Attention and impulsivity assessment using virtual reality games

Abstract The assessment of cognitive functions is mainly based on standardized neuropsychological tests, widely used in various fields such as personnel recruitment, education, or health. This paper presents a virtual reality game that allows collecting continuous measurements of both the performanc...

Full description

Bibliographic Details
Main Authors: David Mendez-Encinas, Aaron Sujar, Sofia Bayona, David Delgado-Gomez
Format: Article
Language:English
Published: Nature Portfolio 2023-08-01
Series:Scientific Reports
Online Access:https://doi.org/10.1038/s41598-023-40455-4
_version_ 1797560270389772288
author David Mendez-Encinas
Aaron Sujar
Sofia Bayona
David Delgado-Gomez
author_facet David Mendez-Encinas
Aaron Sujar
Sofia Bayona
David Delgado-Gomez
author_sort David Mendez-Encinas
collection DOAJ
description Abstract The assessment of cognitive functions is mainly based on standardized neuropsychological tests, widely used in various fields such as personnel recruitment, education, or health. This paper presents a virtual reality game that allows collecting continuous measurements of both the performance and behaviour of the subject in an immersive, controllable, and naturalistic experience. The application registers variables related to the user’s eye movements through the use of virtual reality goggles, as well as variables of the game performance. We study how virtual reality can provide data to help predict scores on the Attention Control Scale Test and the Barratt Impulsiveness Scale. We design the application and test it with a pilot group. We build a random forest regressor model to predict the attention and impulsivity scales’ total score. When evaluating the performance of the model, we obtain a positive correlation with attention (0.434) and with impulsivity (0.382). In addition, our model identified that the most significant variables are the time spent looking at the target or at distractors, the eye movements variability, the number of blinks and the pupil dilation in both attention and impulsivity. Our results are consistent with previous results in the literature showing that it is possible to use data collected in virtual reality to predict the degree of attention and impulsivity.
first_indexed 2024-03-10T17:57:07Z
format Article
id doaj.art-8dbaa69120034b708de9f402616493c8
institution Directory Open Access Journal
issn 2045-2322
language English
last_indexed 2024-03-10T17:57:07Z
publishDate 2023-08-01
publisher Nature Portfolio
record_format Article
series Scientific Reports
spelling doaj.art-8dbaa69120034b708de9f402616493c82023-11-20T09:08:46ZengNature PortfolioScientific Reports2045-23222023-08-0113111010.1038/s41598-023-40455-4Attention and impulsivity assessment using virtual reality gamesDavid Mendez-Encinas0Aaron Sujar1Sofia Bayona2David Delgado-Gomez3Departamento de Estádistica, Universidad Carlos III de MadridDepartamento de Ciencias de la Computación, Universidad Rey Juan CarlosDepartamento de Ciencias de la Computación, Universidad Rey Juan CarlosDepartamento de Estádistica, Universidad Carlos III de MadridAbstract The assessment of cognitive functions is mainly based on standardized neuropsychological tests, widely used in various fields such as personnel recruitment, education, or health. This paper presents a virtual reality game that allows collecting continuous measurements of both the performance and behaviour of the subject in an immersive, controllable, and naturalistic experience. The application registers variables related to the user’s eye movements through the use of virtual reality goggles, as well as variables of the game performance. We study how virtual reality can provide data to help predict scores on the Attention Control Scale Test and the Barratt Impulsiveness Scale. We design the application and test it with a pilot group. We build a random forest regressor model to predict the attention and impulsivity scales’ total score. When evaluating the performance of the model, we obtain a positive correlation with attention (0.434) and with impulsivity (0.382). In addition, our model identified that the most significant variables are the time spent looking at the target or at distractors, the eye movements variability, the number of blinks and the pupil dilation in both attention and impulsivity. Our results are consistent with previous results in the literature showing that it is possible to use data collected in virtual reality to predict the degree of attention and impulsivity.https://doi.org/10.1038/s41598-023-40455-4
spellingShingle David Mendez-Encinas
Aaron Sujar
Sofia Bayona
David Delgado-Gomez
Attention and impulsivity assessment using virtual reality games
Scientific Reports
title Attention and impulsivity assessment using virtual reality games
title_full Attention and impulsivity assessment using virtual reality games
title_fullStr Attention and impulsivity assessment using virtual reality games
title_full_unstemmed Attention and impulsivity assessment using virtual reality games
title_short Attention and impulsivity assessment using virtual reality games
title_sort attention and impulsivity assessment using virtual reality games
url https://doi.org/10.1038/s41598-023-40455-4
work_keys_str_mv AT davidmendezencinas attentionandimpulsivityassessmentusingvirtualrealitygames
AT aaronsujar attentionandimpulsivityassessmentusingvirtualrealitygames
AT sofiabayona attentionandimpulsivityassessmentusingvirtualrealitygames
AT daviddelgadogomez attentionandimpulsivityassessmentusingvirtualrealitygames