虚拟现实
斯特罗普效应
认知
心理学
认知灵活性
任务(项目管理)
头戴式耳机
执行职能
物理医学与康复
认知心理学
听力学
人机交互
计算机科学
医学
神经科学
工程类
电信
系统工程
作者
Sidney Grosprêtre,Philémon Marcel-Millet,Pauline Eon,Bettina Wollesen
摘要
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, interspaced by a 1-month washout period. Trainings were performed in a random order: (1) a video training using shadow boxing fitness videos (SBV) and (2) a VR training using a three-dimensional game where the aim is to cut moving cubes with a sword in each hand. Before and after each training period, a battery of cognitive tests was performed to assess executive functions, such as attention (change blindness), reaction time, response inhibition (go/no-go, Stroop task), or flexibility (trail making test). Fine motor skills were also evaluated through a Fitt's task. No effect of the SBV training was observed on any of the cognitive functions tested. On the contrary, a significant increased performance in selective attention and observation tests was found after VR training, as well as in inhibitory processes (Stroop and go/no-go). Other performances were unaffected by either VR or SBV training. The present study argues that VR exergaming is a promising tool to promote cognitive enhancement but targets specific functions according to the type of interface/game that is used.
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