Edited by: Massimo Bergamasco, Sant’Anna School of Advanced Studies, Italy
Reviewed by: Pedro Gamito, Universidade Lusófona, Portugal; Pascual Gonzalez, University of Castilla La Mancha, Spain
This article was submitted to Human-Media Interaction, a section of the journal Frontiers in Psychology
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Memory decline associated with physiological aging and age-related neurological disorders has a direct impact on quality of life for seniors. With demographic aging, the assessment of cognitive functions is gaining importance, as early diagnosis can lead to more effective cognitive interventions. In comparison to classic paper-and-pencil approaches, virtual reality (VR) could offer an ecologically valid environment for assessment and remediation of cognitive deficits. Despite the rapid development and application of new technologies, the results of studies aimed at the role of VR immersion in assessing cognitive performance and the use of VR in aging populations are often ambiguous. VR can be presented in a less immersive form, with a desktop platform, or with more advanced technologies like head-mounted displays (HMDs). Both these VR platforms are associated with certain advantages and disadvantages. In this study, we investigated age-related differences related to the use of desktop and HMD platforms during memory assessment using an intra-subject design. Groups of seniors (
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Cognitive functions play an important role in our everyday lives, governing our thoughts and actions and enabling successful adaptation to changes occurring in the surrounding environment (
Memory deficit is usually assessed using classic paper-and-pencil neuropsychological methods; such methods have been questioned for their lack of ecological validity since 1978 (
Important term linked to VR is immersion. Immersion was defined by
Despite the obvious benefits of HMD technology (multisensory stimulation, tracking of the head and body movements, higher sense of presence), results of previous studies are not conclusive in terms of the advantages of HMD in assessing cognitive performance nor in its usability in the senior population. Previous studies have shown superior performance either using HMD (
The aims of our study are:
To evaluate the possible effects of immersion level on episodic memory performance for diagnostic purposes;
To evaluate user experiences of immersive and non-immersive technology across different age groups; and
To test the validity of a memory task designed in a complex ecologically valid virtual environment in young adults and seniors in terms of the applied immersion level.
We used an intra-subject design to investigate the role of the level of immersion on performance and user experience in memory assessment. We were interested in the difference in acceptance as evaluated by seniors (60 years and older) and by young adults (up to 40 years old). HMD has been previously considered more intuitive and motivating (
Thirty-six seniors (13 males and 23 females, mean age = 69.47; SD = 7.39; age range = 60–91) and 25 young adults (9 males and 16 females, mean age = 25.4; SD = 5.13; age range = 19–39) voluntarily participated in this study. All participants signed an informed consent form containing information about the experiment procedure and exclusion criteria. The study was approved by the ethics committee of the NIMH in Klecany. Seniors were recruited from the database of the Department of Cognitive Disorders (NIMH) where they were neuropsychologically evaluated and classified as cognitively healthy. Young adults were recruited from the NIMH database of healthy volunteers to be matched in sex and education level to the group of seniors. Participants were not included in the study if they had major neurological disorders, diagnosed psychiatric illness, recent traumatic brain injury, brain surgery, or another illness involving major visual or movement impairment that would prevent them from participating in the experiment. The groups did not differ in demographic characteristics (apart from age). Detailed characteristics of the groups of seniors and young adults are presented in
Summary table of demographic characteristics for individual age groups.
Age | 69.47 (7.39) | 25.40 (5.13) | |||
Sex | Males | 13 (36.1%) | 9 (36%) | ||
Females | 23 (63.9%) | 16 (64%) | |||
Level of education | Vocational school | 3 (8.3%) | 0 (0%) | ||
High school | 15 (41.7%) | 13 (52%) | |||
University degree | 18 (50%) | 12 (48%) | |||
Education (Years) | 15.89 (3.86) | 17.24 (3.8) | −1.353 | 0.181 |
Distribution of group characteristics related to their experience with computers and virtual reality. The graphs show the frequency of the answers to the specific statements from the usability questionnaire part I (see
All participants were assessed using standard neuropsychological methods to briefly evaluate their cognitive performance, particularly learning and declarative memory, psychomotor speed, and mental flexibility.
The Czech version of the Rey Auditory Verbal Learning Test (RAVLT) (
The Czech version of the Trail Making Test (TMT) (
The virtual Supermarket Shopping Task (vSST) was specifically designed using Unity Engine software
The virtual environment of the vSST resembles a grocery store in which the subject is supposed to remember a shopping list and later find and collect recalled items in the virtual shop. Prior to the beginning of the testing, the participant has time to explore the VE and to become familiar with the control system. The length of the
The vSST had four consecutive levels of increasing difficulty (requiring remembering three, five, seven, and nine items on the shopping list). The first trial, with three items, was meant as a pretraining trial and its results were not further analyzed. The length of the acquisition phase increased automatically by 5 s for each item added to the list (i.e., 15 s for three items; 25 s for five items; 35 s for seven items; 45 s for nine items). After completing each recall phase, the results (number of errors, trial time, and trajectory) were presented to the participant. The beginning of the next acquisition phase was controlled by the participant, who could start off the next trial by pressing a confirmation button with the mouse or with the HTC VIVE controller.
In order to allow for repeated assessment using the vSST, two task variants of the shopping list were created for each difficulty level (variant A and variant B). Both variants were demonstrated to be comparable in terms of difficulty in the previous study (
The vSST makes it possible to evaluate three main variables: errors (omissions – missing items, and intrusions – additional items) committed while recalling individual items from the shopping list, time spent solving the task (recalling and picking up the item) and trajectory length (distance traveled in VE). For the purposes of this study, we report only the number of errors directly related to memory recall. Moreover, the movement control was different across the platforms (teleportation in HMD together with free real-world movements vs. walking using a keyboard in the desktop platform); therefore, platforms are not fully comparable in terms of trajectory traveled and solving time.
For this study, we developed a 55-item usability questionnaire inspired by previous usability studies (
Structure of usability questionnaire.
UQ I | Demographics and PC experience | 12 items | Demographic information (sex, age, education, etc.), previous experience with PC, video games, and HMD games |
UQ II HMD | User experience with HMD platform | 16 items | Intelligibility, difficulty, pleasantness, input controls, and comfort associated with HMD platform |
UQ II D | User experience with desktop platform | 14 items | Intelligibility, difficulty, pleasantness, input controls of desktop platform |
UQ III | Comparing platforms | 13 items | Direct comparison of the platforms in terms of input controls, intelligibility, preference, enjoyment, and spatial orientation. The participants stated their individual preference in both directions in randomized order (e.g., “Spatial orientation was easier for me when the task was presented on desktop” vs. “Spatial orientation was easier for me when the task was presented in HMD”). |
The experiment was conducted in a NIMH VR lab which was a 7 m long × 5 m wide × 3.5 m high open space. HTC VIVE was used as the HMD platform, with a display resolution of 1080 × 1200 pixels per eye. The motor activity of the participants was tracked using the HTC VIVE headset and controller. The movement in VE was enabled using teleport on the HTC VIVE controller (trackpad) and also by physically walking around the room (walking was limited by the room parameters). The controller trigger was used for the selection of objects. For the desktop platform, a 24-inch monitor with a display resolution of 1920 × 1080 pixels was used. The participants controlled their movements and pick up/drop actions using the keyboard arrows and a computer mouse.
To compare platform usability and platform influence on measured performance, we used an intra-subject design with a counterbalanced order. The participants performed vSST in two conditions with different levels of immersion according to the platform applied: HMD and desktop. During the experiment, we counterbalanced both the order of the platforms (HMD/desktop) and the two vSST task variants (A/B – sets of the lists to remember) to minimize the practice effect on repeatedly measured performance.
After performing the vSST using the first platform selected according to the counterbalanced order (HMD/desktop, see
The experimental design of the task Figure
The statistical analysis was performed using statistical software IBM SPSS Statistics 19. The group differences in the standard cognitive assessment were analyzed by Mann-Whitney
In order to compare both tested groups in terms of cognitive functioning controlled by the age effect, prior to the statistical analysis, the raw data acquired from the standard neuropsychological methods were transformed to percentiles according to the Czech normative data (
Results of the cognitive assessment.
RAVLT (I-V) | |||||
271.5 | 0.114 | ||||
RAVLT delayed | |||||
305.5 | 0.322 | ||||
TMT-A | |||||
308.5 | 0.073 | ||||
TMT-B | |||||
386.5 | 0.682 |
In vSST, we were mainly interested in the number of errors as a parameter measuring the recall accuracy crucial for assessing memory abilities.
In the statistical comparison, we analyzed cumulative errors consisting of combined omission and intrusion errors made during three levels of task difficulty (for five, seven, and nine items on the list). We used a general linear model (GLM) with ANOVA for repeated measures with
Boxplot for cumulative vSST errors (group/platform). The vSST errors are presented separately for specific age groups and according to the used platform. Boxplots represent the following information: the line is plotted at the median, the box extends from the 25th to 75th percentiles, the whiskers are drawn up/down to the 10th and 90th percentile, and points represent the outliers. The results of statistical analysis are visualized as follows: full line markers represent the group effect and group*platform interaction; significance levels are presented as ∗∗∗
Boxplot for cumulative vSST errors (group/platform/order). The vSST errors are presented for specific age groups and according to the platform. The platform order is displayed by separate graphs. Boxplots represent the following information – the line is plotted at the median, the box extends from the 25th to 75th percentiles, the whiskers are drawn up/down to the 10th and 90th percentile, and points represent the outliers. The results of statistical analysis are visualized as follows: full line markers represent the platform *order interaction effect presented separately for each platform order; significance levels are presented as ∗∗∗
The Tukey
Using the Wilcoxon signed rank test, we analyzed particular vSST errors in individual trials for each tested group to further investigate the variance between the platforms. After applying Bonferroni correction for repeated statistical tests, the difference between the two platforms was not significant in terms of individual vSST errors.
Number of errors in individual trials of vSST for each platform and group.
Group of seniors | 5 items | Intrusion errors | ||||
Omission errors | ||||||
Total errors | –1.28 | 0.199 | ||||
7 items | Intrusion errors | |||||
Omission errors | ||||||
Total errors | –1.88 | 0.059 | ||||
9 items | Intrusion errors | |||||
Omission errors | ||||||
Total errors | –2.2 | 0.027 | ||||
Group of young adults | 5 items | Intrusion errors | ||||
Omission errors | ||||||
Total errors | –0.67 | 0.499 | ||||
7 items | Intrusion errors | |||||
Omission errors | ||||||
Total errors | –0.32 | 0.749 | ||||
9 items | Intrusion errors | |||||
Omission errors | ||||||
Total errors | –0.08 | 0.929 |
We applied a general linear model (GLM) with ANOVA for repeated measures with
Boxplots of cumulative scores of the Usability questionnaire. Boxplots represent the following information – the line is plotted at the median, box extends from the 25th to 75th percentiles, the whiskers are drawn up/down to the 10th and 90th percentile, and points represent the outliers. The results of statistical analysis are visualized as follows: full line markers represent the group effect, dashed line markers represent group*platform interaction effects, significance levels are presented as ∗∗∗
The analysis revealed a main effect of
For further analysis of this interaction effect, we used the Tukey
In addition to cumulative scores calculated for individual platforms and groups, we analyzed the results for individual items from sections UQ II HMD and UQ II D. Because of the Likert scale usage, we investigated the difference between the platforms with a non-parametric Wilcoxon-signed rank test. After Bonferroni correction for repeated statistical comparison (α = 0.01), we observed a significant difference between the platforms only in the group of young adults. Specifically, the young adults preferred HMD (mean 4.2, SD = 1.11) over the desktop platform (mean 2.04, SD = 0.97),
Mean score of individual questions.
Group of seniors | Intelligibility | –1.66 | 0.097 | ||
Preference | –0.07 | 0.948 | |||
Spatial orientation | –1.3 | 0.195 | |||
Input controls | –1.77 | 0.077 | |||
Enjoyment | –0.16 | 0.874 | |||
Group of young adults | Intelligibility | –0.83 | 0.408 | ||
Preference | –3.42 | 0.001* | |||
Spatial orientation | –1.01 | 0.315 | |||
Input controls | –0.09 | 0.926 | |||
Enjoyment | 2 (0.81) | –3.98 |
In the usability questionnaire sections UQ II HMD and UQ II D, we asked participants about the adverse effects of the specific platform. The participants were asked about unpleasant feelings connected with the task; if they reported the presence of unpleasant feelings, they were asked to specify the feeling
The incidence of reported side effects associated with VR experience.
Six (17%) of the participants reported “feeling sick” with the HMD platform. Specifically, four seniors felt disoriented, three felt nauseous, three felt dizzy, two experienced headaches, two experienced dry eyes or eye fatigue while using HMD. | One senior (3%) reported “feeling sick” with the desktop platform. Specifically, the participant reported experiencing headache during the experiment. | |
None of the participants reported unpleasant feelings connected with the usage of HMD. | None of the participants reported “feeling sick” while completing the vSST on desktop. |
The main findings of the presented study are the significant age-related differences across the tested VR platforms (HMD vs. desktop) that were identified not only in terms of assessed performance but also in user experience. This age-related effect is not surprising as the addressed groups typically differ in experience with new technologies, of which HMD is an example.
The study aimed to evaluate possible effects of immersion level (desktop vs. HMD platform) on the ability to recall items from a presented shopping list (participant accuracy was expressed as the number of errors in the vSST task). According to our results, the seniors made significantly more errors when using the HMD platform than when using the desktop platform. The vSST recall performance of the young adults was stable regardless of the platform used. Our findings for the senior group are in accordance with some previous studies investigating navigation and spatial memory (
Other studies favor the HMD platform in terms of spatial memory recall (
We speculate that the presentation of the recall tasks in HMD can lead to perceptual or cognitive overload; the participants are present “inside” a virtual environment with possibly higher perceptual stimulation (
On the other hand, the higher stimulation and distraction of the HMD platform might in some way reflect its higher ecological validity in comparison to the desktop platform. For this reason, it would be beneficial to add an extra measure of ecological validity in future comparative studies.
Importantly, most of the mentioned studies did not investigate age-related differences. Such a comparison, in terms of acceptance of new technologies and memory assessment, is important, as memory decline is typical in older adults (
Regardless of the observed effect of platform on performance in the memory task in seniors, the fact that the group of seniors performed worse in both platforms than the group of young adults confirms the validity of vSST for memory assessment. The validity of the task was also indicated in previous studies conducted on healthy young adults and patients with chronic schizophrenia (
By counterbalancing the order of the platforms and task variants applied we controlled for possible effects of fatigue and practice effect. A similar approach was applied in other studies (
Several possible factors might have induced this interaction effect. We argue that the HMD performance might be influenced by the fatigue of the subjects (due to the repeated measurement); the results would differ with the desktop platform, as most of the participants had previous experience with the desktop but not with the HMD platform. Higher sensitivity to fatigue in seniors (
According to the results of the usability questionnaire, the user experience with HMD or desktop platforms is not comparable across the different age groups. The seniors evaluated the HMD experience differently than the young adult subjects. In general, the young adults evaluated the experience with higher scores than the seniors did. However, in the cumulative score of the questionnaire, we found no significant preference for HMD or desktop platform in the young adult or senior participants. The fact that the young adults scored higher in the usability questionnaire than seniors did regardless of the platform may reflect a difference in their attitude toward the specific task or toward computer technology in general.
In respect to individual categories evaluated in the usability questionnaire, the participants in our study favored neither HMD nor desktop platforms in terms of input controls or intelligibility of the task. Nevertheless, the younger adults stated that they liked the HMD platform more than desktop platform. Similarly, the younger participants enjoyed the experience of using HMD more than using the desktop platform. Our findings are in line with the results of previous studies that favored the HMD platform over desktop and screen platforms (
On the other hand, the user experience evaluated by seniors in our study did not reflect these findings as the seniors preferred neither HMD nor the desktop platform. Unfortunately, to our knowledge, the existing studies comparing the two platforms in cognitive assessments did not involve older adults. The only exception is the study by
Considering the adverse effects of immersive virtual reality, the presence of typical side effects associated with HMD were very low among seniors. Moreover, no cybersickness symptoms were reported in the group of young adults. The higher acceptance of immersive VR in this study without negative side effects could be associated with the design and navigation system used in the task (combination of teleport and active movement).
Despite our effort to control for other confounding factors (e.g., by a counterbalanced order of the platforms), we admit that the differences observed in the task performance could have been influenced by other variables.
In particular, the inferior performance in HMD observed in the group of seniors could be associated with the small but important distinction of the experimental procedure. In contrast to the desktop platform, during the HMD condition the participant was instructed first to take off the HMD and then to sit at a nearby table and play a visuospatial game LEU (used as a distractor in both platforms). Thus, with the HMD platform, there was a specific additional distractor in the form of removing the HMD glasses. Moreover, the participants were standing during HMD and sitting while using desktop platform. The different motor involvement in the task and different control system could influence task performance. This effect could be even stronger in a group of seniors with lower visuospatial coordination abilities (
Despite the investigation of the role of immersion, we did not study the sense of presence that is typically measured by questionnaires (
Finally, despite the reasonable number of participants recruited in this study, the number of subjects with limited or no PC experience made it impossible to evaluate the possible benefits of HMD technology in such participants, especially in the group of seniors. Future studies should investigate the role of ecological validity in terms of VR immersion level and behavioral outcomes of the participants.
In the presented study, we studied the age-related differences between HMD and desktop platforms in memory assessment using an intra-subject design. Groups of seniors and young adults performed a virtual Supermarket Shopping task aimed at episodic memory using HMD and desktop platforms in a counterbalanced order. We focused on the role of the level of immersion on the task performance and its usability. According to our results, the senior performances were inferior in HMD in contrast to the desktop platform. The measured performance of the young adults was stable and comparable regardless of the platform used. In the context of the diagnostic application of VR tasks in seniors, our results indicate that it is necessary to create separate normative data for the task, dependent on the VR platform used for the assessment. Furthermore, the HMD platform was more influenced by fatigue of the participants, as the performance was lower on HMD for both groups when performing HMD as the second platform. In general, the seniors evaluated their user experience lower than the young adults did regardless of the platform used. We did not find any significant platform-related differences in overall user experience in any of the tested groups. However, according to the data obtained in individual items of the questionnaire, the young adults tended to prefer HMD over the desktop platform.
Our results indicate that performing the task with HMD may be more difficult than with the desktop platform; this difficulty may be associated with perceptual overload in the senior subjects. It might also indicate the superior ecological validity of the HMD presented task; this possibility should be studied further. The fact that the user experience did not differ across the platforms used and only minimal side effects were reported indicate that highly immersive technology may be well accepted by aging adults. This may have implications for the further use of HMD in cognitive remediation; this has been proposed in previous studies (
This study was carried out in accordance with the recommendations of “NIMH CZ Ethics Committee” with written informed consent from all subjects. All subjects gave written informed consent in accordance with the Declaration of Helsinki. The protocol was approved by the “NIMH CZ Ethics Committee.”
AP was responsible for the design of the experiment and data collection. VS developed the virtual supermarket shopping task. DF was responsible for recruiting the participants. IF supervised the whole study and together with AP was responsible for writing the manuscript.
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
We would like to thank Aleš Bartoš and his team at the Department of Cognitive Disorders NIMH who were responsible for creating the database of healthy senior participants that allowed us to recruit this group of volunteers. We thank Jan Šeliga for the preparing the cumulative dataset, and the students who participated in recruiting and assessing the volunteers, mainly Filip Havlík, Markéta Slezáková, and Hana Šrámková. We also thank Dr. Tereza Nekovářová for her feedback on the study design.
The Supplementary Material for this article can be found online at: