The main purposes of the study were: first, to evaluate the validity of the Virtual immersive version of the NAT; second, to evaluate the effect of cognitive tests in predicting the VRAT performances, considering also the role of sense of presence as moderator.
In the scientific literature, other scholars digitalized the NAT using not immersive technology with good results 27. Following this mainstream, Chirico and colleagues (2020) developed a virtual immersive version of NAT (VRAT) implemented through Head-Mounted display devices, demonstrating the feasibility of the VRAT in a single case study. The results of the study supported the idea of implementing the VRAT even in people with minimal computer experience or with no prior VR exposure, without any significant risk 11. Furthermore, from a descriptive point of view, the results of both conditions virtual and real suggested similar outcomes11. In line with these suggestions, the present study evaluated the concurrent validity of the VRAT and NAT in a cross-over design study, relying on a sample of 16 participants evaluated on memory and processing speed domains. Correlation analyses showed significant relations between VRAT scores (i.e., accomplishments and errors) and 1) RAT scores (i.e., accomplishments and errors), and 2) tests of cognitive abilities. These results suggested the potential validity of the immersive VRAT for function assessment, as the correlations of the scores (i.e., accomplishment and errors) between the different conditions (i.e., VR and real) showed a high Pearson index (> 0.70). This result is in line with previous evidence supporting the validity of the digitalized automated version of the NAT, where the correlation was 0.47 27. Regarding the micro-errors, the correlation matrix showed different patterns in the two conditions. Specifically, the micro-errors in RAT showed a coherent pattern with the other scores, although the sample size has influenced the p-values of the correlations. Indeed, the micro-errors correlated positively with errors and negatively with accomplishments in both real and virtual conditions. Moreover, the micro-errors in RAT correlated with micro-errors in VRAT. Concerning micro-errors in VRAT, the null relationships reported in the correlation matrix could be attributed to the difficulty of the software detecting micro-errors in a virtual environment. Indeed, the automated scoring was inaccurate in tracking subtle functional difficulties. Automatic scoring was shown to be overly sensitive to the hand movements of the participants, leading to inaccurate results. The progress of technology may improve the accuracy in detecting micro-errors, the authors of the present study are involved in a new protocol in order to fix this issue. Despite the difficulties mentioned above, the software was accurate in tracking errors and accomplishments, showing promising results.
Correlation analyses were performed between RAT scores and cognitive abilities, besides the relation between error and digit span, all variables resulted in statistically significant or marginally significant correlation. Although not all correlations were significant, given the Pearson indices, it is reasonable to think that the small sample size could have influenced these results. In any case, despite the small sample size, these results are in line with the literature 24,25,27, 53–55, highlighting the validity of the RAT test.
As expected, also the correlation matrix between VRAT measures and tests of cognitive abilities followed the same pattern of the RAT’s correlation with cognitive tests, suggesting the accuracy of the automated score in detecting the accomplishments and errors during the task. These results are in line with a previous study 27 related to the validation of a virtual non-immersive version of NAT.
Taken together, these results provided preliminary validity data for the VRAT and suggest the utility of the VRAT as an objective and efficient measure of functional difficulties. Virtual immersive technology allows to develop and implements immersive virtual scenarios in which, unlike non-immersive technology, the users could be able to experience the same feelings as the real scenarios. The role of VR experience is still debated in the scientific literature 28. Specifically, previous studies investigated the role of the sense of presence experienced by participants during the VR tasks 32–34, 56, suggesting that it is often complicated to find a direct effect on scoring 29. For this reason, it becomes important to evaluate the sense of presence experienced by participants testing its role in moderating the effect of cognitive tests on VR tasks, when this can be applied.
To the best of our knowledge, this is the first study that evaluates the role of VR presence in moderating the relationship between cognitive abilities and the score of performance-based tests in virtual immersive environments. Our results showed that the sense of presence experienced by the participants during the task moderated the effects of BVMT on VRAT scores and the relationship between symbol search and errors. Although the relationships between sense of presence and performance were not found in previous studies 34,56 or were found weak associations 32,57, our findings highlighted that the VR presence may have a moderation effect in these contexts. On the same page, the highest direct effects in the two models showed a pattern that emphasizes the role of visual components in our VR task. As matter of fact, our results highlight as both cognitive tests, related to the visuospatial domain (i.e., visuospatial memory; BVMT, and visuospatial attention; symbol search) had the highest effects on VRAT performances and were the only to being moderated.
Maneuverer and colleagues (2020) tested the effect of the sense of presence in predicting spatial cognition performance in an immersive virtual test (Rod-and-Frame Test; RFT). The authors found a positive effect of the sense of presence and other variables (e.g., cybersickness, game experience) on the participant's performance. Moreover, the scholars tested a mediation model without any significant results. However, they highlighted the role of human factors (e.g., sense of presence, cybersickness, game experience) in the spatial immersive virtual tasks. Following this claim, our study provides an empirical contribution to the role of sense of presence as a moderator, considering the validation of the VRAT test in performing daily living activities with no spatial performances involved. Our results showed that the sense of presence was not a predictor of VRAT performances. However, correlation analysis showed a null effect in the relation between sense of presence and cognitive domain and VRAT performances. To speculate, these results can be explained by the fact that given the different mechanisms involved in the NAT, where spatial performances are not involved to complete the task, the sense of presence becomes a crucial booster of expressing cognitive abilities (i.e., daily living activities) through VR devices. Moreover, participants reported no symptoms of cybersickness in VRAT suggesting the feasibility of the VR devices for all of them. The present study posed some important questions related to the complex interaction between individual factors and devices (e.g., sense of presence). Our results represented a first step in understanding the process behind the individual variations of sense of presence, without any manipulation of the immersive levels provided by the technology.
Future studies should take into account the interaction between human factors and VR systems, focusing on the relationships between several human factors (e.g., cybersickness, gender, VR experience) and different levels of immersive technology, maybe varying the immersive levels of the virtual environment. Although several studies mentioned above have evaluated the direct effect of human factors on performances in VR tasks, future researchers should consider these factors as a moderator component in the resolution of the task in a virtual environment (e.g., performance-based test in VR). Although the present study showed promising results, given the small sample of participants, broader studies are needed to confirm these findings.