2022
DOI: 10.1016/j.ijhcs.2021.102734
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Design of a toolkit for real-time executive function assessment in custom-made virtual experiences and interventions

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Cited by 15 publications
(16 citation statements)
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“…Regardless of the procedure [47,54] or the aim of the study [48,49,55] , none of the previous VR adaptations of the Simon and anker tasks were capable of making the most of the possibilities offered by virtual reality when transferring and testing these tasks in a creative, plausible and realistic way. The current work represents a new ecologically valid alternative for assessing inhibitory control as a relevant construct of executive functions.…”
Section: Discussionmentioning
confidence: 99%
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“…Regardless of the procedure [47,54] or the aim of the study [48,49,55] , none of the previous VR adaptations of the Simon and anker tasks were capable of making the most of the possibilities offered by virtual reality when transferring and testing these tasks in a creative, plausible and realistic way. The current work represents a new ecologically valid alternative for assessing inhibitory control as a relevant construct of executive functions.…”
Section: Discussionmentioning
confidence: 99%
“…New generation VR headsets are price-accessible and powerful enough to provide high-resolution stimuli presentation within realistic and interactive 3D environments, providing increased ecological validity, exibility, sensory feedback, and performance recording [40,41] -see Gaggioli [42] for an early review of VR application. In fact, there are many successful examples of the use of VR as an assessment tool for skills related to EF, such as working memory and task-switching [43] , cognitive load in navigation [44] , memory [45] , behavioural responses in eating disorders [46] and, more recently, cognitive function in terms of reasoning and attention switching [47] .…”
Section: Introductionmentioning
confidence: 99%
“…As participants could suffer from visual and hearing problems or have troubles with atten- tion, visual scenes have to be as simple as possible and search space should be reduced. During gameplay, simple and immediate data as a countdown timer, the number of remained chances to guess an answer, the current score or achieved goals are often shown to incentive the subject to answer as quickly and accurately as possible [3], [14], [17], [19], [20], [22], [24], [26], [28]- [31], [33], [38]- [41], [44], [49], [50], [52], [53], [71], [72], [79], [83], [96], [97], [99], [100], [106], [109], [115], [120], [124], [125], [130]- [132], [137], [138], [142], [150], [161], [164], [179], [191], [209], [211], [212], [231],…”
Section: Interaction Technologiesmentioning
confidence: 99%
“…Immediate feedback after actions can also be useful, as it could help the users knowing when they succeeded or failed and why, recognizing their errors, recovering strategies, reducing their frustration and increasing their motivation. To this purpose, multimodal feedback are often provided, through congratulation messages, hints or events, like objects disappearing if correctly selected or sounds of clapping hands to highlight the correctness of a given answer [4]- [6], [13], [20], [41], [43], [50], [57], [59], [106], [112], [125], [133], [162], [208], [210]- [212]. Finally, since the benefits of cognitive training might only be noticed in the long term, healthy competition is greatly appreciated as it can positively affect patients psychological well-being and promote social networking.…”
Section: Interaction Technologiesmentioning
confidence: 99%
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