| Literature DB >> 30883560 |
Antoine Coutrot1,2, Sophie Schmidt1, Lena Coutrot1,3, Jessica Pittman1, Lynn Hong1, Jan M Wiener4, Christoph Hölscher5, Ruth C Dalton6, Michael Hornberger7, Hugo J Spiers1.
Abstract
Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer's dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app 'Sea Hero Quest' with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen's d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.Entities:
Mesh:
Year: 2019 PMID: 30883560 PMCID: PMC6422266 DOI: 10.1371/journal.pone.0213272
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Task in real world (bottom row) vs virtual environment (top row).
(A-B) Wayfinding task in the video game: participants had to memorize a map and navigate as fast as possible toward an ordered set of goals. Participants played Sea Hero Quest on a tablet. (C) Path Integration task in the video game: participants had to navigate in a maze until they find a flare and shoot it back toward their starting position. (D) Wayfinding task in the real world. Identical as the virtual task, but takes place in the streets of (E) London and (F) Paris. All other maps are displayed in supporting S1–S4 Figs.
Fig 2Spatial ability at a wayfinding task in real world vs virtual environment.
(A) Correlation between the distance navigated in the video game and the normalized distance navigated in the real-world wayfinding task in London (skipped Pearson’s r = 0.46, p = 0.01) and (B) in Paris (skipped Pearson’s r = 0.57, p = 0.001). Real-world normalized distance is the distance travelled by participants divided by the number of goals they reached. Outliers have been determined with skipped-correlation. (C) Skipped correlation coefficients between the distance navigated in each video game level and the total normalized distance navigated in the real world. Video game levels are sorted by increasing difficulty according to Table 1. (D) Gender differences at the wayfinding task in the video game (right) and in the real world (left). Distances have been standardized (zscore) to allow a direct comparison between environments. Black dots represent individual data points. Error bars represent standard errors.
Difficulty of the virtual and real-world wayfinding task.
Left: Real-world wayfinding task. For each route, percentage of the goals reached by the participants in London (23 participants) and in Paris (26 participants) within the time limit. Right: Video game wayfinding task. For each level, percentage of participants who completed the level before the helping arrow appeared.
| Real-world routes | London | Paris | Video game levels | London | Paris |
|---|---|---|---|---|---|
| 1 (3 goals) | 99% | 100% | 1 (1 goal) | 100% | 100% |
| 2 (3 goals) | 93% | 98% | 6 (3 goals) | 97% | 97% |
| 3 (3 goals) | 92% | 99% | 11 (3 goals) | 67% | 67% |
| 4 (3 goals) | 91% | 96% | 16 (3 goals) | 90% | 90% |
| 5 (3 goals) | 88% | 94% | 43 (4 goals) | 47% | 40% |
| 6 (4 goals) | 74% | 84% |
Difficulty of the virtual and real-world path integration task in Paris (30 participants) and in London (19 participants).
Left: Real-world path integration task. For each route, average of the absolute value of the error angle (M ± SE, in degree). Right: Video game path integration task. For each level, we show the percentage of correct answers (3 stars).
| Real-world routes | London | Paris | Video game levels | London | Paris |
|---|---|---|---|---|---|
| 1 (1 turn) | 16.5° ± 4.3 | 19.8° ± 4.5 | 14 (1 turn) | 79% | 87% |
| 2 (2 turns) | 19.3° ± 4.3 | 21.7° ± 2.8 | 34 (2 turns) | 53% | 43% |
| 3 (3 turns) | 23.1° ± 4.1 | 19.5° ± 2.4 | 54 (3 turns) | 68% | 70% |
| 4 (4 turns) | 25.6° ± 4.4 | 44 (4 turns) | 63% | 73% | |
| 74 (5 turns) | 16% | 20% |
Fig 3Comparison with the large scale video game dataset.
Distance in the Video Game (level 11) of the French and British participants tested in the original Sea Hero Quest database (N = 78,724, blue histogram), see [13] for full data. The red dotted vertical lines represent the performance of the participants recorded in the current study.