Virtual reality (VR) head-mounted displays (HMD) have been identified as effective research tools for addressing the problem of ecological validity in neuropsychological testing. To address the challenges of VR induced symptoms and effects (VRISE) and a lack of skills in VR software development, this study offers guidelines for the development of VR software in cognitive neuroscience and neuropsychology. It describes and discusses the stages of the development of Virtual Reality Everyday Assessment Lab (VR-EAL), which is the first neuropsychological battery in immersive VR. Techniques for evaluating cognitive functions within a realistic storyline are discussed, as well as various assets in Unity, software development kits, and other software to help cognitive scientists overcome challenges pertinent to VRISE and quality control. The study also implements the VR neuroscience questionnaire (VRNQ; Kourtesis et al., 2019b) to evaluate three versions of VR-EAL according to necessary criteria for research purposes. Twenty-five participants aged between 20 and 45 years with 12-16 years of full-time education participated in this pilot study. The final version of VR-EAL achieved high scores on every sub-score of the VRNQ while its improved graphics substantially increased user experience and almost eradicated VRISE during a 60-minute session. This study provides valuable insights into how cognitive scientists can develop effective research and clinical software that addresses challenges related to VRISE and quality control using immersive VR as a neuropsychological battery for assessing cognitive functions within a realistic storyline. Detailed procedures for participant recruitment and evaluation are also provided.
Scientists are using VR headsets to test people's brains. They made rules to make sure the VR doesn't make people feel sick or dizzy and to help people who don't know how to use the software. They made a special test called VR-EAL that uses VR to test how well people think. They talked about ways to make the tests more fun and used special computer programs like Unity to help them. They tested 25 adults with good education and found that the new version of the test was better than before.
Definitions
- VR head-mounted displays: special glasses you wear that show you a different world
- Neuropsychological testing: testing how well your brain works
- Guidelines: rules or instructions
- VRISE: symptoms or effects caused by using VR, like feeling sick or dizzy
- Immersive: when something feels like it surrounds you completely
Virtual Reality Head-Mounted Displays: A New Tool for Neuropsychological Testing
In recent years, virtual reality (VR) head-mounted displays (HMDs) have been identified as an effective research tool for addressing the problem of ecological validity in neuropsychological testing. This is due to their ability to create immersive environments that are more realistic than traditional computer-based tests. However, there are still challenges related to VR induced symptoms and effects (VRISE), as well as a lack of skills in VR software development, which can limit the use of HMDs in cognitive neuroscience and neuropsychology.
The Development of Virtual Reality Everyday Assessment Lab (VR-EAL)
To address these issues, this study offers guidelines for the development of VR software in cognitive neuroscience and neuropsychology. It describes and discusses the stages of the development of Virtual Reality Everyday Assessment Lab (VR-EAL). This is the first neuropsychological battery developed in immersive VR, which was designed to evaluate various cognitive functions within a realistic storyline. The study also implements the VR neuroscience questionnaire (VRNQ; Kourtesis et al., 2019b) to evaluate three versions of VR-EAL according to necessary criteria for research purposes.
Techniques Used To Develop Effective Research Software
Various techniques were used during the development process such as Unity software development kits and other software tools that help cognitive scientists overcome challenges pertinent to VRISE and quality control. Assets such as 3D models, textures, sounds, animations were also used throughout different stages in order to improve user experience while ensuring quality control standards were met at all times.
Participants & Results
Twenty-five participants aged between 20 and 45 years with 12-16 years of full-time education participated in this pilot study. The final version of VR-EAL achieved high scores on every sub-score of the VRNQ while its improved graphics substantially increased user experience and almost eradicated any signs or symptoms associated with VRISE during a 60 minute session.
Conclusion
This study provides valuable insights into how cognitive scientists can develop effective research and clinical software that addresses challenges related to VRISE and quality control using immersive virtual reality technology as a neuropsychological battery for assessing cognitive functions within a realistic storyline. Detailed procedures for participant recruitment and evaluation are also provided so researchers can easily replicate these results if needed or desired
Virtual reality (VR) head-mounted displays (HMD) appear to be effective research tools, which may address the problem of ecological validity in neuropsychological testing. However, their widespread implementation is hindered by VR induced symptoms and effects (VRISE) and the lack of skills in VR software development. This study offers guidelines for the development of VR software in cognitive neuroscience and neuropsychology, by describing and discussing the stages of the development of Virtual Reality Everyday Assessment Lab (VR-EAL), the first neuropsychological battery in immersive VR. Techniques for evaluating cognitive functions within a realistic storyline are discussed. The utility of various assets in Unity, software development kits, and other software are described so that cognitive scientists can overcome challenges pertinent to VRISE and the quality of the VR software. In addition, this pilot study attempts to evaluate VR-EAL in accordance with the necessary criteria for VR software for research purposes. The VR neuroscience questionnaire (VRNQ; Kourtesis et al., 2019b) was implemented to appraise the quality of the three versions of VR-EAL in terms of user experience, game mechanics, in-game assistance, and VRISE. Twenty-five participants aged between 20 and 45 years with 12-16 years of full-time education evaluated various versions of VR-EAL. The final version of VR-EAL achieved high scores in every sub-score of the VRNQ and exceeded its parsimonious cut-offs. It also appeared to have better in-game assistance and game mechanics, while its improved graphics substantially increased the quality of the user experience and almost eradicated VRISE. The results substantially support the feasibility of the development of effective VR research and clinical software without the presence of VRISE during a 60-minute VR session.