2018 9th IEEE International Conference on Cognitive Infocommunications (CogInfoCom) 2018
DOI: 10.1109/coginfocom.2018.8639958
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Assessment and training of visuospatial cognitive functions in virtual reality: proposal and perspective

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Cited by 20 publications
(8 citation statements)
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“…For example, virtual industrial installations, such as the one presented in [35], and distant education, in particular aiming at the current efforts to develop so-called digital intelligence [36] or supporting people with special needs, such as autism spectrum disorder [37]. It is also planned to utilize LIRKIS G-CVE for future versions of the experiments described in [38,39], which focus on an assessment of VR influence on visuospatial cognitive functions [40]. Other applications, already under development, are training of civil engineering personnel, safety training and visualization of data from physical experiments in virtual environments.…”
Section: Discussionmentioning
confidence: 99%
“…For example, virtual industrial installations, such as the one presented in [35], and distant education, in particular aiming at the current efforts to develop so-called digital intelligence [36] or supporting people with special needs, such as autism spectrum disorder [37]. It is also planned to utilize LIRKIS G-CVE for future versions of the experiments described in [38,39], which focus on an assessment of VR influence on visuospatial cognitive functions [40]. Other applications, already under development, are training of civil engineering personnel, safety training and visualization of data from physical experiments in virtual environments.…”
Section: Discussionmentioning
confidence: 99%
“…Figure 7 shows the tools and their connections required for producing VR training scenarios. S. Korečko et al [22] examine the evaluation of cognitive functions of the visual space and the possibilities of teaching in a virtual environment. The study used cognitive tests, EEG measurements, cognitively stimulating tasks and two VR games in an immersive 3D virtual environment-based CAVE (Cave Automatic Virtual Environment) system.…”
Section: Virtual Reality (Vr)mentioning
confidence: 99%
“…Z. Kvasznicza [25] focuses on more efficient training of asynchronous machines in a 3D VR space and emphasizes that devices and equipment that are difficult and expensive to obtain in physical reality can be produced easily and cost-effectively in a virtual environment. Computer science S. Korečko et al [22] examine the evaluation of cognitive functions of the visual space and the possibilities of teaching in a virtual environment. The study used cognitive tests, EEG measurements, cognitively stimulating tasks and two VR games in an immersive 3D virtual environment-based CAVE (Cave Automatic Virtual Environment) system.…”
Section: Virtual Reality (Vr)mentioning
confidence: 99%
“…Thus, developers must take several factors into account when designing VEs [ 19 ], and the users should be the main focus during the process [ 20 ]. This is quite important as VR can stimulate cognitive functions, and in turn, visuospatial skills can be enhanced [ 21 , 22 ]. For example, it is possible to affect skills by having various human characteristics, or simply by changing components of VEs, and display devices [ 23 , 24 , 25 ].…”
Section: Introductionmentioning
confidence: 99%