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Razvoj in validacija nalog v navidezni resničnosti za merjenje sposobnosti načrtovanja : magistrsko delo
ID Vidonja, Taja (Author), ID Komidar, Luka (Mentor) More about this mentor... This link opens in a new window

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Abstract
V magistrskem delu smo priredili nalogo za merjenje sposobnosti načrtovanja iz resne računalniške igre CCRacer za uporabo v navidezni resničnosti (VR CCRacer-načrtovanje). V nalogi udeleženec poišče najkrajšo pot, s katero pobere vse objekte (jabolka) v mreži križišč in jih dostavi do končne točke. V nalogi merimo štiri mere načrtovanja, in sicer neučinkovitost, začetni čas, celotni čas in časovno razmerje. Namen naloge je bil preveriti psihometrične značilnosti vseh mer in subjektivno doživljanje udeležencev ob reševanju naloge VR CCRacernačrtovanje. V raziskavi je sodelovalo 62 mladih na prehodu v odraslost (37 % moških). Rešili so štiri kognitivne teste: CCRacer-načrtovanje, VR CCRacer-načrtovanje, nalogo Londonski stolp in nalogo Problem trgovskega potnika. Po končanem reševanju so podali ocene zanimivosti, motiviranosti in zahtevnosti nalog ter vživetosti v naloge. Po zaključku naloge v navidezni resničnosti so poročali tudi o pojavnosti in stopnji neželenih simptomov, ki jih lahko sproži uporaba opreme za navidezno resničnost (slabost, dezorientiranost, vrtoglavica, utrujenost, nestabilnost). Prav tako smo preverili retestno zanesljivost dosežkov na vseh merah naloge VR CCRacer-načrtovanje (n = 24). Rezultati so pokazali, da so časovni dosežki dobre in ustrezno zanesljive mere sposobnosti načrtovanja, medtem ko se je mera neučinkovitosti izkazala kot manj ustrezna tako z vidika strukturne veljavnosti kot tudi zanesljivosti (najverjetneje zaradi prenizke težavnosti nalog). Vse mere so se izkazale kot zadovoljivo stabilne v času in se ustrezno in smiselno povezujejo s sorodnimi merami iz drugih kognitivnih testov za merjenje načrtovanja. V primerjavi z ostalimi nalogami so bili udeleženci izrazito bolj vživeti v nalogo v navidezni resničnosti, pri čemer so to nalogo tudi zaznavali kot bolj zanimivo, prav tako so poročali o višji motiviranosti za sodelovanje v tej nalogi. Udeleženci niso poročali o tako visoki intenzivnosti VR slabosti, da bi za njih predstavljala zdravstveno ali psihološko tveganje. Glede na rezultate bi bilo smiselno povečati težavnost problemov. Prav tako bi morali za natančnejši vpogled v merske značilnosti naloge izvesti raziskavo na večjem in bolj reprezentativnem vzorcu po starosti in izobrazbi. Ta raziskava predstavlja dobro izhodišče za nadaljnje razvijanje pristopov merjenja kognitivnih funkcij v navidezni resničnosti.

Language:Slovenian
Keywords:načrtovanje, kognitivno ocenjevanje, izvršilne funkcije, navidezna resničnost, VR CCRacer
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FF - Faculty of Arts
Place of publishing:Ljubljana
Publisher:[T. Vidonja]
Year:2023
Number of pages:62 str.
PID:20.500.12556/RUL-147594 This link opens in a new window
UDC:159.95:159.9.07(043.2)
COBISS.SI-ID:158841603 This link opens in a new window
Publication date in RUL:08.07.2023
Views:345
Downloads:74
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Secondary language

Language:English
Title:Development and validation of virtual reality tasks for measuring the planning ability
Abstract:
In the master's thesis, we adapted the task for measuring the planning ability from the serious computer game CCRacer for use in virtual reality (VR CCRacer-planning). The task requires the participants to find the shortest path to collect all the objects (apples) in the intersection grid and deliver them to the final point. We measured inefficiency, initial time, total time, and time ratio. The purpose of the study was to examine the psychometric characteristics of all the measures and the subjective experience of participants while participating in the VR CCRacerplanning task. We gathered the data on 62 emerging adults (37% were males). We administered four cognitive tests: CCRacer-planning, VR CCRacer-planning, the Tower of London, and the Traveling Salesman Problem. After completing the tasks, they provided assessments of their interest, motivation, task difficulty, and immersion. They also reported the incidence and severity of symptoms that can be induced by using the virtual reality equipment (nausea, disorientation, dizziness, fatigue, instability). We also examined the testretest reliability of all VR CCRacer-planning scores (n = 24). The results showed that the timerelated measures are adequate and reliable indicators of the planning ability, while the inefficiency proved to be unsatisfactory in terms of structural validity and reliability (most probably due to insufficient difficulty of the tasks). All measures had satisfactory test-retest reliability and were appropriately correlated with the related measures from other cognitive tests for measuring the planning ability. Compared to other tasks. participants were markedly more immersed in the VR task, perceived it as more interesting, and were more motivated for participating in this task. Participants reported low intensity of unwanted VR symptoms, so they could not pose and health- or psychological-related risk. Based on the results, it would be advisable to increase the difficulty of the problems. To gain a more thorough insight in metric characteristics the task should be administered on a larger and more representative sample, especially regarding age and educational level of the participants. This research provides a solid foundation for further development of approaches for measuring cognitive functions in virtual reality

Keywords:planning, cognitive assessment, executive function, virtual reality, VR CCRacer

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