Line bisection error and alteration of visuospatial attention allocation in VR
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To understand the nature of the respondent participants’ hemispatial activity in Virtual Reality (VR) a Line Bisection Test (LBT) was administered both in a conventional real environment and the same LBT was applied in a virtual environment to assess the rate of the pseudoneglect of visual hemispace. The assumption was that the mental construction of the VR increases the visuospatial activity in the right hemisphere-related cognitive processes, and the consequence of this activity alteration occurs in the direction and rate of line bisection lateral error.
Conclusion: The present study provides evidence of the feasibility and validity of the VR version of the classical pen-and-paper-based Line Bisection Test.
为探究被试参与者在虚拟现实(Virtual Reality)环境中的半空间活动特征,本研究分别在常规真实环境与虚拟环境中实施了线段等分测试(Line Bisection Test,LBT),以评估视觉半空间假性忽视的发生率。本研究假设,虚拟现实的心理构建会增强右侧半球相关认知过程中的视觉空间活动,而该活动改变会体现在线段等分侧向误差的方向与幅度上。
结论:本研究证实了经典纸笔式线段等分测试的虚拟现实版本具备可行性与有效性。
创建时间:
2022-02-07



