Objective: Immersive virtual reality (VR) enhances ecologically validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods remains unclear. This study investigates the convergent validity, user experience, and usability of VR-based versus PC-based assessments of short-term and working memory, and psychomotor skills, while also examining how demographic and IT-related skills influence performance in both modalities. Methods: Sixty-six participants performed the Digit Span Task (DST), Corsi Block Task (CBT), and Deary-Liewald Reaction Time Task (DLRTT) in both VR- and PC-based formats. Participants' experience in using computers and smartphones, and playing videogames, was considered. User experience and system usability of the formats were also evaluated. Results: While performance on DST was similar across modalities, PC assessments enabled better performance on CBT and faster reaction times in DLRTT. Moderate-to-strong correlations between VR and PC versions supported convergent validity. Regression analyses revealed that performance on PC versions was influenced by age, computing, and gaming experience, whereas performance on VR versions was largely independent of these factors, except for gaming experience predicting performance on CBT backward recall. Moreover, VR assessments received higher ratings for user experience and usability than PC-based assessments. Conclusion: Immersive VR assessments provide an engaging alternative to traditional computerized methods, with minimal reliance on prior IT experience and demographic factors. This resilience to individual differences suggests that VR may offer a more equitable and accessible platform for cognitive assessment. Future research should explore the long-term reliability of VR-based assessments.
翻译:目的:沉浸式虚拟现实(VR)技术通过提升生态效度并支持直观且符合人体工程学的手部交互,增强了神经心理学评估的有效性。然而,其与传统计算机化评估方法的可比性仍不明确。本研究旨在探究基于VR与基于PC的短时记忆、工作记忆及心理运动技能评估的收敛效度、用户体验与可用性,同时考察人口统计学因素及信息技术相关技能对两种评估模式下表现的影响。方法:66名参与者分别以VR和PC两种形式完成了数字广度任务(DST)、科西积木任务(CBT)以及迪里-柳瓦尔德反应时任务(DLRTT)。研究考虑了参与者使用计算机、智能手机及玩电子游戏的经验,并对两种形式的用户体验与系统可用性进行了评估。结果:尽管DST任务的表现在不同评估方式间相似,但PC评估在CBT任务中表现更优,且在DLRTT任务中反应时更快。VR与PC版本间存在中度至强相关性,支持了收敛效度。回归分析显示,PC版本的表现受年龄、计算机使用经验及游戏经验影响,而VR版本的表现除游戏经验可预测CBT反向回忆任务表现外,基本独立于这些因素。此外,VR评估在用户体验与可用性方面获得的评分均高于PC评估。结论:沉浸式VR评估为传统计算机化方法提供了一种更具吸引力的替代方案,其对先前的信息技术经验及人口统计学因素的依赖较小。这种对个体差异的稳健性表明,VR可能为认知评估提供一个更公平、更易访问的平台。未来研究应探索基于VR的评估的长期可靠性。