<p>At present, most assessments of visuospatial function and eye-hand coordination skills are based on traditional paper-based neuropsychological tests or 2D screens. However, these approaches may suffer from limited ecological validity, reliance on single-task evaluation, and indirect or constrained interaction methods. To help mitigate these limitations, this study developed a virtual reality (VR) assessment system for visuospatial function and eye-hand coordination skills based on motion capture. Activities in a 3D virtual environment could better simulate the cognitive style of daily life. Moreover, motion-capture gloves enable more realistic interactions. To verify the effectiveness of the system, the study recruited 50 participants to complete all the system tests. Performance on the VR tasks was significantly associated with corresponding conventional measures, indicating consistency between the VR and traditional assessments. The longer completion time of the VR version suggests that the test may include additional cognitive and kinesthetic processes. Meanwhile, participants reported positive VR experience and good usability, with acceptable levels of VR-related discomfort. These findings lay the foundation for larger-scale studies and explore the application with more ecologically valid assessments in a virtual reality environment.</p>

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A virtual reality assessment system for visuospatial function and eye-hand coordination skills based on motion capture

  • Ding Ding,
  • Jiateng Huang,
  • Cheng Nie,
  • Yuzhou Wang,
  • Jing Liu,
  • Wei Du

摘要

At present, most assessments of visuospatial function and eye-hand coordination skills are based on traditional paper-based neuropsychological tests or 2D screens. However, these approaches may suffer from limited ecological validity, reliance on single-task evaluation, and indirect or constrained interaction methods. To help mitigate these limitations, this study developed a virtual reality (VR) assessment system for visuospatial function and eye-hand coordination skills based on motion capture. Activities in a 3D virtual environment could better simulate the cognitive style of daily life. Moreover, motion-capture gloves enable more realistic interactions. To verify the effectiveness of the system, the study recruited 50 participants to complete all the system tests. Performance on the VR tasks was significantly associated with corresponding conventional measures, indicating consistency between the VR and traditional assessments. The longer completion time of the VR version suggests that the test may include additional cognitive and kinesthetic processes. Meanwhile, participants reported positive VR experience and good usability, with acceptable levels of VR-related discomfort. These findings lay the foundation for larger-scale studies and explore the application with more ecologically valid assessments in a virtual reality environment.