Assessing The Effects Of Prior Exposure And Intentional Vs Incidental Learning On Episodic And Spatial Memory In Virtual Reality - Info and Reading Options
By Alexandra Voinescu, Siqi Yang, Molly O’Grady and Themis Papaioannou
“Assessing The Effects Of Prior Exposure And Intentional Vs Incidental Learning On Episodic And Spatial Memory In Virtual Reality” Metadata:
- Title: ➤ Assessing The Effects Of Prior Exposure And Intentional Vs Incidental Learning On Episodic And Spatial Memory In Virtual Reality
- Authors: Alexandra VoinescuSiqi YangMolly O’GradyThemis Papaioannou
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- Internet Archive ID: osf-registrations-ecju8-v1
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Study Information Background and objectives Although virtual reality (VR) is a promising tool for studying memory, much remains unknown about how learning processes are operated in VR and how those mechanisms may compare or contrast to those that occur in traditional desk-top settings (Smith, 2019). This study is designed to address this gap in literature investigating how immersive VR experience affects memory compared to non-immersive desk-top settings and aim to gain a better understanding of whether prior sessions and/or exposures in VR can enhance memory performance, and how properties of virtual environments affect memory. VR studies often examine incidental learning in memory, defined as remembering things without specifically intending to, as this type of learning replicates the majority of how we learn in real life. However, research suggests that intentional learning, which is remembering things by consciously trying to learn them, can sometimes lead to better memory recall. Therefore, this study is also interested in whether there is a difference between incidental and intentional learning in virtual reality, specifically examining episodic and spatial memory. This is important as VR is increasingly being used as a training method to teach people, therefore if one form of learning is superior to the other, this can be implemented in the training programmes for better results. Overall, this study is interested in the effects of prior exposure to VR, immersion level, and learning type on episodic and spatial memory in virtual reality. Study design and procedure Prior ethical approval by the University of Bath Psychology Research Ethics Committee PREC PREC UG 22 238 was obtained. This is an experimental study that lasts 40 minutes. Design 3X2X2 factorial design Independent variables: -Familiarity with VR (high, moderate, and absent) -Type of learning (incidental vs intentional) -Level of immersion (high immersion condition will be exploring the virtual environment using an immersive VR headset: Oculus Rift, whereas the low immersion condition will be exploring the virtual environment using a desktop monitor) Dependent variables: Memory performance (spatial and episodic) Apparatus The virtual environment was developed by Papaioannou et al. (in preparation). Oculus Rift HMD and a 24” desktop monitor will be used. The virtual environment is a town that consists of a road, townhouses, and stores. During the task, participants walk in the virtual town and complete several objectives. There are two variants of the town (E1 and E2), different on street layout, to avoid primacy effects. Procedure Participants will be randomly assigned using randbetween function in excel into VR or desktop group, high, moderate, or absent familiarity group, and intentional or incidental group. In phase 1, participants in high familiarity group will explore E2 in VR (or desktop). Participants in moderate familiarity group will watch a video of a city tour was chosen for the moderate-familiarity group (VR Gorilla, 2022). For the control group structure colouring pictures were printed to colour as part of the prior exposure session, which lasted for 10 minutes. The duration of three groups will be similar. During the short break between two phases, participants in intentional group will be told to remember everything they can about the virtual town. Participants in incidental group will not be told this. In phase two, all participants complete the same task in E1 town, in the same condition (VR or desktop) as in phase 1. During this they have to perform several objectives (e.g., buy a newspaper from the petrol station). When they finish the two phases, participants will be asked to complete memory tests. First, they complete the memory task in the VE with two location-finding tasks, where participants are placed at different starting points in the virtual environment (e.g., bank) and instructed to find another landmark (e.g. petrol station). Second, there is a pointing task in which participants are placed at the location of a landmarked and asked to point to another landmark (e.g., the park). Task completion time and error angles in the pointing task were recorded. Spatial and episodic memory were also measured using post-test questionnaires. The questionnaires consisted of two free recall tasks and a recognition of events and scenes from the main virtual environment. The first free recall task involved listing all the items seen in the hardware store and the second free recall task involved identifying the location of the listed items in a top-down view of the hardware store. In the recognition task, participants are asked to answer yes or no to questions describing the presence of elements in the environment. Questionnaires Cybersickness (Kim et al., 2018, 9 items on a 4-point Likert scale; see Appendix 6) will be administered at pretest and post-test, presence (Presence Questionnaire measures the self-report level of presence in VR, Witmer & Singer, 1994, 22 items on a 7-point Likert scale), and cognitive absorption (CA, Agarwal and Karahanna, 2000, 23 items on a 5-point Likert scale) will be administered only at post-test. All will be administered in Qualtrics. Participants Healthy adults between the age of 18 to 65, with a capacity to provide informed consent. Following a G* Power analysis, the sample size will be 120 participants to achieve .8 power with a medium effect size of 0.3. Recruitment will be carried out using the researchers’ personal networks, the University of Bath’s psychology research participation scheme, the Research Community Participation Panel, social media channels, including Facebook, Instagram, and WhatsApp using personal accounts, and word of mouth. Eligibility criteria: Healthy populations with no neurological or current mental health conditions, as previous literature has suggested that those conditions will affect cognitive performance (Tulving; 2002); no history of epilepsy or seizure, which is to mediate the risk of harm for participants; normal or corrected to normal visual and hearing conditions. Data analysis All data analysis will be done using SPSS. To achieve our objectives, we will do the following: 1. Assess the effects of co-variates (e.g., cybersickness, cognitive absorption, presence) we will run independent t tests to see if there are any differences between groups. After this, significant co-variates will be controlled for using and ANCOVA (one way or mixed). 2. Test for main effects for familiarity with VR on memory performance (ANCOVA or ANOVA see above) 3. Test for main effects of type of learning on memory performance (ANCOVA or ANOVA see above) 4. Test for main effects of immersion on memory performance (ANCOVA or ANOVA see above) 5. Test for interaction effects on memory performance (ANCOVA or ANOVA see above) 6. Assess the relationships between memory performance and all covariates (cybersickness, cognitive absorption and presence) using Pearson's r or Spearman's rho.
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