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Virtual navigation tested on a mobile app is predictive of real-world navigation performance

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Virtual navigation tested on a mobile app is predictive of real-world navigation performance. / Coutrot, Antoine; Schmidt, Sophie; Coutrot, Lena et al.
In: PLoS ONE, Vol. 14, No. 3, e0213272, 18.03.2019.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Coutrot, A, Schmidt, S, Coutrot, L, Pittman, J, Hong, L, Wiener, J, Hölscher, C, Dalton, R, Hornberger, M & Spiers, H 2019, 'Virtual navigation tested on a mobile app is predictive of real-world navigation performance', PLoS ONE, vol. 14, no. 3, e0213272. https://doi.org/10.1371/journal.pone.0213272

APA

Coutrot, A., Schmidt, S., Coutrot, L., Pittman, J., Hong, L., Wiener, J., Hölscher, C., Dalton, R., Hornberger, M., & Spiers, H. (2019). Virtual navigation tested on a mobile app is predictive of real-world navigation performance. PLoS ONE, 14(3), Article e0213272. https://doi.org/10.1371/journal.pone.0213272

Vancouver

Coutrot A, Schmidt S, Coutrot L, Pittman J, Hong L, Wiener J et al. Virtual navigation tested on a mobile app is predictive of real-world navigation performance. PLoS ONE. 2019 Mar 18;14(3):e0213272. doi: 10.1371/journal.pone.0213272

Author

Coutrot, Antoine ; Schmidt, Sophie ; Coutrot, Lena et al. / Virtual navigation tested on a mobile app is predictive of real-world navigation performance. In: PLoS ONE. 2019 ; Vol. 14, No. 3.

Bibtex

@article{ad48d4d1b261400cb7defcbdb3158874,
title = "Virtual navigation tested on a mobile app is predictive of real-world navigation performance",
abstract = "Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer{\textquoteright}s dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app {\textquoteleft}Sea Hero Quest{\textquoteright} with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen{\textquoteright}s d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.",
keywords = "spatial cognition, virtual environment, real-world environment, gender differences, dementia",
author = "Antoine Coutrot and Sophie Schmidt and Lena Coutrot and Jessica Pittman and Lynne Hong and Jan Wiener and Christoph H{\"o}lscher and Ruth Dalton and Michael Hornberger and Hugo Spiers",
year = "2019",
month = mar,
day = "18",
doi = "10.1371/journal.pone.0213272",
language = "English",
volume = "14",
journal = "PLoS ONE",
issn = "1932-6203",
publisher = "Public Library of Science",
number = "3",

}

RIS

TY - JOUR

T1 - Virtual navigation tested on a mobile app is predictive of real-world navigation performance

AU - Coutrot, Antoine

AU - Schmidt, Sophie

AU - Coutrot, Lena

AU - Pittman, Jessica

AU - Hong, Lynne

AU - Wiener, Jan

AU - Hölscher, Christoph

AU - Dalton, Ruth

AU - Hornberger, Michael

AU - Spiers, Hugo

PY - 2019/3/18

Y1 - 2019/3/18

N2 - Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer’s dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app ‘Sea Hero Quest’ with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen’s d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.

AB - Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer’s dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app ‘Sea Hero Quest’ with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen’s d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.

KW - spatial cognition

KW - virtual environment

KW - real-world environment

KW - gender differences

KW - dementia

U2 - 10.1371/journal.pone.0213272

DO - 10.1371/journal.pone.0213272

M3 - Journal article

VL - 14

JO - PLoS ONE

JF - PLoS ONE

SN - 1932-6203

IS - 3

M1 - e0213272

ER -