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Attention and impulsivity assessment using virtual reality games
The assessment of cognitive functions is mainly based on standardized neuropsychological tests, widely used in various fields such as personnel recruitment, education, or health. This paper presents a virtual reality game that allows collecting continuous measurements of both the performance and beh...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Nature Publishing Group UK
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10444747/ https://www.ncbi.nlm.nih.gov/pubmed/37608015 http://dx.doi.org/10.1038/s41598-023-40455-4 |
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author | Mendez-Encinas, David Sujar, Aaron Bayona, Sofia Delgado-Gomez, David |
author_facet | Mendez-Encinas, David Sujar, Aaron Bayona, Sofia Delgado-Gomez, David |
author_sort | Mendez-Encinas, David |
collection | PubMed |
description | The assessment of cognitive functions is mainly based on standardized neuropsychological tests, widely used in various fields such as personnel recruitment, education, or health. This paper presents a virtual reality game that allows collecting continuous measurements of both the performance and behaviour of the subject in an immersive, controllable, and naturalistic experience. The application registers variables related to the user’s eye movements through the use of virtual reality goggles, as well as variables of the game performance. We study how virtual reality can provide data to help predict scores on the Attention Control Scale Test and the Barratt Impulsiveness Scale. We design the application and test it with a pilot group. We build a random forest regressor model to predict the attention and impulsivity scales’ total score. When evaluating the performance of the model, we obtain a positive correlation with attention (0.434) and with impulsivity (0.382). In addition, our model identified that the most significant variables are the time spent looking at the target or at distractors, the eye movements variability, the number of blinks and the pupil dilation in both attention and impulsivity. Our results are consistent with previous results in the literature showing that it is possible to use data collected in virtual reality to predict the degree of attention and impulsivity. |
format | Online Article Text |
id | pubmed-10444747 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Nature Publishing Group UK |
record_format | MEDLINE/PubMed |
spelling | pubmed-104447472023-08-24 Attention and impulsivity assessment using virtual reality games Mendez-Encinas, David Sujar, Aaron Bayona, Sofia Delgado-Gomez, David Sci Rep Article The assessment of cognitive functions is mainly based on standardized neuropsychological tests, widely used in various fields such as personnel recruitment, education, or health. This paper presents a virtual reality game that allows collecting continuous measurements of both the performance and behaviour of the subject in an immersive, controllable, and naturalistic experience. The application registers variables related to the user’s eye movements through the use of virtual reality goggles, as well as variables of the game performance. We study how virtual reality can provide data to help predict scores on the Attention Control Scale Test and the Barratt Impulsiveness Scale. We design the application and test it with a pilot group. We build a random forest regressor model to predict the attention and impulsivity scales’ total score. When evaluating the performance of the model, we obtain a positive correlation with attention (0.434) and with impulsivity (0.382). In addition, our model identified that the most significant variables are the time spent looking at the target or at distractors, the eye movements variability, the number of blinks and the pupil dilation in both attention and impulsivity. Our results are consistent with previous results in the literature showing that it is possible to use data collected in virtual reality to predict the degree of attention and impulsivity. Nature Publishing Group UK 2023-08-22 /pmc/articles/PMC10444747/ /pubmed/37608015 http://dx.doi.org/10.1038/s41598-023-40455-4 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Article Mendez-Encinas, David Sujar, Aaron Bayona, Sofia Delgado-Gomez, David Attention and impulsivity assessment using virtual reality games |
title | Attention and impulsivity assessment using virtual reality games |
title_full | Attention and impulsivity assessment using virtual reality games |
title_fullStr | Attention and impulsivity assessment using virtual reality games |
title_full_unstemmed | Attention and impulsivity assessment using virtual reality games |
title_short | Attention and impulsivity assessment using virtual reality games |
title_sort | attention and impulsivity assessment using virtual reality games |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10444747/ https://www.ncbi.nlm.nih.gov/pubmed/37608015 http://dx.doi.org/10.1038/s41598-023-40455-4 |
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