6 research outputs found

    Younger and older adults' cognitive and physical functioning in a virtual reality age manipulation

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    Objectives: Age group stereotypes (AGS), especially those targeting old age, affect an individual's behavior and long-term cognitive and physiological functioning. Conventional paradigms investigating the related mechanisms lack validity and stability. Our novel approach for the activation of self-relevant AGS uses a virtual reality (VR) ageing experience, measuring relevant effects on performance parameters. Methods: In a between-subjects experimental design, young participants embodied either a younger or older avatar in a 3D virtual environment to capture the effects on physical (Study 1; N = 68) and cognitive performance (Study 2; N = 45). In Study 3 (N = 117), the paradigm was applied to older participants. Results: For the younger participants, embodying older avatars was associated with declines in memory and physical performance when compared to the younger avatar age group. Furthermore, the manipulations' main effects were moderated by negative explicit AGS that matched the respective performance domains. For the older participants, we found no significant performance differences in the two domains investigated. Discussion: The experimental manipulation demonstrated an impact on relevant performance parameters on a motivational and strategic level, especially for strong performance-related AS, but for young participants only. Possible reasons and mechanisms for the differences in younger and older samples' results are discussed

    Intra-individual stability and assessment of the affective state in a virtual laboratory environment: a feasibility study

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    While virtual reality (VR) emerges in a variety of research contexts, the effects on behavior and performance caused by VR-based embodiment still lack sufficient evidence of changes in affective state. With this feasibility study, we compared the affective states in both younger and older adults, measured after conventional computer-based tests in real life (RL) and after tests in VR. These assessment tests are spread over five time points, two in RL and three in VR, and the differences between the VR and the RL environment are investigated against the backdrop of two theoretical models of cognitive psychology. Results showed no change in affective state in either age group, switching from a RL to a VR environment. In addition, the elderly did not assess their affective state significantly different than that of the younger control group. In conclusion, lifelike VR environments for cognitive testing and other assessment or training purposes do not seem to lead to any systematic influ ence of affective state compared to RL computer-based assessments, making VR an alternative to conventional methods, for instance for cognitive treatments or preventions. Although the results can only be partially generalized due to a small sample size, they show technical stability and suitability for future use of similar applications

    Supervised learning for analysing movement patterns in a virtual reality experiment

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    The projection into a virtual character and the concomitant illusionary body ownership can lead to transformations of one’s entity. Both during and after the exposure, behavioural and attitudinal changes may occur, depending on the characteristics or stereotypes associated with the embodied avatar. In the present study, we investigated the effects on physical activity when young students experience being old. After assignment (at random) to a young or an older avatar, the participants’ body movements were tracked while performing upper body exercises. We propose and discuss the use of supervised learning procedures to assign these movement patterns to the underlying avatar class in order to detect behavioural differences. This approach can be seen as an alternative to classical feature-wise testing. We found that the classification accuracy was remarkably good for support vector machines with linear kernel and deep learning by convolutional neural networks, when inserting time sub-sequences extracted at random and repeatedly from the original data. For hand movements, associated decision boundaries revealed a higher level of local, vertical positions for the young avatar group, indicating increased agility in their performances. This occurrence held for both guided movements as well as achievement-orientated exercises

    Reaction Time-Based Cognitive Assessments in Virtual Reality – A Feasibility Study with an Age Diverse Sample

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    Introduction: While virtual reality (VR) is an emerging paradigm in a variety of research contexts, VR-based embodiment effects on behavior and performance still lack in sufficient evidence regarding to bias in cognitive performance assessment. Methods: In this methodological observational study, we compare the VR measurement of cognitive performance with a conventional computer-based testing approach in real life (RL) in younger and older adults. The differences between VR and RL scenarios are investigated using the background of two theoretical models from cognitive psychology. Furthermore, data assessment reliability and validity are analyzed, concerning the feasibility of technological and ergonomic aspects. Results: A within-group comparison showed no change in information processing speed in either one of the two age groups, i.e., both groups perform equally well in RL and in a VR testing environment. Conclusion: The use of lifelike VR environments for cognitive performance tests seems not to lead to any performance changes compared to RL computer-based assessments, making VR suitable for similar applications. On technical concerns, we recommend the careful use of reaction time paradigms regarding to input hardware and stimuli presentation

    Collective rumination: When “problem talk” impairs organizational resilience

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