Version 1
: Received: 16 September 2024 / Approved: 16 September 2024 / Online: 16 September 2024 (16:44:37 CEST)
How to cite:
Giatzoglou, E.; Vorias, P.; Kemm, R.; Karayianni, I.; Nega, C.; Kourtesis, P. The Trail-Making-Test in Virtual Reality (TMT-VR): The Effects of Interaction Modes and Gaming Skills on Cognitive Performance of Young Adults. Preprints2024, 2024091241. https://doi.org/10.20944/preprints202409.1241.v1
Giatzoglou, E.; Vorias, P.; Kemm, R.; Karayianni, I.; Nega, C.; Kourtesis, P. The Trail-Making-Test in Virtual Reality (TMT-VR): The Effects of Interaction Modes and Gaming Skills on Cognitive Performance of Young Adults. Preprints 2024, 2024091241. https://doi.org/10.20944/preprints202409.1241.v1
Giatzoglou, E.; Vorias, P.; Kemm, R.; Karayianni, I.; Nega, C.; Kourtesis, P. The Trail-Making-Test in Virtual Reality (TMT-VR): The Effects of Interaction Modes and Gaming Skills on Cognitive Performance of Young Adults. Preprints2024, 2024091241. https://doi.org/10.20944/preprints202409.1241.v1
APA Style
Giatzoglou, E., Vorias, P., Kemm, R., Karayianni, I., Nega, C., & Kourtesis, P. (2024). The Trail-Making-Test in Virtual Reality (TMT-VR): The Effects of Interaction Modes and Gaming Skills on Cognitive Performance of Young Adults. Preprints. https://doi.org/10.20944/preprints202409.1241.v1
Chicago/Turabian Style
Giatzoglou, E., Chrysanthi Nega and Panagiotis Kourtesis. 2024 "The Trail-Making-Test in Virtual Reality (TMT-VR): The Effects of Interaction Modes and Gaming Skills on Cognitive Performance of Young Adults" Preprints. https://doi.org/10.20944/preprints202409.1241.v1
Abstract
Virtual Reality (VR) is increasingly used in neuropsychological assessments due to its ability to simulate real-world environments. This study aimed to develop and evaluate the Trail Making Test in VR (TMT-VR) and investigate the effects of different interaction modes and gaming skills on cognitive performance. A total of 71 young female and male adults (aged 18-35) with high and low gaming skills participated in this study. Participants completed the TMT-VR using three interaction modes: eye-tracking, head movement, and controller. Performance metrics included task completion time and accuracy. User experience, usability, and acceptability of TMT-VR were also examined. Results showed that both eye-tracking and head movement modes significantly outperformed the controller in terms of task completion time and accuracy. No significant differences were found between eye-tracking and head movement modes. Gaming skills did not significantly influence task performance using any interaction mode. Participants reported high usability, acceptability, and user experience for the TMT-VR. Eye-tracking facilitated higher accuracy, while head movement higher speed. The TMT-VR offers high usability and user experience and is well accepted by the participants. The findings suggest that VR-based assessments can effectively measure cognitive performance without being influenced by prior gaming skills, indicating potential applicability for diverse populations.
Keywords
Virtual Reality; Trail Making Test; Cognitive Assessment; Eye-Tracking; Head Movement; Usability; User Experience; Acceptability; Gaming Skills; Human-Computer Interaction
Subject
Computer Science and Mathematics, Computer Science
Copyright:
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.