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Dataset

dc.coverage.spatialEspañaes
dc.coverage.temporal1-6-2020 al 30-7-2023es
dc.creatorLobato-Camacho, Francisco Josées
dc.creatorLópez García, Juan Carloses
dc.creatorVargas Romero, Juan Pedroes
dc.date.accessioned2023-09-08T08:26:03Z
dc.date.available2023-09-08T08:26:03Z
dc.date.created2020-06-01
dc.date.issued2023-09
dc.identifier.citationLobato-Camacho, F.J., López García, J.C., y Vargas Romero, J.P. (2023). Virtual reality evaluation of the spatial learning strategies in gamers [Dataset]. idUS (Depósito de Investigación de la Universidad de Sevilla). https://doi.org/10.12795/11441/148808.
dc.identifier.urihttps://hdl.handle.net/11441/148808
dc.description.abstractPsychological memory tests have traditionally relied on paper-based methods. However, the emergence of virtual reality tools, including adaptations of animal lab tests, has opened up new possibilities for evaluating and enhancing attention and memory processes. The impact of virtual environments on spatial memory remains a topic of ongoing debate. To contribute to this discussion, we conducted a comprehensive study with two primary objectives. Firstly, we aimed to develop a virtual reality tool that could effectively assess search strategies in gamers within virtual environments. To achieve this, we designed a virtual water maze inspired by those used in animal research. Secondly, we conducted a cross-sectional study involving participants to analyze how spatial memory strategies evolve in a virtual environment with increasing gaming experience. The results revealed that participants with more gaming experience exhibited faster and more precise learning in the virtual water maze, along with improved search strategies. Additionally, our study allowed for the evaluation of our software and enabled us to track changes in the efficacy of learning strategies. Overall, this study emphasizes the potential of virtual environments for both evaluation and cognitive stimulation purposeses
dc.description.tableofcontentsID, Gamer type, Scenes types, First assessment (s), Second assessment (s)es
dc.formatapplication/vnd.ms-exceles
dc.language.isoenges
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectAprendizaje en realidad virtual; Evaluación de realidad virtual; Memoria espacial; Laberinto de aguaes
dc.titleVirtual reality evaluation of the spatial learning strategies in gamers [Dataset]es
dc.typeinfo:eu-repo/semantics/datasetes
dcterms.identifierhttps://ror.org/03yxnpp24
dc.description.versionv. 1es
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Psicología Experimentales
dc.relation.projectIDPID2019-110739GB-I00/AEI/10.13039/501100011033es
dc.identifier.doi10.12795/11441/148808
dc.contributor.groupUniversidad de Sevilla. HUM646: Aprendizaje y Cogniciónes
dc.contributor.funderMinisterio de Ciencia e Innovación (MICIN). Españaes
dc.contributor.contactPersonLobato-Camacho, Francisco Josées
dc.contributor.contactPersonLópez García, Juan Carloses
dc.contributor.contactPersonVargas Romero, Juan Pedroes
dc.contributor.dataCollectorLobato-Camacho, Francisco Josées
dc.contributor.datacuratorLobato-Camacho, Francisco Josées
dc.type.resourcetypeDatos numéricoses

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