2018
DOI: 10.1016/j.jneumeth.2018.03.010
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The Virtual Shop: A new immersive virtual reality environment and scenario for the assessment of everyday memory

Abstract: Results support the feasibility and both the ecological and construct validity of the Virtual Shop.

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Cited by 86 publications
(74 citation statements)
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“…There were other built-in parameters that were measured by the VR task; for instance, time before the first item was selected and total time to complete the task. Although they were not used in the present study, they could be useful for researchers interested in a more extensive characterisation of the participant's behaviour in the task (see, for instance, Ouellet et al, 2018). Figure 1.…”
Section: Vr Taskmentioning
confidence: 99%
See 1 more Smart Citation
“…There were other built-in parameters that were measured by the VR task; for instance, time before the first item was selected and total time to complete the task. Although they were not used in the present study, they could be useful for researchers interested in a more extensive characterisation of the participant's behaviour in the task (see, for instance, Ouellet et al, 2018). Figure 1.…”
Section: Vr Taskmentioning
confidence: 99%
“…Well-designed VR tasks might therefore better reflect real-life capacities than traditional neuropsychological tests (Rizzo, Schulteis, Kerns, & Mateer, 2004). Furthermore, VR has great potential to measure whether neuropsychological interventions transfer to daily life, which is a major challenge in rehabilitation studies (Adamovich et al, 2004;Lehmann et al, 2005;Ouellet, Boller, Corriveau-Lecavalier, Cloutier, & Belleville, 2018;Shuchat et al, 2012;Sveistrup, 2004).…”
mentioning
confidence: 99%
“…We used an immersive VR method that preserves real-world perceptual and motor interactions and tried to ecologically-validate this method by showing convergent findings with an objective measure of naturalistic PM. Our approach builds on previous work that has established convergence between immersive VR and a subjective measure of everyday memory (Ouellet et al, 2018). We hypothesized and observed that PM performance during the Job Simulator game significantly predicts performance on our validated, naturalistic PM measure-Breakfast task.…”
Section: Validating Measures Of Pm During Immersive Virtual Reality Gmentioning
confidence: 98%
“…One recently-published study has paired a HMD and a handheld pointer to explore the efficacy of a VR shopping task for capturing age differences in everyday memory (Ouellet et al, 2018), and they validated their VR paradigm by establishing a significant relationship between PM performance in VR and subjective reports of everyday memory. While these results are encouraging, Ouellet et al, (2018) acknowledged that the use of subjective measures of real-world memory limit the extent of this validation. To build upon these preliminary findings, conducted a systematic investigation of several objective measures of naturalistic PM to compare against our immersive VR task.…”
Section: The Present Studymentioning
confidence: 99%
“…To overcome such limitations of conventional interventions, virtual reality (VR) technology to immerse users in a virtual environment that re ects the needs of daily life has been suggested [21][22][23][24]. VR has a great potential to measure whether interventions can be transferred to everyday life [25], and can provide scientists the ability to monitor an individual's real-time behaviors when interacting with virtual agents [26]. Furthermore, the use of VR can reduce human resources and costs, and thus has an advantage in sustainability [27].…”
Section: Introductionmentioning
confidence: 99%