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Line bisection error and alteration of visuospatial attention allocation in VR

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Mendeley Data2026-04-09 收录
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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.
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Andras Zsido
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