Preprint Article Version 1 This version is not peer-reviewed

The Trail-Making-Test in Virtual Reality (TMT-VR): The Effects of Interaction Modes and Gaming Skills on Cognitive Performance of Young Adults

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. 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. Preprints 2024, 2024091241. 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

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