| Literature DB >> 29674988 |
David Rodriguez-Andres1, Magdalena Mendez-Lopez2, M-Carmen Juan1, Elena Perez-Hernandez3.
Abstract
The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.Entities:
Keywords: behavior; children; emotion; short-term memory; virtual environment; visuospatial skill
Year: 2018 PMID: 29674988 PMCID: PMC5895853 DOI: 10.3389/fpsyg.2018.00451
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Mean scores (standard deviations) for the variables of the VOL task, videogame experience, 3D perception, satisfaction, and usability questionnaires (N = 52).
| Type of measure (range/unit) | |
|---|---|
| Performance on the VOL task | |
| VOL Task Score (0–4) | 2.63 (1.23) |
| Total Time (seconds) | 498.12 (219.67) |
| Total Time – learning phase (seconds) | 337.80 (132.54) |
| Total Time – testing phase (seconds) | 120.32 (105.87) |
| Average Speed (meters/second) | 5.164 (1.921) |
| Average Speed – learning phase (meters/second) | 4.666 (1.396) |
| Average Speed – testing phase (meters/second) | 6.134 (3.438) |
| Total Distance (meters) | 2352.7 (747.5) |
| Total Distance – learning phase (meters) | 1598.7 (452.0) |
| Total Distance – testing phase (meters) | 520.2 (256.0) |
| Peripheral Distance (meters) | 712.4 (753.3) |
| Peripheral Distance – learning phase (meters) | 197.2 (254.8) |
| Peripheral Distance – testing phase (meters) | 53.7 (99.4) |
| Videogame experience | |
| Experience in Videogames (1–5) | 3.44 (0.93) |
| Interaction Method Experience (1–5) | 2.08 (1.00) |
| Perception about VOL task | |
| 3D perception (1–5) | 3.56 (1.41) |
| Satisfaction (1–5) | 3.39 (1.09) |
| Usability (1–5) | 4.44 (0.48) |
Mean scores (standard deviations) for the spatial ability tests and the subscales of the Parent Report form of the BASC-2 used in the study (N = 52).
| Type of measure | Test/subscale | |
|---|---|---|
| Visuospatial abilities | ||
| CBTT forward | 5.21 (1.01) | |
| CBTT backward | 4.62 (1.00) | |
| BC | 14.75 (4.46) | |
| Emotional and behavioral outcomes | ||
| PRfBASC-2 subscales: | ||
| Anxiety | 44.25 (8.88) | |
| Depression | 47.77 (8.07) | |
| Hyperactivity | 46.77 (8.08) | |
| Aggressiveness | 49.33 (9.00) | |
| Withdrawal | 48.48 (9.22) | |
| Attention Problems | 48.65 (8.22) |
The results of the Kruskal–Wallis tests for the variables related to the performance of the VOL task.
| Variable | Factor | χ2 | ||
|---|---|---|---|---|
| VOL Task Score | ||||
| Age Group | ||||
| Gender | 0.33 | 1 | 0.57 | |
| Experience in Videogames | 3.37 | 4 | 0.50 | |
| Interaction Method Experience | 7.85 | 3 | 0.05 | |
| Total Distance | ||||
| Age Group | 3.45 | 2 | 0.18 | |
| Gender | 0.73 | 1 | 0.39 | |
| Experience in Videogames | 0.96 | 4 | 0.91 | |
| Interaction Method Experience | 1.64 | 3 | 0.65 | |
| Total Time | ||||
| Age Group | ||||
| Gender | ||||
| Experience in Videogames | 7.87 | 4 | 0.10 | |
| Interaction Method Experience | 4.54 | 3 | 0.21 | |
| Average Speed | ||||
| Age Group | 3.67 | 2 | 0.16 | |
| Gender | ||||
| Experience in Videogames | ||||
| Interaction Method Experience | 6.34 | 3 | 0.10 | |
| Peripheral Distance | ||||
| Age Group | 2.88 | 2 | 0.24 | |
| Gender | 0.66 | 1 | 0.41 | |
| Experience in Videogames | 1.44 | 4 | 0.84 | |
| Interaction Method Experience | 0.65 | 3 | 0.88 |
Multifactorial Kruskal–Wallis tests for the Usability, Satisfaction, and 3D Perception variables.
| Variable | Factor | χ2 | Significance | ||
|---|---|---|---|---|---|
| Usability | |||||
| VOL Task Score | 0.05 | 3 | 0.99 | – | |
| Total Distance | 3.30 | 3 | 0.65 | – | |
| Total Time | 0.16 | 3 | 0.98 | – | |
| Average Speed | 2.95 | 3 | 0.40 | – | |
| Peripheral Distance | 2.75 | 3 | 0.43 | – | |
| Satisfaction | |||||
| VOL Task Score | 3.13 | 13 | 0.99 | – | |
| Total Distance | 10.41 | 13 | 0.66 | – | |
| Total Time | 9.97 | 13 | 0.70 | – | |
| Average Speed | 19.63 | 13 | 0.10 | – | |
| Peripheral Distance | 13.64 | 13 | 0.40 | – | |
| 3D Perception | |||||
| VOL Task Score | 7.02 | 4 | 0.13 | – | |
| Total Distance | 20.01 | 4 | 0.73 | – | |
| Total Time | 5.89 | 4 | 0.21 | – | |
| Average Speed | 1.84 | 4 | 0.76 | – | |
| Peripheral Distance | 3.61 | 4 | 0.46 | – |
Partial Spearman correlations (N = 52).
| VOL task variables | VOL score | Total time | Average speed | Total distance | Peripheral distance | |
|---|---|---|---|---|---|---|
| Experience in Videogames | 0.06 (0.06) | 0.05 (0.72) | -0.07 (0.63) | 0.00 (0.99) | 0.04 (0.78) | |
| Interaction Method Experience | 0.08 (0.67) | - | 0.04 (0.76) | 0.08 (0.57) | ||
| 3D Perception | -0.13 (0.37) | 0.02 (0.89) | -0.07 (0.63) | -0.14 (0.33) | 0.05 (0.71) | |
| Satisfaction | -0.07 (0.59) | 0.02 (0.90) | 0.00 (0.97) | -0.01 (0.93) | -0.04 (0.78) | |
| Usability | 0.00 (0.94) | -0.15 (0.29) | -0.04 (0.79) | -0.25 (0.07) | -0.21 (0.14) | |
| CBTT forward score | 0.19 (0.18) | -0.14 (0.31) | -0.18 (0.22) | - | - | |
| CBTT backward score | 0.03 (0.86) | 0.14 (0.33) | 0.08 (0.57) | 0.05 (0.72) | ||
| BC score | 0.01 (1.00) | 0.10 (0.50) | -0.02 (0.87) | 0.05 (0.71) | ||
| Anxiety | -0.10 (0.47) | -0.18 (0.19) | -0.01 (0.92) | -0.02 (0.87) | 0.05 (0.71) | |
| Depression | -0.08 (0.56) | 0.04 (0.79) | 0.03 (0.82) | 0.23 (0.10) | 0.11 (0.44) | |
| Hyperactivity | -0.05 (0.71) | -0.12 (0.41) | 0.09 (0.52) | -0.02 (0.87) | -0.09 (0.51) | |
| Aggressiveness | 0.03 (0.83) | -0.18 (0.21) | 0.21 (0.13) | 0.10 (0.49) | ||
| Withdrawal | -0.01 (0.96) | 0.11 (0.43) | 0.11 (0.44) | |||
| Attention Problems | -0.17 (0.23) | 0.00 (0.98) | 0.20 (0.15) | 0.10 (0.49) |