2012
DOI: 10.1027/1618-3169/a000131
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The Use of Virtual Reality for Episodic Memory Assessment

Abstract: Episodic memory was assessed using Virtual Reality (VR). Forty-four (44) subjects visualized a target virtual apartment containing specific objects in each room. Then they visualized a second virtual apartment comprised of specific objects and objects shared by the two apartments. Subjects navigated in the virtual apartments in one of the following two conditions: active and passive. Four main episodic memory components were scored from the VR exposures: (1) learning effect; (2) active forgetting effect; (3) s… Show more

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Cited by 78 publications
(86 citation statements)
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“…A recent study by Sauzéon et al (2015) used a powerwallbased VR system to test the effect on episodic memory of a virtual apartment. Participants had two methods for navigation through the apartment, either passively watching or using a joystick to actively explore.…”
Section: Spatial Representation and Navigationmentioning
confidence: 99%
“…A recent study by Sauzéon et al (2015) used a powerwallbased VR system to test the effect on episodic memory of a virtual apartment. Participants had two methods for navigation through the apartment, either passively watching or using a joystick to actively explore.…”
Section: Spatial Representation and Navigationmentioning
confidence: 99%
“…Specifically, proposals have been developed to use games to assess visuospatial ability (van der Ham et al, 2015; Serino et al, 2015), episodic memory (Sauzéon et al, 2016a; Sauzéon et al, 2016b; Arvind Pala et al, 2014; Sauzéon et al, 2012), prospective memory (Banville et al, 2010), attention (Delgado et al, 2016), executive functions (Aalbers et al, 2013; Renison et al, 2012) among other constructs (Manera et al, 2015; Siraly et al, 2015). Regarding the technological aspect (i.e., the type of device and user interfaces to support video game interaction) we can observe that the vast majority of the studies referenced are based on the use of a personal computer (PC).…”
Section: Introductionmentioning
confidence: 99%
“…Regarding the technological aspect (i.e., the type of device and user interfaces to support video game interaction) we can observe that the vast majority of the studies referenced are based on the use of a personal computer (PC). In most cases users access to a Web application, although some desktop applications are also proposed (Sauzéon et al, 2016a; Sauzéon et al, 2016b; Sauzéon et al, 2012; Koenig & Krch, 2012). Other studies incorporate mobile devices such as smartphones (Thompson et al, 2012; Tong & Chignell, 2014) and tablets (van der Ham et al, 2015; Serino et al, 2015; Delgado et al, 2016; Pazzi et al, 2014), which facilitate mobility and access to video games regardless of the location of participants.…”
Section: Introductionmentioning
confidence: 99%
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“…The main advantage of virtual environments is that they can be modeled and controlled exactly to an experiment's requirements, without having to build something similar in the real world [10]. Nowadays, virtual environments can be constructed with relative ease and it requires few resources to be able to run the necessary software [11].…”
Section: B Virtual Realitymentioning
confidence: 99%