Background: Compared to previous neuropsychological investigations with standard paper-pen tests limited to test complex spatial learning and memory processes, 3-D virtual immersive technology might offer new tools for research purposes and for diagnosis in patients suffering from mild cognitive impairment or dementia.
Comparison With Existing Methods: Current software proposes a customizable VR environment combined with an analyser module based on regions of interest and some parameters of analysis or pre-calibrated VR mazes with raw data.
New Method: We attempted to create the VRmaze software offering either turnkey mazes with automatic tracking and analysis, or more complex and specific virtual mazes for human brain-behavioural research adaptable to all desired settings and parameters of analysis. The software combines 3D pre-calibrated VR tests or free customizable VR tests with digitized neuropsychological 2D standard and validated tests or tasks.
Results: We have tested an ERAM, a MWM and a reverse T-maze on 44 healthy subjects, showing gender differences in terms of navigation strategy. We have observed that the choice of benchmarks, instructions, and experimental parameters influence the performances.
Conclusion: VRmaze software offers a translational approach for research units that wish to combine animal models and patient evaluations as well as complex 3D tasks and standardized neuropsychological tests combined with an automatic analysis opening a large perspective in the neurosciences to investigate cognitive functions. A clinical module with preconfigured 2- and 3-D tasks should offer clinicians an easy way to evaluate their patients routinely.
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http://dx.doi.org/10.1016/j.jneumeth.2019.108388 | DOI Listing |
R Soc Open Sci
November 2024
Department of Psychology, Durham University, Durham, UK.
Event segmentation is a neurocognitive process bridging perception and episodic memory. To our knowledge, almost all segmentation work is framed towards humans, yet evolutionarily conserved mechanisms in event cognition exist across species. Here, we addressed segmentation in a way that is applicable to humans and non-human animals, inspired by research in rats; specifically, the fragmentation of grid-cell spatial representations following the insertion of boundaries into an environment (forming a corridor maze).
View Article and Find Full Text PDFbioRxiv
September 2024
Department of Organismic & Evolutionary Biology & Center for Brain Science, Harvard University, Cambridge, Massachusetts, U.S.A.
Decision-making in animals often involves choosing actions while navigating the environment, a process markedly different from static decision paradigms commonly studied in laboratory settings. Even in decision-making assays in which animals can freely locomote, decision outcomes are often interpreted as happening at single points in space and single moments in time, a simplification that potentially glosses over important spatiotemporal dynamics. We investigated locomotor decision-making in in Y-shaped mazes, measuring the extent to which their future choices could be predicted through space and time.
View Article and Find Full Text PDFPsychol Res
March 2024
Institute of Exercise Training and Sport Informatics, German Sport University, Cologne, Germany.
Literature proposes five distinct cognitive strategies for wayfinding decisions at intersections. Our study investigates whether those strategies rely on a generalized decision-making process, on two frame-specific processes-one in an egocentric and the other in an allocentric spatial reference frame, and/or on five strategy-specific processes. Participants took six trips along a prescribed route through five virtual mazes, each designed for decision-making by a particular strategy.
View Article and Find Full Text PDFCogn Emot
June 2023
School of Psychology, University of Southampton, Southampton, UK.
Salient landmarks enhance route learning. We hypothesised that semantically salient nostalgic landmarks would improve route learning compared to non-nostalgic landmarks. In two experiments, participants learned a route through a computer-generated maze using directional arrows and wall-mounted pictures.
View Article and Find Full Text PDFElife
May 2022
Center for Neural Science, New York University, New York, United States.
Goal-oriented navigation is widely understood to depend upon internal maps. Although this may be the case in many settings, humans tend to rely on vision in complex, unfamiliar environments. To study the nature of gaze during visually-guided navigation, we tasked humans to navigate to transiently visible goals in virtual mazes of varying levels of difficulty, observing that they took near-optimal trajectories in all arenas.
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