Virtual reality (VR) is a promising rehabilitation tool that simulates realistic stimuli while avoiding real-world risks. However, performance on physical tasks is known to be influenced by cognitive factors such as visuospatial ability. To better understand the relationship between cognitive factors and physical performance in VR, our lab developed a novel VR tool resembling cooking, which is an instrumental activity of daily living involving gross upper-limb movements. The task includes two recipes (stew, pie) presented in two levels of visual complexity (simple, complex).
Determine the influence of 1) individual cognitive ability and 2) graphical complexity on VR task performance.
Preliminary results from young adults revealed:
(1) greater WAIS Block Design score (a standard measure of visuospatial ability) correlates with better VR performance (interaction and movement efficiency), and
(2) increased visual complexity (e.g., detail level, shapes, distractions) is associated with decreased VR performance.
Serious games are an engaging approach to help children with ADHD improve attention. Prior work has largely taken a clinical perspective, focusing on objective cognitive outcomes while leaving the perceptions and experiences of children and their caregivers underexplored. To address this gap, NeuroWorld DTx was utilized by educators in a preliminary study and by children in a home-based deployment study.
1) To what extent can serious games maintain engagement and adherence outside of clinical settings?
2) Can serious games achieve educational benefits, even when they are less fun than entertainment games?
3) In what ways do serious games influence real-world behavior and activities?
Despite NeuroWorld being less fun than entertainment games, children demonstrated engagement, adherence, and self-efficacy. Findings also highlight the perceived importance of the game as a motivating factor, as well as the role of positive experiences as an additional outcome beyond cognitive training.
Work in progress!