2020
DOI: 10.3389/frvir.2020.571713
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Presence Promotes Performance on a Virtual Spatial Cognition Task: Impact of Human Factors on Virtual Reality Assessment

Abstract: The use of virtual reality in spatial cognition evaluation has been growing rapidly, mainly because of its potential applications in the training and diagnosis of cognitive impairment and its ability to blend experimental control and ecological validity. However, there are still many gray areas on virtual reality, notably on the sense of presence and its complex relationship to task performance. Performance in VR is often suggested to be influenced by other human factors including, amongst others, cybersicknes… Show more

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Cited by 31 publications
(39 citation statements)
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References 133 publications
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“…In other words, the more FD an individual initially is, the more likely he or she is to reduce his or her FD after a virtual immersion. Notwithstanding, and in accordance with Maneuvrier et al (2020), there was no association in the present study between FDI pre-immersion and either sense of presence or cybersickness. This seems to corroborate the fact that FDI pre-immersion alone, as assessed by a one-time measure on the RFT, is not a direct and pertinent predictor of the way an individual will experience virtual immersion.…”
Section: Discussionsupporting
confidence: 89%
See 1 more Smart Citation
“…In other words, the more FD an individual initially is, the more likely he or she is to reduce his or her FD after a virtual immersion. Notwithstanding, and in accordance with Maneuvrier et al (2020), there was no association in the present study between FDI pre-immersion and either sense of presence or cybersickness. This seems to corroborate the fact that FDI pre-immersion alone, as assessed by a one-time measure on the RFT, is not a direct and pertinent predictor of the way an individual will experience virtual immersion.…”
Section: Discussionsupporting
confidence: 89%
“…Indeed, the sense of presence and cybersickness are two negatively correlated psychological constructs which largely determine an individual psychological construction of the virtual environment (Weech et al, 2019). Understanding how and why individuals experience VR differently is crucial because this will affect a wide range of behaviors, from the learning and transfer of specific skills (Piccione et al, 2019;Grassini et al, 2020) to the effectiveness and acceptance of psychological therapies (Gutierrez-Maldonado et al, 2010;Wallach et al, 2011;Rus-Calafell et al, 2013), the immersion analgesic effect (Hoffman et al, 2004), and even the performance on a spatial cognition task (Maneuvrier et al, 2020). However, despite a strong correlation between the sense of presence and cybersickness, Maneuvrier et al (2020) showed association neither between sense of presence and FDI nor between cybersickness and FDI.…”
Section: Introductionmentioning
confidence: 99%
“…6,15,16,17) were not taken into account. While our study achieves better scores than the results presented in (Maneuvrier et al, 2020) (presence global mean score of 101.95 ± 10.38), the subjectivity in the questionnaires' responses does not allow to deduce a definite outperformance. In addition every experiment design focuses on different targets and each user rates his experience differently, according to his standards.…”
Section: User Evaluationcontrasting
confidence: 82%
“…The included questions are associated to consequential factors contributing to the sense of presence, such as Control Factors (CF), Sensory Factors (SF), Distraction Factors (DF) and Realism Factors (RF). In order to better assess the results of QoP in respect to familiarization with virtual environments, the users also completed the Video Game Experience questions of (Maneuvrier et al, 2020). CF are related to the degree of control the user has over the task environment and affect their immersion.…”
Section: User Evaluationmentioning
confidence: 99%
“…Additionally, the comorbidities included in our inclusion criteria may have influenced the results. Fifth, while previous exposure to video games and VR ( Maneuvrier et al, 2020 ), or self-representation of oneself as an avatar ( Friehs et al, 2022 ) may influence CPT performance within VR environments, we did not control for these factors in our study.…”
Section: Discussionmentioning
confidence: 99%