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Evaluation of spatial learning and wayfinding in a complex maze using immersive virtual reality. A registered reportuse asterix (*) to get italics
Eudave L., MartĂ­nez M., Valencia M., Roth D.
<p style="text-align: justify;"><strong>Objectives</strong>: Mazes have traditionally been used as tools for evaluating spatial learning and navigational abilities in humans. They have been also utilized in sleep and dream research, as wayfinding is a common dream theme and participants undergoing experiments in the laboratory often dream about it. One such maze is the virtual maze task (VMT) created by Wamsley et al. (2010) to study the impact of sleep and dreaming in learning. Despite positive results found in several of those studies (dreaming of the VMT improves task performance), others failed to replicate these findings, possibly due to intrinsic methodological difficulties such as low task incorporation in dreams and the presence of cybersickness symptoms during task execution. It is possible that by using an adequately designed immersive virtual reality experience, which allows for a more naturalistic, stimulating and engaging simulation, these handicaps can be overcome. This Registered Report therefore aims to reproduce the original VMT version and compare it with an immersive virtual reality (iVR) adapted version using several wayfinding performance dependent measures. <strong>Methods:</strong> In this within-subjects study, a sample of 62 participants carried out both versions (Desktop vs. iVR) of the VMT task (pseudo-randomly allocated, counterbalanced), where we measured performance and path variables. They then completed self-report measures of cybersickness symptoms, sense of presence during the task and a test for the assessment of perspective taking. <strong>Results</strong>: [TBD]. <strong>Conclusions</strong>: [TBD].</p>
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virtual reality, navigation, spatial learning, maze, cybersickness
Life Sciences
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2023-03-31 17:21:20
Robert McIntosh