2021
DOI: 10.1007/s10055-021-00537-y
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Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence

Abstract: Numerous studies have explored the effects of virtual reality (VR) on adults' cognition. Little is known, however, of these effects in children. The aim of this study was to explore, in both children and adults, the respective roles of the specific factors of VR, such as immersion, sense of presence and emotion, on memory performance. To do so, we used a head-mounted display to present a VR experience in which we manipulated immersion by varying 3D asset quality (High and Low) and emotion by presenting negativ… Show more

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Cited by 19 publications
(6 citation statements)
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“…Students with autism benefit from VEs which contain a limited number of stimuli to help them focus. As the student's time to complete a task increases, the number of simultaneous stimuli can be gradually raised until the students can function at a level that is comparable to real-world situations [9]. It is possible to deconstruct complex activities into smaller, more manageable parts for students with learning disabilities until they master the required skills in the same way.…”
Section: Personalizing Vr To Fit the Needs Of Students With Disabilitiesmentioning
confidence: 99%
“…Students with autism benefit from VEs which contain a limited number of stimuli to help them focus. As the student's time to complete a task increases, the number of simultaneous stimuli can be gradually raised until the students can function at a level that is comparable to real-world situations [9]. It is possible to deconstruct complex activities into smaller, more manageable parts for students with learning disabilities until they master the required skills in the same way.…”
Section: Personalizing Vr To Fit the Needs Of Students With Disabilitiesmentioning
confidence: 99%
“…In the present study we sought to bridge the gap between ecological validity and experimental control in studying the effects of emotion on temporal duration memory by using virtual reality (VR). Previous work has demonstrated the utility of using VR to study mnemonic phenomena (e.g., Cadet et al, 2022;Quezada-Scholz et al, 2022;McCall et al, 2022). Although VR is not akin to the real-world, it can provide highly immersive naturally unfolding life-like events while retaining high experimental control (e.g., controlling for the time spent in an experience, or the stimuli presented).…”
Section: Current Studymentioning
confidence: 99%
“…VR is a computer-generated immersive technology that enables users to interact with a simulated world in a three-dimensional space, providing a sense of presence or “being there” 36 , 37 . It allows researchers to create self-involving experiences and simulate expansive and ecologically valid environments that better capture how cognition operates in real-world settings over various populations, including children, young adults, and healthy and pathological aging 38 42 . Moreover, VR allows for the presentation of complex stimuli such as 3D objects and everyday-like scenes that provide the opportunity for evaluating the multidimensional and associative nature of EM in naturalistic settings while maintaining a high degree of experimental control 43 .…”
Section: Introductionmentioning
confidence: 99%