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
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