2020
DOI: 10.3389/fpsyg.2020.591296
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Learning My Way: A Pilot Study of Navigation Skills in Cerebral Palsy in Immersive Virtual Reality

Abstract: Purpose: Human navigation skills are essential for everyday life and rely on several cognitive abilities, among which visual-spatial competences that are impaired in subjects with cerebral palsy (CP). In this work, we proposed navigation tasks in immersive virtual reality (IVR) to 15 children with CP and 13 typically developing (TD) peers in order to assess the individual navigation strategies and their modifiability in a situation resembling real life.Methods: We developed and adapted to IVR an application ba… Show more

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Cited by 8 publications
(17 citation statements)
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“…The participants with CP underwent two assessments, at the beginning of the training program (T0) and after 4 weeks (T1). In particular, we assessed the navigational skills and visual–spatial abilities at T0 and T1 (see Section 2.2 and Section 2.3 for details), while the cognitive competences were measured only at T0, using Raven’s progressive matrices [ 82 ], as in Biffi et al [ 12 ]. During the interposed 4 weeks, they performed 18 daily IVR training sessions, according to the program appropriate for the membership group.…”
Section: Methodsmentioning
confidence: 99%
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“…The participants with CP underwent two assessments, at the beginning of the training program (T0) and after 4 weeks (T1). In particular, we assessed the navigational skills and visual–spatial abilities at T0 and T1 (see Section 2.2 and Section 2.3 for details), while the cognitive competences were measured only at T0, using Raven’s progressive matrices [ 82 ], as in Biffi et al [ 12 ]. During the interposed 4 weeks, they performed 18 daily IVR training sessions, according to the program appropriate for the membership group.…”
Section: Methodsmentioning
confidence: 99%
“…Navigation skills were assessed at T0 and T1, as described in Biffi et al [ 12 ], using an IVR application, the “Star-Maze” app (described below) on the GRAIL system, which integrates IVR environments projected on a 180° cylindrical screen, a Vicon motion-capture system (Oxford Metrics, Oxford, UK), and a two-degree of freedom platform. Each participant had to navigate in a 5-way maze in a playground ( Figure 2 ) to find a reward.…”
Section: Methodsmentioning
confidence: 99%
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