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Chang M, Hong B, Savel K, Du J, Meade ME, Martin CB, Barense MD. Spatial context scaffolds long-term episodic richness of weaker real-world autobiographical memories in both older and younger adults. Memory 2024; 32:431-448. [PMID: 38557252 DOI: 10.1080/09658211.2024.2334008] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/06/2023] [Accepted: 03/11/2024] [Indexed: 04/04/2024]
Abstract
Remembering life experiences involves recalling not only what occurred (episodic details), but also where an event took place (spatial context), both of which decline with age. Although spatial context can cue episodic detail recollection, it is unknown whether initially recalling an event alongside greater reinstatement of spatial context protects memory for episodic details in the long term, and whether this is affected by age. Here, we analysed 1079 personally-experienced, real-world events from 29 older adults and 12 younger adults. Events were recalled first on average 6 weeks after they occurred and then again on average 24 weeks after they occurred. We developed a novel scoring protocol to quantify spatial contextual details and used the established Autobiographical Interview to quantify episodic details. We found improved recall of episodic details after a delay if those details had initially been recalled situated in greater spatial context. Notably, for both older and younger adults, this preservation was observed for memories initially recalled with low, but not high, numbers of episodic details, suggesting that spatial context aided episodic retrieval for memories that required more support. This work supports the notion that spatial context scaffolds detail-rich event recollection and inspires memory interventions that leverage this spatial scaffold.
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Affiliation(s)
- Miranda Chang
- Department of Psychology, University of Toronto, Toronto, Canada
- Department of Psychology, Simon Fraser University, Burnaby, Canada
| | - Bryan Hong
- Department of Psychology, University of Toronto, Toronto, Canada
| | - Katarina Savel
- Department of Psychology, University of Toronto, Toronto, Canada
| | - Jialin Du
- Department of Psychology, University of Toronto, Toronto, Canada
| | - Melissa E Meade
- Department of Psychology, Huron University College, London, Canada
| | - Chris B Martin
- Department of Psychology, Florida State University, Tallahassee, FL, USA
| | - Morgan D Barense
- Department of Psychology, University of Toronto, Toronto, Canada
- Rotman Research Institute, Baycrest Hospital, Toronto, Canada
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2
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Tung YH, Chang CY. How three-dimensional sketching environments affect spatial thinking: A functional magnetic resonance imaging study of virtual reality. PLoS One 2024; 19:e0294451. [PMID: 38466671 PMCID: PMC10927127 DOI: 10.1371/journal.pone.0294451] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2023] [Accepted: 10/31/2023] [Indexed: 03/13/2024] Open
Abstract
Designers rely on sketching to visualize and refine their initial ideas, and virtual reality (VR) tools now facilitate sketching in immersive 3D environments. However, little research has been conducted on the differences in the visual and spatial processes involved in 3D versus 2D sketching and their effects on cognition. This study investigated potential differences in spatial and visual functions related to the use of 3D versus 2D sketching media by analyzing functional magnetic resonance imaging (fMRI) data. We recruited 20 healthy, right-handed students from the Department of Horticulture and Landscape Architecture with at least three years of experience in freehand landscape drawing. Using an Oculus Quest VR headset controller and a 12.9-inch iPad Pro with an Apple Pencil, we tested participants individually with 3D and 2D sketching, respectively. When comparing 2D and 3D sketches, our fMRI results revealed significant differences in the activation of several brain regions, including the right middle temporal gyrus, both sides of the parietal lobe, and the left middle occipital gyrus. We also compared different sketching conditions, such as lines, geometrical objects (cube), and naturalistic objects (perspective view of a tree), and found significant differences in the spatial and visual recognition of brain areas that support visual recognition, composition, and spatial perception. This finding suggests that 3D sketching environments, such as VR, may activate more visual-spatial functions during sketching compared to 2D environments. The result highlights the potential of immersive sketching environments for design-related processes and spatial thinking.
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Affiliation(s)
- Yu-Hsin Tung
- Department of Horticulture and Landscape Architecture, National Taiwan University, Taipei, Taiwan
| | - Chun-Yen Chang
- Department of Horticulture and Landscape Architecture, National Taiwan University, Taipei, Taiwan
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3
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Cimadevilla JM, Nori R, Piccardi L. Application of Virtual Reality in Spatial Memory. Brain Sci 2023; 13:1621. [PMID: 38137069 PMCID: PMC10741597 DOI: 10.3390/brainsci13121621] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/11/2023] [Accepted: 10/23/2023] [Indexed: 12/24/2023] Open
Abstract
In recent years, virtual reality (VR) has become a widely used tool with a plethora of applications in neuroscience [...].
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Affiliation(s)
- José Manuel Cimadevilla
- Department of Psychology, University of Almeria, 04120 Almeria, Spain;
- Health Research Center, University of Almeria, 04120 Almeria, Spain
| | - Raffaella Nori
- Department of Psychology, University of Bologna, 40127 Bologna, Italy;
| | - Laura Piccardi
- Department of Psychology, Sapienza University of Rome, 00185 Rome, Italy
- San Raffaele Cassino Hospital, 03043 Cassino, Italy
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4
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Varela-Aldás JL, Buele J, Pérez D, Palacios-Navarro G. Memory rehabilitation during the COVID-19 pandemic. BMC Med Inform Decis Mak 2023; 23:195. [PMID: 37759259 PMCID: PMC10523730 DOI: 10.1186/s12911-023-02294-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/07/2022] [Accepted: 09/11/2023] [Indexed: 09/29/2023] Open
Abstract
BACKGROUND Loss of cognitive and executive functions is a problem that affects people of all ages. That is why it is important to perform exercises for memory training and prevent early cognitive deterioration. The aim of this work was to compare the cognitive performance of the participants after an intervention by using two mnemonic techniques to exercise memory functions (paired-associate learning and method of loci). METHODS A longitudinal study was conducted with 21 healthy participants aged 18 to 55 years over a 2-month period. To assess the impact of this proposal, the NEUROPSI brief battery cognitive assessment test was applied before and after the intervention. In each session, a previous cognitive training was carried out using the paired-associate learning technique, to later perform a task based on the loci method, all from a smart device-based application. The accuracy response and reaction times were automatically collected in the app. RESULTS After the intervention, a statistically significant improvement was obtained in the neuropsychological assessment (NEUROPSI neuropsychological battery) reflected by the Wilcoxon paired signed-rank test (P < .05). CONCLUSION The task based on the method of loci also reflected the well-known age-related effects common to memory assessment tasks. Episodic memory training using the method of loci can be successfully implemented using a smart device app. A stage-based methodological design allows to acquire mnemic skills gradually, obtaining a significant cognitive improvement in a short period of time.
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Affiliation(s)
- José Luis Varela-Aldás
- Centro de Investigaciones de Ciencias Humanas y de la Educación (CICHE), Universidad Indoamérica, Ambato, Ecuador
| | - Jorge Buele
- Centro de Investigaciones de Ciencias Humanas y de la Educación (CICHE), Universidad Indoamérica, Ambato, Ecuador
- Department of Electronic Engineering and Communications, University of Zaragoza, Teruel, Spain
| | - Doris Pérez
- Carrera de Psicología, Facultad de Ciencias de la Salud y Bienestar Humano, Universidad Indoamérica, Ambato, Ecuador
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Gasser C, Davachi L. Cross-Modal Facilitation of Episodic Memory by Sequential Action Execution. Psychol Sci 2023; 34:581-602. [PMID: 37027172 PMCID: PMC10331092 DOI: 10.1177/09567976231158292] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2022] [Accepted: 01/23/2023] [Indexed: 04/08/2023] Open
Abstract
Throughout our lives, the actions we produce are often highly familiar and repetitive (e.g., commuting to work). However, layered upon these routine actions are novel, episodic experiences. Substantial research has shown that prior knowledge can facilitate learning of conceptually related new information. But despite the central role our behavior plays in real-world experience, it remains unclear how engagement in a familiar sequence of actions influences memory for unrelated, nonmotor information coincident with those actions. To investigate this, we had healthy young adults encode novel items while simultaneously following a sequence of actions (key presses) that was either predictable and well-learned or random. Across three experiments (N = 80 each), we found that temporal order memory, but not item memory, was significantly enhanced for novel items encoded while participants executed predictable compared with random action sequences. These results suggest that engaging in familiar behaviors during novel learning scaffolds within-event temporal memory, an essential feature of episodic experiences.
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Affiliation(s)
| | - Lila Davachi
- Department of Psychology, Columbia University
- The Nathan S. Kline Institute for Psychiatric Research, Orangeburg, New York
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Varela-Aldás J, Buele J, López I, Palacios-Navarro G. Influence of Hand Tracking in Immersive Virtual Reality for Memory Assessment. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:4609. [PMID: 36901618 PMCID: PMC10002257 DOI: 10.3390/ijerph20054609] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/14/2023] [Revised: 02/26/2023] [Accepted: 03/03/2023] [Indexed: 06/18/2023]
Abstract
Few works analyze the parameters inherent to immersive virtual reality (IVR) in applications for memory evaluation. Specifically, hand tracking adds to the immersion of the system, placing the user in the first person with full awareness of the position of their hands. Thus, this work addresses the influence of hand tracking in memory assessment with IVR systems. For this, an application based on activities of daily living was developed, where the user must remember the location of the elements. The data collected by the application are the accuracy of the answers and the response time; the participants are 20 healthy subjects who pass the MoCA test with an age range between 18 to 60 years of age; the application was evaluated with classic controllers and with the hand tracking of the Oculus Quest 2. After the experimentation, the participants carried out presence (PQ), usability (UMUX), and satisfaction (USEQ) tests. The results indicate no difference with statistical significance between both experiments; controller experiments have 7.08% higher accuracy and 0.27 ys. faster response time. Contrary to expectations, presence was 1.3% lower for hand tracking, and usability (0.18%) and satisfaction (1.43%) had similar results. The findings indicate no evidence to determine better conditions in the evaluation of memory in this case of IVR with hand tracking.
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Affiliation(s)
- José Varela-Aldás
- Centro de Investigaciones de Ciencias Humanas y de la Educación—CICHE, Universidad Indoamérica, Ambato 180103, Ecuador
- SISAu Research Group, Facultad de Ingeniería, Industria y Producción FAINPRO, Universidad Indoamérica, Ambato 180103, Ecuador
| | - Jorge Buele
- SISAu Research Group, Facultad de Ingeniería, Industria y Producción FAINPRO, Universidad Indoamérica, Ambato 180103, Ecuador
- Department of Electronic Engineering and Communications, University of Zaragoza, 44003 Teruel, Spain
| | - Irene López
- SISAu Research Group, Facultad de Ingeniería, Industria y Producción FAINPRO, Universidad Indoamérica, Ambato 180103, Ecuador
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7
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Reggente N. VR for Cognition and Memory. Curr Top Behav Neurosci 2023; 65:189-232. [PMID: 37440126 DOI: 10.1007/7854_2023_425] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 07/14/2023]
Abstract
This chapter will provide a review of research into human cognition through the lens of VR-based paradigms for studying memory. Emphasis is placed on why VR increases the ecological validity of memory research and the implications of such enhancements.
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Affiliation(s)
- Nicco Reggente
- Institute for Advanced Consciousness Studies, Santa Monica, CA, USA.
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8
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Essoe JKY, Reggente N, Ohno AA, Baek YH, Dell'Italia J, Rissman J. Enhancing learning and retention with distinctive virtual reality environments and mental context reinstatement. NPJ SCIENCE OF LEARNING 2022; 7:31. [PMID: 36481776 PMCID: PMC9732332 DOI: 10.1038/s41539-022-00147-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 05/14/2022] [Accepted: 10/21/2022] [Indexed: 06/17/2023]
Abstract
Memory is inherently context-dependent: internal and environmental cues become bound to learnt information, and the later absence of these cues can impair recall. Here, we developed an approach to leverage context-dependence to optimise learning of challenging, interference-prone material. While navigating through desktop virtual reality (VR) contexts, participants learnt 80 foreign words in two phonetically similar languages. Those participants who learnt each language in its own unique context showed reduced interference and improved one-week retention (92%), relative to those who learnt the languages in the same context (76%)-however, this advantage was only apparent if participants subjectively experienced VR-based contexts as "real" environments. A follow-up fMRI experiment confirmed that reinstatement of brain activity patterns associated with the original encoding context during word retrieval was associated with improved recall performance. These findings establish that context-dependence can be harnessed with VR to optimise learning and showcase the important role of mental context reinstatement.
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Affiliation(s)
- Joey Ka-Yee Essoe
- Center for OCD, Anxiety, and Related Disorders for Children, Division of Child and Adolescent Psychiatry, Department of Psychiatry and Behavioral Sciences, The Johns Hopkins University School of Medicine, Baltimore, MD, 21205, USA
- Department of Psychology, University of California, Los Angeles, CA, 90095, USA
| | - Nicco Reggente
- Department of Psychology, University of California, Los Angeles, CA, 90095, USA
- Institute for Advanced Consciousness Studies, Santa Monica, CA, 90403, USA
| | - Ai Aileen Ohno
- Department of Psychology, University of California, Los Angeles, CA, 90095, USA
- School of Medicine, California University of Science and Medicine, Colton, CA, 92324, USA
| | - Younji Hera Baek
- Department of Psychology, University of California, Los Angeles, CA, 90095, USA
- Division of Psychology, Communication, and Human Neuroscience, School of Health Sciences, Faculty of Biology, Medicine and Health, University of Manchester, Manchester, M13 9PL, UK
| | - John Dell'Italia
- Department of Psychology, University of California, Los Angeles, CA, 90095, USA
- Birmingham Veterans Affairs, Birmingham, AL, 35233, USA
| | - Jesse Rissman
- Department of Psychology, University of California, Los Angeles, CA, 90095, USA.
- Department of Psychiatry & Biobehavioral Sciences, University of California, Los Angeles, CA, 90095, USA.
- Brain Research Institute, University of California, Los Angeles, CA, 90095, USA.
- Integrative Center for Learning and Memory, University of California, Los Angeles, CA, 90095, USA.
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9
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Juan MC, Elexpuru J, Dias P, Santos BS, Amorim P. Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction. VIRTUAL REALITY 2022; 27:1157-1171. [PMID: 36475065 PMCID: PMC9715412 DOI: 10.1007/s10055-022-00722-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/10/2022] [Accepted: 11/15/2022] [Indexed: 06/05/2023]
Abstract
Virtual reality shows great potential as an alternative to traditional therapies for motor rehabilitation given its ability to immerse the user in engaging scenarios that abstract them from medical facilities and tedious rehabilitation exercises. This paper presents a virtual reality application that includes three serious games and that was developed for motor rehabilitation. It uses a standalone headset and the user's hands without the need for any controller for interaction. Interacting with an immersive virtual reality environment using only natural hand gestures involves an interaction that is similar to that of real life, which would be especially desirable for patients with motor problems. A study involving 28 participants (4 with motor problems) was carried out to compare two types of interaction (hands vs. controllers). All of the participants completed the exercises. No significant differences were found in the number of attempts necessary to complete the games using the two types of interaction. The group that used controllers required less time to complete the exercise. The performance outcomes were independent of the gender and age of the participants. The subjective assessment of the participants with motor problems was not significantly different from the rest of the participants. With regard to the interaction type, the participants mostly preferred the interaction using their hands (78.5%). All four participants with motor problems preferred the hand interaction. These results suggest that the interaction with the user's hands together with standalone headsets could improve motivation, be well accepted by motor rehabilitation patients, and help to complete exercise therapy at home.
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Affiliation(s)
- M.-Carmen Juan
- Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, C/Camino de Vera, S/N, 46022 Valencia, Spain
| | - Julen Elexpuru
- Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, C/Camino de Vera, S/N, 46022 Valencia, Spain
| | - Paulo Dias
- Department of Electronics Telecommunications and Informatics (DETI), University of Aveiro, Aveiro, Portugal
| | - Beatriz Sousa Santos
- Department of Electronics Telecommunications and Informatics (DETI), University of Aveiro, Aveiro, Portugal
| | - Paula Amorim
- Centre Region Rehabilitation Medicine Centre Rovisco Pais (CMRRC-RP), Tocha, Portugal
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10
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Lenormand D, Piolino P. In search of a naturalistic neuroimaging approach: Exploration of general feasibility through the case of VR-fMRI and application in the domain of episodic memory. Neurosci Biobehav Rev 2021; 133:104499. [PMID: 34914938 DOI: 10.1016/j.neubiorev.2021.12.022] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/29/2021] [Revised: 12/10/2021] [Accepted: 12/10/2021] [Indexed: 12/22/2022]
Abstract
Virtual Reality (VR) is an increasingly widespread tool for research as it allows the creation of experiments taking place in multimodal and daily-life-like environments, while keeping a strong experimental control. Adding neuroimaging to VR leads to a better understanding of the underlying brain networks activated during a naturalistic task, whether for research purposes or rehabilitation. The present paper focuses on the specific use of concurrent VR and fMRI and its technical challenges and feasibility, with a brief examination of the general existing solutions. Following the PRISMA guidelines, the review investigates the particular case of how VR-fMRI has explored episodic memory so far, with a comparison of object- and place-based episodic memory. This review confirms the involvement of cerebral regions well-known to be implicated in episodic memory and unravels other regions devoted to bodily and narrative aspects of the self, promoting new avenues of research in the domain of naturalistic episodic memory. Future studies should develop more immersive and interactive virtual neuroimaging features to increase ecological and embodied neurocognition aspects.
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Affiliation(s)
- Diane Lenormand
- Université de Paris, MC(2)Lab, 71 avenue Edouard Vaillant, 92100, Boulogne-Billancourt, France.
| | - Pascale Piolino
- Université de Paris, MC(2)Lab, 71 avenue Edouard Vaillant, 92100, Boulogne-Billancourt, France; Institut Universitaire de France (IUF), Paris, France
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11
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Kuhrt D, St John NR, Bellmund JLS, Kaplan R, Doeller CF. An immersive first-person navigation task for abstract knowledge acquisition. Sci Rep 2021; 11:5612. [PMID: 33692382 PMCID: PMC7947005 DOI: 10.1038/s41598-021-84599-7] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2020] [Accepted: 12/22/2020] [Indexed: 11/09/2022] Open
Abstract
Advances in virtual reality (VR) technology have greatly benefited spatial navigation research. By presenting space in a controlled manner, changing aspects of the environment one at a time or manipulating the gain from different sensory inputs, the mechanisms underlying spatial behaviour can be investigated. In parallel, a growing body of evidence suggests that the processes involved in spatial navigation extend to non-spatial domains. Here, we leverage VR technology advances to test whether participants can navigate abstract knowledge. We designed a two-dimensional quantity space-presented using a head-mounted display-to test if participants can navigate abstract knowledge using a first-person perspective navigation paradigm. To investigate the effect of physical movement, we divided participants into two groups: one walking and rotating on a motion platform, the other group using a gamepad to move through the abstract space. We found that both groups learned to navigate using a first-person perspective and formed accurate representations of the abstract space. Interestingly, navigation in the quantity space resembled behavioural patterns observed in navigation studies using environments with natural visuospatial cues. Notably, both groups demonstrated similar patterns of learning. Taken together, these results imply that both self-movement and remote exploration can be used to learn the relational mapping between abstract stimuli.
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Affiliation(s)
- Doerte Kuhrt
- Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway.
| | - Natalie R St John
- Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway
| | - Jacob L S Bellmund
- Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
| | - Raphael Kaplan
- Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway
| | - Christian F Doeller
- Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway. .,Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany.
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12
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Leyer M, Aysolmaz B, Brown R, Türkay S, Reijers HA. Process training for industrial organisations using 3D environments: An empirical analysis. COMPUT IND 2021. [DOI: 10.1016/j.compind.2020.103346] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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13
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vIS: An Immersive Virtual Storytelling System for Vocational Training. APPLIED SCIENCES-BASEL 2020. [DOI: 10.3390/app10228143] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/26/2022]
Abstract
Storytelling has been established as a proven method to effectively communicate and assist in knowledge transfer. In recent years, there has been growing interest in improving the training and learning domain by using advanced technology such as Virtual Reality (VR). However, a gap exists between storytelling and VR, and it is as yet unclear how they can be combined to form an effective system that not only maintains the level of engagement and immersion provided by VR technology but also provides the core strengths of storytelling. In this paper, we present vIS, a Vocational Immersive Storytelling system, which bridges the gap between storytelling and VR. vIS focuses on vocational training, in which users are trained on how to use a mechanical micrometer by employing a creative fictional story embedded inside a virtual manufacturing plant’s workplace. For the evaluation, a two-phase user study with 30 participants was conducted to measure the system’s effectiveness and improvements in long-term training, as well as to examine user experience against traditional methods of training—2D videos and textual manuals. The results indicate that the user’s ability to retain their training after seven days was nearly equal for vIS and the 2D video-based technique and was considerably higher than the text-based technique.
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14
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Schneider F, Horowitz A, Lesch KP, Dandekar T. Delaying memory decline: different options and emerging solutions. Transl Psychiatry 2020; 10:13. [PMID: 32066684 PMCID: PMC7026464 DOI: 10.1038/s41398-020-0697-x] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/23/2018] [Revised: 11/28/2019] [Accepted: 12/08/2019] [Indexed: 12/13/2022] Open
Abstract
Memory decline can be a devastating disease and increases in aging Western populations. Memory enhancement technologies hold promise for this and other conditions. Approaches include stem cell transplantation, which improved memory in several animal studies as well as vaccination against Alzheimer´s disease (AD) by β-amyloid antibodies. For a positive clinical effect, the vaccine should probably be administered over a long period of time and before amyloid pathologies manifest in the brain. Different drugs, such as erythropoietin or antiplatelet therapy, improve memory in neuropsychiatric diseases or AD or at least in animal studies. Omega-3 polyunsaturated fatty acid-rich diets improve memory through the gut-brain axis by altering the gut flora through probiotics. Sports, dancing, and memory techniques (e.g., Method of Loci) utilize behavioral approaches for memory enhancement, and were effective in several studies. Augmented reality (AR) is an auspicious way for enhancing memory in real time. Future approaches may include memory prosthesis for head-injured patients and light therapy for restoring memory in AD. Memory enhancement in humans in health and disease holds big promises for the future. Memory training helps only in mild or no impairment. Clinical application requires further investigation.
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Affiliation(s)
- Felicitas Schneider
- grid.8379.50000 0001 1958 8658Department of Bioinformatics, Biocenter, University of Würzburg, 97074 Würzburg, Germany
| | - Alan Horowitz
- grid.8379.50000 0001 1958 8658Department of Bioinformatics, Biocenter, University of Würzburg, 97074 Würzburg, Germany
| | - Klaus-Peter Lesch
- grid.8379.50000 0001 1958 8658Division of Molecular Psychiatry, Laboratory of Translational Neuroscience, Center of Mental Health, University of Würzburg, Würzburg, Germany ,grid.448878.f0000 0001 2288 8774Laboratory of Psychiatric Neurobiology, Institute of Molecular Medicine, I.M. Sechenov First Moscow State Medical University, Moscow, Russia ,grid.5012.60000 0001 0481 6099Department of Psychiatry and Psychology, School for Mental Health and Neuroscience (MHeNS), Maastricht University, Maastricht, The Netherlands
| | - Thomas Dandekar
- Department of Bioinformatics, Biocenter, University of Würzburg, 97074, Würzburg, Germany. .,EMBL, Computational Biology and Structures Program, 69117, Heidelberg, Germany.
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