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A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time

机译:儿童虚拟对象定位任务:性别和电子游戏体验影响导航;年龄影响记忆和完成时间

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摘要

The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5–12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children’s videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.
机译:基于虚拟现实的任务用于研究内存的使用已大大增加。大多数研究了影响这类任务表现的儿童人口因素的研究都集中在认知变量上。但是,很少有人关注非认知技能的影响。在本文中,我们在虚拟对象定位任务中测试了52名5-12岁的典型发育儿童。该任务评估了他们在虚拟城市中三个对象的位置的空间短期记忆。使用包含120英寸立体屏幕和游戏手柄界面的3D应用程序演示了虚拟任务环境。获得了在虚拟环境中的学习和位移指标,3D感知,满意度和可用性的度量。我们评估了孩子们的视频游戏体验,他们的视觉空间跨度,构建障碍的能力以及情感和行为结果。结果表明,学习随着年龄的增长而改善。发现对导航速度的显着影响有利于男孩和那些对视频游戏更有经验的男孩。视觉空间技能主要与回忆对象位置的能力相关,但相关性较弱。较长的路径与较高的退缩行为分数,注意力问题和较低的视觉空间跨度有关。用于交互的设备的攻击性和经验与更快的导航相关。但是,相关性表明这些变量之间的关联性很弱。

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