatment of EFs in healthy subjects and several clinical populations.
... Though studies involving the use of VR-based applications for neuropsychological assessment continue to produce supportive findings (Cogné et al., 2017;Diaz-Orueta et al., 2016;Negut, Jurma, & David, 2017;Negut, Matu, Sava, & David, 2016;Lopez, Deliens, & Cleeremans, 2016;Parsons & Phillips, 2016;Pedroli et al., 2016), there remains a need for ongoing applied clinical research and development in order to further confirm their validity, reliability, and over-all psychometric robustness for all neuropsychological domains they purport to measure. Further research and development are also needed to expand and improve upon VR-based assessment normative properties (Parsey & Schmitter-Edgecombe, 2013), as well as guidelines for standardized administration, scoring, and interpretation of results. ...
... 11-27), and reliability (Negut, 2014). In addition to their use for neuropsychological assessment (Cogné et al., 2017;Diaz-Orueta, Lizarazu, Climent, & Banterla, 2014;Lopez, Deliens, & Cleeremans, 2016;Negut, Jurma, & David, 2017;Parsons, Carlew, Magtoto, & Stonecipher, 2017;Parsons & Phillips, 2016;Pedroli et al., 2016), the utility of VR-based applications for neuropsychological rehabilitation is also well supported (Dores et al., 2016;Dores, Barbosa, Guerreiro, Almeida, & Carvalho, 2016;Lehman, 2015;Negut, 2014;Parsons, 2016a, pp. 113-132;Salisbury, Dahdah, Driver, Parsons, & Richter, 2016;Shin & Kim, 2015). ...
... Although there are considerable challenges to be addressed before widespread adoption of VR is to be realized, evidence gathered thus far supports the clinical utility and ecological validity of VR-based applications for neuropsychological assessment (Areces, Rodríguez, García, Cueli, & González-Castro, 2016;Besnard et al., 2016;Cogné et al., 2017;Diaz-Orueta et al., 2016;Diaz-Orueta, Lizarazu, Climent, & Banteria, 2014;Gamito et al., 2016;Lopez, Deliens, & Cleeremans, 2016;Negut, Matu, Sava, & Davis, 2015Parsey & Schmitter-Edgecombe, 2013;Parsons, 2016a;Parsons, Carlew, Magtoto, & Stonecipher, 2017;Pedroli et al., 2016;Teel, Gay, Johnson, & Slobounov, 2016). Studies involving militaryspecific VR-based assessment applications have also yielded positive results in support of their validity and clinical value (Armstrong et al., 2013;Chen & Joyner, 2009;Edwards, Vess, Reger, & Cernich, 2014;Kelley, Ranes, Estrada, & Grandizio, 2015;Onakomaiya, Kruger, Highland, & Roy, 2016a, 2016bRabago, Pruziner, & Esposito, 2015;Rabago & Wilken, 2011;Robitaille et al., 2017). ...
Chapter
Neuropsychological assessment has a long history in the United States military and has played an essential role in ensuring the mental health and operational readiness of service members since World War I (Kennedy, Boake, & Moore, 2010). Over the years, mental health clinicians in the military have developed paper-and-pencil assessment instruments, which have evolved in terms of psychometric rigor and clinical utility, but not in terms of technological sophisti­cation. Since the advent of modern digital computing technology, considerable research has been devoted to the development of computer-automated neuropsychological assessment applications (Kane & Kay, 1992; Reeves, Winter, Bleiberg, & Kane, 2007), a trend that is likely to continue in the future. While many comparatively antiquated paper-and-pencil-based test instruments are still routinely used, it is arguably only a matter of time until they are supplanted by more technologically advanced alternatives. It is important to note, however, that questions have been raised about the ecological validity of many commonly used traditional neuropsychological tests, whether paper-and-pencil-based or computerized (Alderman, Burgess, Knight, & Henman, 2003; Burgess et al., 2006; Chaytor & Schmitter- Edgecombe, 2003; Chaytor, Schmitter-Edgecombe, & Burr, 2006; Parsons, 2016a; Sbordone, 2008). In the context of neuropsychological testing, ecological validity generally refers to the extent to which test performance corresponds to real-world performance in everyday life (Sbordone, 1996). In order to develop neuropsychological test instruments with greater ecological validity, investigators have increasingly turned to virtual reality (VR) technologies as a means to assess real-world performance via true-to-life simulated environments (Campbell et al., 2009; Negut, Matu, Sava, & Davis, 2016; Parsons, 2015a, 2015b, 2016a). Bilder (2011) described three historical and theoretical formulations of neuropsychology. First, clinical neuropsychologists focused on lesion localization and relied on interpretation without extensive normative data. Next, clinical neuropsychologists were affected by technological advances in neuroimaging and as a result focused on characterizing cognitive strengths and weaknesses rather than on differential diagnosis.
... Esto permite generar en el usuario la ilusión "de estar físicamente" en el mundo virtual, esta sensación se la denomina como "sentido de presencia" (Riva, 1998). Numerosas investigaciones avalan que las tecnologías de RV ofrecen nuevas oportunidades para el desarrollo de herramien-tas innovadoras en la evaluación neuropsicológica (Klinger, Chemin, Lebreton & Marié, 2004;Pérez-Salas, 2008;Pedroli et al. 2016;Zulueta, Díaz-Orueta, Crespo-Eguilaz & Torrano, 2019). Se han realizado varios trabajos de revisión,en los cuales se presentaron estudios empíricos de evaluación mediante escenarios virtuales de la memoria (Díaz-Orueta & Cardas, 2016), de pacientes con demencia (Díaz-Pérez & Flórez-Lozano, 2018) y daño cerebral (Calderón-Chagualá et al. 2019). ...
... al. 2014). Varios autores coinciden que dentro de esta gran cantidad de procesos cognitivos se incluyen: la resolución de problemas, la planificación, la capacidad para mantener la atención y orientar la conducta hacia una meta, la toma de decisiones, la resistencia a la interferencia, la flexibilidad cognitiva, el autocontrol y el uso de la retroalimentación (Rosselli, Jurado & Matute, 2008;Ramos-Galarza & Pérez-Salas, 2015;Pedroli et al. 2016). Las formas tradicionales de evaluación no logran abarcar la complejidad del funcionamiento de las funciones ejecutivas por lo que se hace necesario desarrollar herramientas que permitan evaluar el desempeño de estos procesos cognitivos en tareas que simulen la realidad (Pedroli et. ...
... , Jurado & Matute, 2008;Ramos-Galarza & Pérez-Salas, 2015;Pedroli et al. 2016). Las formas tradicionales de evaluación no logran abarcar la complejidad del funcionamiento de las funciones ejecutivas por lo que se hace necesario desarrollar herramientas que permitan evaluar el desempeño de estos procesos cognitivos en tareas que simulen la realidad (Pedroli et. al. 2016). En este sentido, los dispositivos de RV permiten crear ambientes de evaluación con mayor validez ecológica (Climent-Martínez et al. 2014). De las aproximaciones más recientes a la evaluación de las funciones ejecutivas con realidad virtual nos encontramos con el test Virtual Action Planning Supermarket (VAP-S), el entorno virtual Asses ...
Conference Paper
Full-text available
Una corriente actual en temas de psicología es el estudio de las nuevas tecnologías aplicadas al campo de la evaluación psicológica. En este contexto, las técnicas basadas en Realidad Virtual se insertan como una de las herramientas más prometedoras para la evaluación. El proyecto tiene como objetivo general validar de manera preliminar el test Virtual Action Planning Supermarket (VAP-S) en nuestro contexto, para la evaluación de funciones ejecutivas en jóvenes, adultos de mediana edad y adultos mayores. El VAP-S es un test de Realidad Virtual que permite evaluar la capacidad de planificación, organización espacial, memoria de trabajo, la velocidad de procesamiento y flexibilidad cognitiva. Además se analizarán las diferencias en el desempeño de las funciones ejecutivas en los tres grupos etarios evaluados (jóvenes, adultos de mediana edad, adultos mayores). El análisis de los resultados se enmarcará dentro de un tipo de estudio empírico, con un diseño de investigación descriptivo-correlacional. En el presente trabajo se exponen los antecedentes teóricos del tema de investigación, sus objetivos e hipótesis y la metodología del estudio.
... Esto permite generar en el usuario la ilusión "de estar físicamente" en el mundo virtual, esta sensación se la denomina como "sentido de presencia" (Riva, 1998). Numerosas investigaciones avalan que las tecnologías de RV ofrecen nuevas oportunidades para el desarrollo de herramien-tas innovadoras en la evaluación neuropsicológica (Klinger, Chemin, Lebreton & Marié, 2004;Pérez-Salas, 2008;Pedroli et al. 2016;Zulueta, Díaz-Orueta, Crespo-Eguilaz & Torrano, 2019). Se han realizado varios trabajos de revisión,en los cuales se presentaron estudios empíricos de evaluación mediante escenarios virtuales de la memoria (Díaz-Orueta & Cardas, 2016), de pacientes con demencia (Díaz-Pérez & Flórez-Lozano, 2018) y daño cerebral (Calderón-Chagualá et al. 2019). ...
... al. 2014). Varios autores coinciden que dentro de esta gran cantidad de procesos cognitivos se incluyen: la resolución de problemas, la planificación, la capacidad para mantener la atención y orientar la conducta hacia una meta, la toma de decisiones, la resistencia a la interferencia, la flexibilidad cognitiva, el autocontrol y el uso de la retroalimentación (Rosselli, Jurado & Matute, 2008;Ramos-Galarza & Pérez-Salas, 2015;Pedroli et al. 2016). Las formas tradicionales de evaluación no logran abarcar la complejidad del funcionamiento de las funciones ejecutivas por lo que se hace necesario desarrollar herramientas que permitan evaluar el desempeño de estos procesos cognitivos en tareas que simulen la realidad (Pedroli et. ...
... , Jurado & Matute, 2008;Ramos-Galarza & Pérez-Salas, 2015;Pedroli et al. 2016). Las formas tradicionales de evaluación no logran abarcar la complejidad del funcionamiento de las funciones ejecutivas por lo que se hace necesario desarrollar herramientas que permitan evaluar el desempeño de estos procesos cognitivos en tareas que simulen la realidad (Pedroli et. al. 2016). En este sentido, los dispositivos de RV permiten crear ambientes de evaluación con mayor validez ecológica (Climent- Martínez et al. 2014). De las aproximaciones más recientes a la evaluación de las funciones ejecutivas con realidad virtual nos encontramos con el test Virtual Action Planning Supermarket (VAP-S), el entorno virtual Asse ...
Conference Paper
Full-text available
El presente trabajo está orientado a mostrar las recomendaciones de la psicometría en la abreviación de una escala con el modelo del Inventario de Perspectiva Temporal de Zimbardo (ZTPI). La escala original cuenta de 56 ítems, fue realizada en Estados Unidos y cuenta con más de 24 adaptaciones en el mundo, lo cual muestra que es un instrumento muy utilizado. Evalúa la Perspectiva Temporal en cinco dimensiones. A partir de lo informado en la adaptación realizada en Argentina, se realizó un estudio (N=343) en el que se utilizó una versión abreviada preliminar del ZTPI de 41 ítems junto con la escala de Malestar Psicológico y la de Autocontrol. Los datos obtenidos fueron sometidos a un análisis paralelo clásico a partir del cual se realizó el análisis factorial exploratorio. Se verificó la estructura factorial original de cinco factores que explicaron el 45% de la varianza total y se llegó a una versión final del ZTPI breve que consta de 29 ítems. Todos los factores poseen una buena consistencia interna (a=.60 hasta a=79). Los resultados de validez externa muestran asociaciones significativas entre los factores pasado negativo, presente fatalista y malestar psicológico; y futuro y autocontrol.
... Esto permite generar en el usuario la ilusión "de estar físicamente" en el mundo virtual, esta sensación se la denomina como "sentido de presencia" (Riva, 1998). Numerosas investigaciones avalan que las tecnologías de RV ofrecen nuevas oportunidades para el desarrollo de herramien-tas innovadoras en la evaluación neuropsicológica (Klinger, Chemin, Lebreton & Marié, 2004;Pérez-Salas, 2008;Pedroli et al. 2016;Zulueta, Díaz-Orueta, Crespo-Eguilaz & Torrano, 2019). Se han realizado varios trabajos de revisión,en los cuales se presentaron estudios empíricos de evaluación mediante escenarios virtuales de la memoria (Díaz-Orueta & Cardas, 2016), de pacientes con demencia (Díaz-Pérez & Flórez-Lozano, 2018) y daño cerebral (Calderón-Chagualá et al. 2019). ...
... al. 2014). Varios autores coinciden que dentro de esta gran cantidad de procesos cognitivos se incluyen: la resolución de problemas, la planificación, la capacidad para mantener la atención y orientar la conducta hacia una meta, la toma de decisiones, la resistencia a la interferencia, la flexibilidad cognitiva, el autocontrol y el uso de la retroalimentación (Rosselli, Jurado & Matute, 2008;Ramos-Galarza & Pérez-Salas, 2015;Pedroli et al. 2016). Las formas tradicionales de evaluación no logran abarcar la complejidad del funcionamiento de las funciones ejecutivas por lo que se hace necesario desarrollar herramientas que permitan evaluar el desempeño de estos procesos cognitivos en tareas que simulen la realidad (Pedroli et. ...
... , Jurado & Matute, 2008;Ramos-Galarza & Pérez-Salas, 2015;Pedroli et al. 2016). Las formas tradicionales de evaluación no logran abarcar la complejidad del funcionamiento de las funciones ejecutivas por lo que se hace necesario desarrollar herramientas que permitan evaluar el desempeño de estos procesos cognitivos en tareas que simulen la realidad (Pedroli et. al. 2016). En este sentido, los dispositivos de RV permiten crear ambientes de evaluación con mayor validez ecológica (Climent- Martínez et al. 2014). De las aproximaciones más recientes a la evaluación de las funciones ejecutivas con realidad virtual nos encontramos con el test Virtual Action Planning Supermarket (VAP-S), el entorno virtual Asse ...
Conference Paper
Full-text available
Se presenta un estudio que evalúa las diferencias individuales en Perspectiva Temporal (PT) y su relación con el Autocontrol (AC). Los participantes (N=243) completaron el Inventario de Perspectiva Temporal de Zimbardo, que evalúa cinco dimensiones de la PT, y la Escala de Autocontrol, que evalúa la autopercepción de la capacidad de AC. Se hicieron análisis de estadística inferencial y se hallaron resultados significativos. Entre ellos, en el presente hedonista y pasado negativo las puntuaciones son mayores en los jóvenes que en los adultos, mientras que en el futuro y en la capacidad de AC las puntuaciones son mayores en los adultos. No se hallaron diferencias estadísticamente significativas respecto del sexo en ninguna de las dimensiones de la PT ni del AC. Las correlaciones muestran una asociación estadísticamente significativa y positiva entre AC y futuro, y significativa y negativa entre AC y presente fatalista, AC y pasado negativo, y AC y presente hedonista. Los resultados van en línea con estudios previos y aportan evidencia empírica sobre las diferencias individuales en PT y AC y la relación que existe entre el procesamiento psicológico del tiempo y la capacidad de autorregulación.
... Though studies involving the use of VR-based applications for neuropsychological assessment continue to produce supportive findings (Cogné et al., 2017;Diaz-Orueta et al., 2016;Negut, Jurma, & David, 2017;Negut, Matu, Sava, & David, 2016;Lopez, Deliens, & Cleeremans, 2016;Parsons & Phillips, 2016;Pedroli et al., 2016), there remains a need for ongoing applied clinical research and development in order to further confirm their validity, reliability, and over-all psychometric robustness for all neuropsychological domains they purport to measure. Further research and development are also needed to expand and improve upon VR-based assessment normative properties (Parsey & Schmitter-Edgecombe, 2013), as well as guidelines for standardized administration, scoring, and interpretation of results. ...
... 11-27), and reliability (Negut, 2014). In addition to their use for neuropsychological assessment (Cogné et al., 2017;Diaz-Orueta, Lizarazu, Climent, & Banterla, 2014;Lopez, Deliens, & Cleeremans, 2016;Negut, Jurma, & David, 2017;Parsons, Carlew, Magtoto, & Stonecipher, 2017;Parsons & Phillips, 2016;Pedroli et al., 2016), the utility of VR-based applications for neuropsychological rehabilitation is also well supported (Dores et al., 2016;Dores, Barbosa, Guerreiro, Almeida, & Carvalho, 2016;Lehman, 2015;Negut, 2014;Parsons, 2016a, pp. 113-132;Salisbury, Dahdah, Driver, Parsons, & Richter, 2016;Shin & Kim, 2015). ...
... Although there are considerable challenges to be addressed before widespread adoption of VR is to be realized, evidence gathered thus far supports the clinical utility and ecological validity of VR-based applications for neuropsychological assessment (Areces, Rodríguez, García, Cueli, & González-Castro, 2016;Besnard et al., 2016;Cogné et al., 2017;Diaz-Orueta et al., 2016;Diaz-Orueta, Lizarazu, Climent, & Banteria, 2014;Gamito et al., 2016;Lopez, Deliens, & Cleeremans, 2016;Negut, Matu, Sava, & Davis, 2015Parsey & Schmitter-Edgecombe, 2013;Parsons, 2016a;Parsons, Carlew, Magtoto, & Stonecipher, 2017;Pedroli et al., 2016;Teel, Gay, Johnson, & Slobounov, 2016). Studies involving militaryspecific VR-based assessment applications have also yielded positive results in support of their validity and clinical value (Armstrong et al., 2013;Chen & Joyner, 2009;Edwards, Vess, Reger, & Cernich, 2014;Kelley, Ranes, Estrada, & Grandizio, 2015;Onakomaiya, Kruger, Highland, & Roy, 2016a, 2016bRabago, Pruziner, & Esposito, 2015;Rabago & Wilken, 2011;Robitaille et al., 2017). ...
Chapter
Full-text available
Neuropsychological assessment procedures play an essential role for ensuring the mental health and operational readiness of Service Members (SMs) within the United States Military. Since the beginning of World War I to the present, various paper-and-pencil based neuropsychological assessment instruments have been devised and refined. In recent years, the military has increasingly sought ways of leveraging modern technologies as a means of expanding and improving upon assessment practices. Along with computerized cognitive test batteries, interest continues to build in the use of virtual reality (VR) based neuropsychological assessment applications. This chapter will provide an overview of VR based assessment for military SMs, beginning with a brief historical background, followed by discussion of specific individual VR-based applications, including potential advantages, limitations, and directions for future research. https://global.oup.com/academic/product/the-role-of-technology-in-clinical-neuropsychology-9780190234737?cc=us&lang=en&#
... That is, research exploring the application of games in three-dimensional (3D) environments like virtual reality (VR) is sparse, even though the VR format prominently features qualities that are broadly cited among the primary benefits of using video games in assessment, such as realism and immersiveness (Hvass et al., 2017;Shin, 2017). There is a need to investigate VR as an assessment tool, given the lack of research on using VR for assessment as well as the optimistic views from researchers regarding the future uses of VR (Okada, Rocha, Fuchter, Zucchi, & Wortley, 2019;Pedroli et al., 2016;Rogers, El-Mounaryi, Wasfy, & Satterwhite, 2017). ...
Article
Full-text available
Virtual reality (VR) technology may provide unique benefits for assessing individual characteristics, in contrast with traditional assessments. This study examined validity evidence for the use of VR game (VRG) scores to indicate specific cognitive abilities. Participants completed three VRGs, three computer‐based assessments (CBAs), and additional scales. To evaluate convergent validity, VRG scores were compared with CBA scores. For divergent validity, VRG scores were compared with five factors of personality based on the Five Factor Model. For criterion‐related validity, VRG scores were compared with academic achievement (i.e., grade point average). Findings generally provided support that the VRG scores are related to certain spatial reasoning subdimensions of cognitive ability. However, further research is needed to examine the qualities of VRGs as assessment tools.
Article
Full-text available
Las personas en situación de pobreza se enfrentan a un contexto de vulnerabilidad socioeconómica que puede impactar negativamente en su bienestar psicológico, incluyendo su satisfacción con la vida. Algunos factores psicológicos, como la inteligencia emocional (IE), pueden ser protectores y promover una respuesta resiliente. Este estudio se propuso describir la satisfacción con la vida y la IE en personas bajo la línea de pobreza (BLP) del Área Metropolitana de Buenos Aires (AMBA) y analizar la existencia de diferencias significativas en comparación con personas que superan dicha línea (SLP). Se administró un cuestionario sociodemográfico, el Inventario de Inteligencia Emocional Percibida (IIEP) y la Escala de Satisfacción con la Vida (SWLS) a 46 participantes BLP y a 46 participantes SLP. Los sujetos SLP informaron niveles de satisfacción con la vida más elevados que el grupo BLP. En contraste, los participantes BLP presentaron puntuaciones significativamente más altas de atención y regulación emocional interpersonal. Estos resultados muestran que la situación de pobreza impacta negativamente en la satisfacción con la vida. No obstante, también visibilizan competencias y recursos emocionales de las personas BLP que podrían ser potenciados en intervenciones psicológicas para mejorar su calidad de vida
Article
Full-text available
Background: Unilateral Spatial Neglect (USN) is traditionally assessed with paper-and-pencil tests or computer-based tests. Thanks to the wide-spreading of mobile devices, and the extensive capabilities that they have in dealing complex elements, it is possible to provide clinicians with tools for cognitive assessment. Contemporary 3D engine is, in general generally, able to deploy complex 3D environments for iOS, Android and Windows mobile, i.e., most of the mobile phone and tablet operative systems. Results: This brand-new scenario and pressing requests from professionals, pushed us to build an application for the assessment of USN. Our first attempt was to replicate the classic cognitive tests, traditionally used at this purpose. Ecological assessment is difficult in real scenarios so we implemented virtual environments to assess patients’ abilities in realistic situations. At the moment, the application is available only for iPad and iPhone for free, from the Apple Store, under the name of “Neglect App.” The App contains traditional tests (e.g., barrage with and without distractors) and ecological tests (e.g., to distribute the tea in a table to close people). Scoring of each test is available to the clinicians through a database with the executed ecological tasks, that are stored locally. Conclusion: In conclusion, Neglect App is an advanced mobile platform for the assessment of Neglect.
Article
Full-text available
The aim of this study was to present the Argentine adaptation of the english neuropsychological battery of executive function Behavioural Assessment of Dysexecutive Syndrome (BADS) (Wilson, Alderman, Burgess, Emslie & Evans, 1999). The ecological battery consists of six subtests and the DEX dysexecutive questionnaire that can be self- or hetero-applied. Direct and inverse translations (stimulus, manual and protocol) were conducted. Equivalence between versions was also evaluated. Ten Cognitive interviews that made it possible to adjust instructions and linguistic expressions were performed. The adaptation basically consisted of two stages; at the first one it was adjusted the temporal judgment subtest and DEX dysexecutive questionnaire because some problems were detected in both of them, and in the second one it were included a validity and reliability studies. Data obtained were analysed with descriptive statistics, expert judgment, factor analysis and correlation coefficients. In the first stage, the temporal judgment test (n=71) and DEX questionnaire (n= 130, N=13) were administered to adjust those items with difficulties. In the second stage, an expert consultation (n=11) was performed to assess the content validity of the battery test. The judges agreement was acceptable (.77). The battery was administered to 120 participants without lesions. The sample was descriptively analyzed according age, IQ and BADS executive profile. The confirmatory factor analysis of DEX questionnaire showed a matrix formed by a single factor (disorder) again, with an Alpha de Cronbach of .87. The inter-rater-reliability was between .90 to .98. The BADS Argentine version requires more psychometric studies and local norms.
Article
Full-text available
Background: Unilateral Spatial Neglect, or neglect, is a common behavioral syndrome in patients following unilateral brain damage, such as stroke. In recent years, new technologies, such as computer-based tools and virtual reality have been used in order to solve some limitations of the traditional neglect evaluation. Within this perspective, also mobile devices such as tablets seems to be promising tools, being able to support interactive virtual environments and, at the same time, allowing to easily reproduce traditional paper-and-pencil test. Objective: In this context, the aim of our study was to investigate the potentiality of a new mobile application (Neglect App) designed and developed for tablet (iPad) for screening neglect symptoms. Methods: To address this objective, we divided a sample of 16 right-damaged patients according to the presence or absence of neglect and we administered assessment test in their traditional and Neglect App version. Results: Results showed that the cancellation tests developed within Neglect App were equally effective to traditional paper-and-pencil tests (Line cancellation test and Star Cancellation test) in detecting neglect symptoms. Secondly, according to our results, the Neglect App Card Dealing task was more sensitive in detecting neglect symptoms than traditional functional task. Conclusions: Globally, results gives preliminary evidences supporting the feasibility of Neglect App for the screening of USN symptoms.
Article
Full-text available
After experiencing a stroke in the right hemisphere, almost 50% of patients showed Unilateral Spatial Neglect (USN). In recent decades, Virtual Reality (VR) has been used as an effective tool both for the assessment and rehabilitation of USN. Indeed, this advanced technology allows post-stroke patients to interact with ecological and engaging environments similar to real ones, but in a safe and controlled way. To provide an overview of the most recent VR applications for the assessment and rehabilitation of USN, a systematic review has been carried out. Since 2010, 13 studies have proposed and tested innovative VR tools for USN. After a wide description of the selected studies, we discuss the main features of these VR tools in order to provide crucial indications for future studies, neurorehabilitation interventions, and clinical practice.
Article
Although case study methodology is popular in neuropsychology, there are few reports concerning frontal-lobe damage in children. We have had the opportunity to monitor the development of a child who sustained a penetrating left frontal injury at age 10 years over the 4.5 years postinjury. Her performance has consistently been average to above average on intelligence tests and intact on standardized tests of frontal-lobe function. However, she has required intensive professional support to address profound deficits in regulating behavior in daily activities. Academic skills have progressed only minimally and she has required placement in a program for children with developmental delays. This case illustrates that a frontal-lobe lesion in childhood can have profound impact on the development of adaptive and academic skills over time.
Chapter
A patient with hemispatial neglect may fail to report, respond, or orient toward novel or meaningful stimuli presented in the hemispace contralateral to a brain lesion. Hemispatial neglect may be induced by a sensory-attentional, motor-intentional, memory, or an exploratory disorder. This chapter defines hemispatial neglect and describes how it may be tested in patients. There is a review of hemispace studies in normal subjects. The pathophysiology of the attentional, intentional memory, and exploratory defects is discussed. Finally, recovery of function and treatments are also discussed.