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Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions

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Abstract

Virtual reality and video games are increasingly considered as potentially effective tools for the assessment of several cognitive abilities, including executive functions. However, thus far, only non-commercial contents have been tested and virtual reality contents and video games have been investigated separately. Within this context, this study aimed to explore the effectiveness in the assessment of executive functions using a new type of interactive content - commercial virtual reality games - which combines the advantages of virtual reality with that of commercial video games. Thirty-eight participants completed the Trial Making Test as traditional commonly used assessments of executive functions and then played the virtual reality game Audioshield using an HTC Vive systems. Scores on the Trial Making Test (i.e., time to complete part A and B) were compared to scores obtained on Audioshield (i.e., number of orbs hit by the players and technical score). The results showed that: (a) performance on the Trial Making Test correlated significantly with performance on the virtual reality video game; (b) scores on Audioshield can be used as a reliable estimator of the results of Trial Making Test.

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... Interestingly, scientific studies have recently started to recognize the potential positive impact of virtual reality video games on people's health (eg, [16,17]) and cognitive abilities (eg, [18,19]). For example, a previous study [18] has reported the efficacy of a virtual reality exercise-based dance game, DANCE, that was created ad hoc by researchers for the training of executive functions in older people. ...
... For example, a previous study [18] has reported the efficacy of a virtual reality exercise-based dance game, DANCE, that was created ad hoc by researchers for the training of executive functions in older people. In addition, another recent study [19] showed the feasibility of using a commercial virtual reality game to assess executive functions and cognitive abilities, as measured by a traditional neuropsychological test, the Trial Making Test (TMT) [20]. The results showed that user performance in the dance game Audioshield (Dylan Fitterer) predicted the TMT scores (ie, time to complete TMT-A and TMT-B) [19]. ...
... In addition, another recent study [19] showed the feasibility of using a commercial virtual reality game to assess executive functions and cognitive abilities, as measured by a traditional neuropsychological test, the Trial Making Test (TMT) [20]. The results showed that user performance in the dance game Audioshield (Dylan Fitterer) predicted the TMT scores (ie, time to complete TMT-A and TMT-B) [19]. ...
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Background In the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of video games. Given the unique features of virtual reality in terms of interaction and its ability to completely immerse the individual into the game, this technology should increase the propensity for video games to effectively elicit positive emotions and decrease negative emotions and anxiety in the players. However, to date, few studies have investigated the ability of virtual reality games to induce positive emotions, and the possible effect of this new type of video game in diminishing negative emotions and anxiety has not yet been tested. Furthermore, given the critical role of body movement in individuals’ well-being and in emotional responses to video games, it seems critical to investigate how body involvement can be exploited to modulate the psychological benefits of virtual reality games in terms of enhancing players’ positive emotions and decreasing negative emotions and anxiety. Objective This within-subjects study aimed to explore the ability of commercial virtual reality games to induce positive emotions and diminish negative emotions and state anxiety of the players, investigating the effects of the level of body involvement requested by the game (ie, high vs low). MethodsA total of 36 young adults played a low body-involvement (ie, Fruit Ninja VR) and a high body-involvement (ie, Audioshield) video game in virtual reality. The Visual Analogue Scale (VAS) and the State-Trait Anxiety Inventory, Form-Y1 (STAI-Y1) were used to assess positive and negative emotions and state anxiety. ResultsResults of the generalized linear model (GLM) for repeated-measures multivariate analysis of variance (MANOVA) revealed a statistically significant increase in the intensity of happiness (P
... In the work done by Pallavicini et al [6], a commercial game was used as an alternative for the Trail Making Test, a neuropsychological test of visual attention (and task switching). In the original test, subjects are required to connect a set of 25 dots as quickly and as accurate as possible. ...
... Since the aim of this study is to validate the accuracy of the system and investigate the effects that the 3 view modes can have in the performance of the stepping task, we opted for recruiting a younger sample size in order to push the system to its limits, similarly to [4][5][6][7]. Ethics Approval Number: HREC ETH19-3452 / CSS 2021-1. ...
... Pallavicini et al. explored the effectiveness in assessing EFs using a commercial VR game -Audioshield -a VR-based dance game that combines the advantages of VR and video games (Pallavicini et al., 2019). Audioshield is a dance game in which balls fly towards the player, who must follow the beat of the music to hit them successfully. ...
... Outcome measures were: (a) the technical score (i.e., how many balls players hit -from 0 to 10.00), (b) the number of balls the player missed, and (c) the numbers of orbs the player hit. The validation study involved 38 healthy young adults and showed that the performance of VR video games correlated significantly with one at traditional neuropsychological test (TMT), suggesting that a VR game was able to measure (and treat) the same components of executive functioning (e.g., inhibition) (Pallavicini et al., 2019). Further studies will have to deepen this promising result, evaluating the efficacy of Audioshield in discriminating between clinical and healthy samples. ...
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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.
... Additionally, 11 out of 40 participants reported having experienced a mild degree of motion sickness. Seven studies, however, did not disclose any information about user experiences [47,55,57,62,66,77]. ...
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EFs are a set of processes that supports many cognitive domains as goal setting, monitoring, planning, and cognitive-behavioural flexible control. Currently, many standardized paper-and-pencil tests or scales are used to assess EFs. These tests are easy to administer, score, and interpret but present some limitations in terms of generalizability of behaviours in real life. More recently, Information and Communication Technology has provided a higher ecological validity in the EFs assessment. In order to increase the ecological validity, we have developed a serious game (SG), named EXPANSE, which aim was to compare the participants’ game performance (latency times, and correct answers) with the results obtained in the traditional tasks and scales. 354 healthy subjects participated to the study and the findings showed significant correlations among standard tasks and the serious game. The exploratory nature of the present study, on one hand, highlighted that SG could be an additional behavioral tool to assess EFs and, on the other, we need further investigations, including clinical populations, for better defining the game sensitivity toward EF components. Finally, the results show that serious games are a promising technology for the evaluation of real cognitive behavior along with traditional evaluation.
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In two freestanding volumes, Textbook of Neural Repair and Rehabilitation provides comprehensive coverage of the science and practice of neurological rehabilitation. Revised throughout, bringing the book fully up to date, this volume, Medical Neurorehabilitation, can stand alone as a clinical handbook for neurorehabilitation. It covers the practical applications of the basic science principles presented in Volume 1, provides authoritative guidelines on the management of disabling symptoms, and describes comprehensive rehabilitation approaches for the major categories of disabling neurological disorders. New chapters have been added covering genetics in neurorehabilitation, the rehabilitation team and the economics of neurological rehabilitation, and brain stimulation, along with numerous others. Emphasizing the integration of basic and clinical knowledge, this book and its companion are edited and written by leading international authorities. Together they are an essential resource for neuroscientists and provide a foundation of the work of clinical neurorehabilitation professionals.
Book
L’esame neuropsicologico dell’adulto con lesioni cerebrali o patologie neurodegenerative è oggi considerato indispensabile a fini diagnostici, prognostici, peritali e riabilitativi: è una conditio sine qua non per una completa valutazione psicologica dell’individuo. L’ENB-2 si colloca fra il materiale che non può non essere presente fra gli strumenti psicometrici più aggiornati e affidabili dell’indagine neuropsicologica. Rispetto alla precedente versione, l’ENB-2 presenta rilevanti cambiamenti riguardo ai dati normativi e alla correzione dei punteggi. Il campione è stato ampliato e presenta ora 702 individui adulti di età, sesso e scolarità diversi. Particolare attenzione è stata rivolta alle fasce di età più avanzata rappresentate da un gruppo di soggetti fra i 70 e gli 80 anni e da un gruppo con età superiore agli 80 anni. È ora possibile calcolare, per ogni individuo, un punteggio globale di funzionamento cognitivo, un indice che in ambito clinico fornisce in modo immediato il livello generale di funzionamento. È possibile ora somministrare la batteria ENB-2 anche a distanza di un solo mese allo stesso individuo. L’introduzione di questo nuovo calcolo del punteggio test-retest ha indubbiamente dei vantaggi nella pratica clinica, oltre che nella ricerca di base. Tutto il materiale, i protocolli di valutazione, gli strumenti testistici e le tabelle per la correzione dei punteggi vengono forniti attraverso risorse elettroniche disponibili online sul sito internet della casa editrice.
Conference Paper
Visuospatial functions play a crucial role in human cognition, which has elicited over years a great deal of research focusing on their assessment, training and restoration. Interestingly , although our visuospatial capacities allow us to understand and infer relationships of 3D objects in space, these 3D aspects of visuospatial processing are profoundly neglected in laboratory tests, and instead, 2D designs are commonly used. Aiming to increase the ecological validity of such tests, we propose an experiment to evaluate the capacity of a 3D virtual space to stimulate cognitive functions. The experiment involves cognitive testing, EEG measurements, and cognitively stimulating tasks in an immersive 3D virtual environment rendered by a unique CAVE system. This paper focuses primarily on two game prototypes that will serve as the virtual environment and describes a natural movement control using the Myo armband, incorporated into one of the games. We also briefly discuss cognitive testing design using the selected brain electrophysiological variables measured on human subjects before and after the virtual reality game use, in order to assess the potential effect of the game.
Chapter
Survival horror games played in virtual reality can trigger intense fright and anxiety in the players. Such unique characteristics can thus be exploited not only as a source of entertainment, but also as a tool for both emotion elicitation and emotional training. However, studies investigating the players’ experience and the emotional activation while playing virtual reality video games are still very limited and horror games represent an even more limited number of these. Within this context, this study was aimed to compare a horror game Resident Evil 7: Biohazard, experienced through virtual reality as opposed to a non-immersive display modality (i.e. console system), and exploring differences in the usability and the emotional activation. In order to answer to such objectives, the game was played by a sample of 26 young adults, half of which played using Playstation VR, while the other half through a more traditional non-immersive console setup (PS4 Pro). The usability and the emotional impact of the game was assessed through self-report questionnaires and the recording of physiological indexes (heart rate, skin conductance response). Results showed that: (a) playing a horror video game in virtual reality was not more difficult than playing in a non-immersive display modality; (b) players showed an increased perceived anxiety both after playing the horror video game in virtual reality and playing in a non-immersive display modality; interestingly, the perceived sense of happiness significantly increased only after playing in virtual reality; finally the sense of presence resulted to be greater in virtual reality as opposed to the non-immersive condition.
Article
The assessment of functional status is a critical component of clinical neuropsychological evaluations used for both diagnostic and therapeutic purposes in patients with cognitive brain disorders. There are, however, no widely adopted neuropsychological tests that are both ecologically valid and easily administered in daily clinical practice. This discrepancy is a roadblock to the widespread adoption of functional assessments. In this paper, we propose a novel approach using a serious game authoring platform (eAdventure) for creating screen-based simulated functional assessments. We created a naturalistic functional task that consisted of preparing a cup of tea (SBS-COT) and applied the assessment in a convenience sample of eight dyads of therapists/patients with mild executive dysfunction after traumatic brain injury. We had three main aims. First, we performed a comprehensive review of executive function assessment in activities of daily living. Second, we were interested in measuring the feasibility of this technology with respect to staffing, economic and technical requirements. Third, a serious game was administered to patients to study the feasibility of this technology in the clinical context (pre-screening test). In addition, quantitative (Technology Acceptance Model (TAM) questionnaires) and qualitative (semistructured interviews) evaluations were applied to obtain user input. Our results suggest that the staffing, economic and technical requirements of the SBS-COT are feasible. The outcomes of the pre-screening test provide evidence that this technology is useful in the functional assessment of patients with executive dysfunction. In relation to subjective data, the TAM questionnaire showed good user acceptability from a professional perspective. Interview analyses with professionals and patients showed positive experiences related to the use of the SBS-COT. Our work indicates that the use of these types of authoring platforms could have positive long-term implications for neuropsychological research, opening the door to more reproducible, cooperative and efficient research by allowing the facilitated production, reuse and sharing of neuropsychological assessment tools.
Article
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks, and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 hours over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 hour over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 hours (Experiment 1, d = 1.44), but not when they played for 1 hour (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 hours resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.
Conference Paper
Despite the rapid and significant growth of virtual reality based video games, scientific studies have not yet been conducted to highlight the outstanding differences of this kind of immersive video games as compared to the more traditional kind (i.e. not immersive, for instance tablet or console games). Peculiarly, very little information is provided about the players' experience during a virtual reality game. On the basis of these observations, the paper presents an exploratory study aimed to compare the players' experience while performing a video game in an immersive (virtual reality) and in a non-immersive (tablet) condition. In order to address this objective, 10 participants, within the age range of 18 to 35 years old, were asked to play Smash Hit, a first person game in which the player is provided with an inventory of metallic spheres with which to aim and break glass obstacles. The video game was played by participants on to different display modalities: immersive (virtual reality) and non-immersive (tablet) condition. Psychometric (self-report questionnaires assessing emotional responses and usability of the video game) and physiological (heart rate) measures were used as quantitative dependent variables. The experimental design and results of this exploratory study will be presented and discussed.
Article
Objective This study investigated immersive virtual reality (IVR), as a novel technique to test executive function of healthy younger and older adults. We predicted IVR tasks to have greater predictive power than traditional measures when assessing age-related cognitive functioning due to the real-world validity of the tasks. Methods Participants ( n =40) completed the Stroop colour–word test and the trail-making test (TMT) as traditional and commonly used assessments of executive functioning. Participants then completed three IVR tasks; a seating arrangement task, an item location task (both set in a virtual chemistry lab), and a virtual parking simulator. Results Younger adults completed significantly more parking simulator levels ( p <0.001), placed significantly more objects ( p <0.001), and located significantly more items than older adults ( p <0.01), demonstrating higher levels of performance. Significant correlations were found between performance on traditional neuropsychological measures and IVR measures. For example, Stroop CW performance significantly correlated with the number of parking simulator levels completed (τ=0.43, p <0.01). This suggests that IVR measures assess the same underlying cognitive constructs as traditional tasks. In addition, IVR measures contributed a significant percentage of the explained variance in age. Conclusion IVR measures (i.e. number of parking simulator levels completed and number of objects placed in the seating arrangement task) were found to be stronger contributors than existing traditional neuropsychological tasks in predicting age-related cognitive decline. Future research should investigate the implementation of these real-world-based tasks in clinical groups given this promising initial work.
Article
This study explores players’ fright reactions and coping strategies in an immersive virtual reality (VR) horror game. Based on Slater’s theory of virtual reality, two dimensions of fear elements in the VR game−the fear of place illusion (PI) and the plausibility illusion (PSI) −were identified by playing a virtual reality survival horror game with a sample of 145 students. Participants reported greater fear toward PSI elements than toward PI elements. Fear of PSI elements positively and strongly predicted disengagement coping strategies and overall fear. Among coping strategies, players mainly adopted approach strategies, followed by avoidance (disengagement and denial), and self-help strategies. A “self-talk” strategy, newly identified in this study, has been reported as an effective means to cope with mediated threat in VR games. Regarding individual differences, sensation seeking and neuroticism influenced participants’ coping strategies and fear. Additionally, males and females employed different coping strategies. Very few students experienced next-day fright, which consists mostly of cognitive reactions and VR-related reactions, such as the Tetris effect and the fear of being attacked from the back. Theoretical frameworks regarding fear elements and coping reactions are proposed to aid future research. Implications for academia, fear conditioning for training, and marketing campaigns are discussed.
Article
Background: The dramatic technological advances witnessed in recent years have resulted in a great opportunity for changing the way neuropsychological evaluations may be performed in clinical practice. Particularly, serious games have been posed as the cornerstone of this still incipient paradigm-shift, as they have characteristics that make them especially advantageous in trying to overcome limitations associated with traditional pen-and-paper based neuropsychological tests: they can be easily administered and they can feature complex environments for the evaluation of neuropsychological constructs that are difficult to evaluate through traditional tests. The objective of this study was to conduct a scoping literature review in order to map rapidly the key concepts underpinning this research area during the last 25 years on the use of serious games for neuropsychological evaluation. Methods: MEDLINE, PsycINFO, Scopus and IEEE Xplore databases were systematically searched. The main eligibility criteria were to select studies published in a peer-reviewed journal; written in English; published in the last 25 years; focused on the human population, and classified in the neuropsychological field. Moreover, to avoid risk of bias, studies were selected by consensus of experts, focusing primarily in psychometric properties. Therefore, selected studies were analyzed in accordance with a set of dimensions of analysis commonly used for evaluating neuropsychological tests. Results: After applying the selected search strategy, 57 studies -including 54 serious games- met our selection criteria. The selected studies deal with visuospatial capabilities, memory, attention, executive functions, and complex neuropsychological constructs such as Mild Cognitive Impairment (MCI). Results show that the implementation of serious games for neuropsychological evaluation is tackled in several different ways in the selected studies, and that studies have so far been mainly exploratory, just aiming at testing the feasibility of the proposed approaches. Discussion: It may be argued that the limited number of databases used might compromise this study. However, we think that the finally included sample is representative, in spite of how difficult is to achieve an optimum and maximum scope. Indeed, this review identifies other research issues related to the development of serious games beyond their reliability and validity. The main conclusion of this review is that there is a great interest in the research community in the use of serious games for neuropsychological evaluation. This scoping review is pertinent, in accordance with the increasing number of studies published in the last three years, they demonstrate its potential as a serious alternative to classic neuropsychological tests. Nevertheless, more research is needed in order to implement serious games that are reliable, valid, and ready to be used in the everyday clinical practice.
Article
Dementia cases are on the rise and researchers seek innovative ways to prevent or ameliorate cognitive impairment in later life. Some research has reported that combining mental and physical exercise may benefit cognition more than either alone. This randomized pilot trial examined the feasibility and cognitive benefit for older adults (n = 30) of a single bout of neuro-exergaming (physical activity with cognitive training), using an interactive physical and cognitive exercise system (iPACES™), compared to that of exergaming or neurogaming alone. Intent-to-treat and sensitivity analyses were conducted using repeated measures ANOVA, controlling for age, sex, and education. A significant interaction effect was found for executive function (Color Trails 2), with a significant improvement in the neuro-exergaming condition. Results demonstrate feasibility for older adults to use a novel and theoretically-derived neuro-exergame, and also provide promising new evidence that neuro-exergaming can yield greater cognitive benefit than either of its component parts.
Article
The importance of assessing executive functions (EF) using ecologically valid assessments has been discussed extensively. Due to the difficulty of carrying out such assessments in real-world settings on a regular basis, virtual reality has been proposed as a technique to provide complex functional tasks under a variety of differing conditions while measuring various aspects of performance and controlling for stimuli. The main goal of this study was to examine the discriminant, construct-convergent and ecological validity of the Adapted Four-Item Shopping Task, an assessment of the Instrumental Activity of Daily Living (IADL) of shopping. Nineteen people with stroke, aged 50-85 years, and 20 age- and gender-matched healthy participants performed the shopping task in both the SeeMe Virtual Interactive Shopping environment and a real shopping environment (the hospital cafeteria) in a counterbalanced order. The shopping task outcomes were compared to clinical measures of EF. The findings provided good initial support for the validity of the Adapted Four-Item Shopping Task as an IADL assessment that requires the use of EF for people with stroke. Further studies should examine this task with a larger sample of people with stroke as well as with other populations who have deficits in EF.
Article
Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher quality evidence about the positive outcomes of games. Connolly et al.'s multidimensional analysis of games and their outcomes provided a useful framework for organising the varied research in this area. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning.
Article
The authors summarize developments in the concept of working memory as a multicomponent system, beginning by contrasting this approach with alternative uses of the term working memory. According to a 3-component model, working memory comprises a phonological loop for manipulating and storing speech-based information and a visuospatial sketchpad that performs a similar function for visual and spatial information. Both are supervised by a central executive, which functions as an attentional control system. A simple trace-decay model of the phonological loop provides a coherent account of the effects of word length, phonemic similarity, irrelevant speech, and articulatory suppression in verbal short-term memory tasks. This model of the loop has also proved useful in the analysis of neuropsychological, developmental and, cross-cultural data. The notion of the sketchpad is supported by selective interference with imagery in normal adults and by specific neuropsychological impairment. Analysis of the central executive is illustrated by work on deficits in the ability to coordinate subproccesses in Alzheimer's disease.
Article
Background: Virtual reality (VR) is an evolving technology that has been applied in various aspects of medicine, including the treatment of phobia disorders, pain distraction interventions, surgical training, and medical education. These applications have served to demonstrate the various assets offered through the use of VR. Objective: To provide a background and rationale for the application of VR to neuropsychological assessment. Methods: A brief introduction to VR technology and a review of current ongoing neuropsychological research that integrates the use of this technology. Conclusions: VR offers numerous assets that may enhance current neuropsychological assessment protocols and address many of the
Article
Many mechanistic rules of thumb for evaluating the goodness of fit of structural equation models (SEM) emphasize model parsimony; all other things being equal, a simpler, more parsimonious model with fewer estimated parameters is better than a more complex model Although this is usually good advice, in the present article a heuristic counterexample is demonstrated in which parsimony as typically operationalized in indices of fit may be undesirable. Specifically, in simplex models of longitudinal data, the failure to include correlated uniquenesses relating the same indicators administered on different occasions will typically lead to systematically inflated estimates of stability. Although simplex models with correlated uniquenesses are substantially less parsimonious and may be unacceptable according to mechanistic decision rules that penalize model complexity, it can be argued a priori that these additional parameter estimates should be included. Simulated data . are used to support this claim and to evaluate the behavior of a variety of fit indices and decision rules. The results demonstrate the validity of Bollen and Long’s (1993) conclusion that “test statistics and fit indices are very beneficial, but they are no replacement for sound judgment and substantive expertise” (p. 8).
Article
Although performance validity testing is becoming fairly routine in clinical settings, research protocols involving neuropsychological tests infrequently include assessments of performance validity. The current study utilized an embedded measure of effort over two administrations of CNS Vital Signs to determine the frequency of poor effort in non-clinical healthy undergraduate students participating in a research study for course credit. Results indicate that more than 1 in 10 college students participating in a cognitive test battery for research showed test scores consistent with inadequate effort, which was associated with poor performance on testing across many domains. This conclusion was supported by poor performance on many other subtests. Healthy college students with suboptimal effort (n = 11) had an overall score in the 15th percentile on average compared to the 48th percentile in the rest of the students (n = 66). Those who failed validity indicators on the baseline administration were more likely to fail validity indicators on the repeat administration. Those who were tested in the morning were also more likely to fail validity indicators. The current study provides evidence for the potential limitations of conducting research using neuropsychological tests with healthy college student volunteers in the absence of performance validity testing. Revised college-level cutoffs are proposed.
Article
-Recent studies suggest that even short-term video game training may transfer to other cognitive tasks. With the popularity of the Nintendo Wii with women, more of them might be exposed to the games that will increase their mental rotation skills. Because performance on mental rotation tests (MRT) has been linked to math performance in women, and thus may ultimately contribute to the underrepresentation of women in STEM fields, it is important to continue to explore ways to decrease or eliminate the robust sex difference in mental rotation. The present study of 30 men and 30 women provides additional evidence that women may benefit from short-term (1 hour) training on either a Nintendo Wii™ or GameCube console to increase their mental rotation skills. One hour of video game training not only increased women's MRT scores to a level similar to men's scores, but also produced greater average improvement for women, even when controlling for experiential factors such as spatial and masculine childhood activities that could contribute to the sex difference in spatial ability.
Article
From the Publisher: This in-depth review of current virtual reality technology and its applications provides a detailed analysis of the engineering, scientific and functional aspects of virtual reality systems and the fundamentals of VR modeling and programming. It also contains an exhaustive list of present and future VR applications in a number of diverse fields. Virtual Reality Technology is the first book to include a full chapter on force and tactile feedback and to discuss newer interface tools such as 3-D probes and cyberscopes. Supplemented with 23 color plates and more than 200 drawings and tables which illustrate the concepts described.
Article
impaired stepping and reduced cognitive functioning have both been identified as fall-risk factors in older people. We developed a Stroop Stepping Test (SST) that combines stepping and response inhibition using low-cost computer game technology to provide a functional measure that reflects real-life behaviour and determined whether this test discriminates between older fallers and non-fallers. a cross-sectional study, including 103-independent living cognitively intact older people (70-93 years), was conducted. Participants were assessed on the SST and other outcome measures associated with fall-risk. The SST presented arrows on a computer screen with words written within them. Participants were asked to step in the direction indicated by the word and ignore the arrow orientation. Participants also reported whether they had fallen or not in the past 12 months. twenty-eight percent of participants reported falling in the past year. SST mean time per trial [OR: 1.72 (95% confidence interval 1.02-2.91) and SST errors (OR: 1.53 (1.14-2.07)] were associated with falls. After adjusting for other fall-risk factors in a multivariate logistic regression analysis, each error made during SST increased the odds of falling by a factor 1.7 [OR: 1.65 (1.17-2.34)]. this study shows the SST-a low-cost video game device-is feasible for older people to undertake. The SST was able to distinguish fallers from non-fallers, providing a novel way to explore cognitive mechanisms for fall-risk in older people.
Article
Virtual reality (VR) is an emerging computer-driven simulation technology that appears to be well matched to the assessment and rehabilitation needs of persons with cognitive impairments and functional disabilities. Persons with these difficulties due to acquired brain injuries, neurological disorders, and developmental disabilities could benefit from the development of VR testing and training environments. VR technology is capable of delivering cognitive and functional scenarios that allow for complex, dynamic stimulus presentations and the capacity to record and measure all responses precisely within the virtual environment. In this regard, VR's capacity to improve on the experimental control available in these applications is a neuropsychologist's dream! However, several basic issues need to be considered for the rational and measured development of VR applications for the study, assessment, and rehabilitation of cognitive impairments and functional disabilities. This article begins with brief introductions to the concepts of VR, cognitive and functional abilities, neuropsychological assessment, and cognitive rehabilitation with rationales provided for the applicability of VR in these areas. Basic pragmatic and theoretical issues for these applications are then presented, followed by a description of our ongoing work developing a VR mental rotation and spatial skills cognitive assessment and training system.