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Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments

BACKGROUND: Virtual reality (VR) enables objective and accurate measurement of behavior in ecologically valid and safe environments, while controlling the delivery of stimuli and maintaining standardized measurement protocols. Despite this potential, studies that compare virtual and real-world perfo...

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Autores principales: Kafri, Michal, Weiss, Patrice L., Zeilig, Gabriel, Bondi, Moshe, Baum-Cohen, Ilanit, Kizony, Rachel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7871373/
https://www.ncbi.nlm.nih.gov/pubmed/33557894
http://dx.doi.org/10.1186/s12984-021-00830-6
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author Kafri, Michal
Weiss, Patrice L.
Zeilig, Gabriel
Bondi, Moshe
Baum-Cohen, Ilanit
Kizony, Rachel
author_facet Kafri, Michal
Weiss, Patrice L.
Zeilig, Gabriel
Bondi, Moshe
Baum-Cohen, Ilanit
Kizony, Rachel
author_sort Kafri, Michal
collection PubMed
description BACKGROUND: Virtual reality (VR) enables objective and accurate measurement of behavior in ecologically valid and safe environments, while controlling the delivery of stimuli and maintaining standardized measurement protocols. Despite this potential, studies that compare virtual and real-world performance of complex daily activities are scarce. This study aimed to compare cognitive strategies and gait characteristics of young and older healthy adults as they engaged in a complex task while navigating in a real shopping mall and a high-fidelity virtual replica of the mall. METHODS: Seventeen older adults (mean (SD) age = 71.2 (5.6) years, 64% males) and 17 young adults (26.7 (3.7) years, 35% males) participated. In two separate sessions they performed the Multiple Errands Test (MET) in a real-world mall or the Virtual MET (VMET) in the virtual environment. The real-world environment was a small shopping area and the virtual environment was created within the CAREN™ (Computer Assisted Rehabilitation Environment) Integrated Reality System. The performance of the task was assessed using motor and physiological measures (gait parameters and heart rate), MET or VMET time and score, and navigation efficiency (cognitive performance and strategy). Between (age groups) and within (environment) differences were analyzed with ANOVA repeated measures. RESULTS: There were no significant age effects for any of the gait parameters but there were significant environment effects such that both age groups walked faster (F((1,32)) = 154.96, p < 0.0001) with higher step lengths (F((1,32)) = 86.36, p < 0.0001), had lower spatial and temporal gait variability (F((1,32)) = 95.71–36.06, p < 0.0001) and lower heart rate (F((1,32)) = 13.40, p < 0.01) in the real-world. There were significant age effects for MET/VMET scores (F((1,32)) = 19.77, p < 0.0001) and total time (F((1,32)) = 11.74, p < 0.05) indicating better performance of the younger group, and a significant environment effect for navigation efficiency (F((1,32)) = 7.6, p < 0.01) that was more efficient in the virtual environment. CONCLUSIONS: This comprehensive, ecological approach in the measurement of performance during tasks reminiscent of complex life situations showed the strengths of using virtual environments in assessing cognitive aspects and limitations of assessing motor aspects of performance. Difficulties by older adults were apparent mainly in the cognitive aspects indicating a need to evaluate them during complex task performance.
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spelling pubmed-78713732021-02-09 Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments Kafri, Michal Weiss, Patrice L. Zeilig, Gabriel Bondi, Moshe Baum-Cohen, Ilanit Kizony, Rachel J Neuroeng Rehabil Research BACKGROUND: Virtual reality (VR) enables objective and accurate measurement of behavior in ecologically valid and safe environments, while controlling the delivery of stimuli and maintaining standardized measurement protocols. Despite this potential, studies that compare virtual and real-world performance of complex daily activities are scarce. This study aimed to compare cognitive strategies and gait characteristics of young and older healthy adults as they engaged in a complex task while navigating in a real shopping mall and a high-fidelity virtual replica of the mall. METHODS: Seventeen older adults (mean (SD) age = 71.2 (5.6) years, 64% males) and 17 young adults (26.7 (3.7) years, 35% males) participated. In two separate sessions they performed the Multiple Errands Test (MET) in a real-world mall or the Virtual MET (VMET) in the virtual environment. The real-world environment was a small shopping area and the virtual environment was created within the CAREN™ (Computer Assisted Rehabilitation Environment) Integrated Reality System. The performance of the task was assessed using motor and physiological measures (gait parameters and heart rate), MET or VMET time and score, and navigation efficiency (cognitive performance and strategy). Between (age groups) and within (environment) differences were analyzed with ANOVA repeated measures. RESULTS: There were no significant age effects for any of the gait parameters but there were significant environment effects such that both age groups walked faster (F((1,32)) = 154.96, p < 0.0001) with higher step lengths (F((1,32)) = 86.36, p < 0.0001), had lower spatial and temporal gait variability (F((1,32)) = 95.71–36.06, p < 0.0001) and lower heart rate (F((1,32)) = 13.40, p < 0.01) in the real-world. There were significant age effects for MET/VMET scores (F((1,32)) = 19.77, p < 0.0001) and total time (F((1,32)) = 11.74, p < 0.05) indicating better performance of the younger group, and a significant environment effect for navigation efficiency (F((1,32)) = 7.6, p < 0.01) that was more efficient in the virtual environment. CONCLUSIONS: This comprehensive, ecological approach in the measurement of performance during tasks reminiscent of complex life situations showed the strengths of using virtual environments in assessing cognitive aspects and limitations of assessing motor aspects of performance. Difficulties by older adults were apparent mainly in the cognitive aspects indicating a need to evaluate them during complex task performance. BioMed Central 2021-02-08 /pmc/articles/PMC7871373/ /pubmed/33557894 http://dx.doi.org/10.1186/s12984-021-00830-6 Text en © The Author(s) 2021 Open AccessThis 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/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Kafri, Michal
Weiss, Patrice L.
Zeilig, Gabriel
Bondi, Moshe
Baum-Cohen, Ilanit
Kizony, Rachel
Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments
title Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments
title_full Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments
title_fullStr Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments
title_full_unstemmed Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments
title_short Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments
title_sort performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7871373/
https://www.ncbi.nlm.nih.gov/pubmed/33557894
http://dx.doi.org/10.1186/s12984-021-00830-6
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