3a. Memory Flashcards

1
Q

What are 2 things that VR allows for while it is difficult to obtain a high level of both?

A
  1. Ecological validity = creating an experimental design that is really close to the real world.
  2. Experimental control = taking out all confabulating factors that might influence the measures you are interested in.
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2
Q

What are the pros of VR? (6x)

A
  1. Allows to use highly realistic environments
  2. Provides good generalizability
  3. You still have high experimental control over stimuli
  4. You can offer repeated training of tasks on basis of individual difficulties
  5. It provides the opportunity to test patients in the safety of their home/the clinic
  6. It is relatively low-cost nowadays
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3
Q

What are the cons of VR? (5x)

A
  1. The user interface may be difficult to learn (especially for older people)
  2. Some users may experience motion sickness (sensory conflict theory = discrepancy between seeing & feeling)
  3. Users may experience disturbed motor skills, due to readaptation to the real world
  4. It may induce seizures/migraines, because of flashing objects
  5. It may not be suited for all patient groups (may cause disorientation/anxiety)
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4
Q

What is the role of novelty in learning and memory?

A

Learning: exploring a novel environment promotes learning, not only the learning that occurs within that environment, but also the learning that occurs afterwards.

Memory: novelty may have a boosting effect on memory.

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5
Q

What may underly the beneficial effects of novelty on memory?

And what does that mean?

A

Volition = active decision making process –> with visiting a new place, you have to make active decisions instead of rely on habits.

Memory performance in a novel condition appears to be better after active exploration compared to passive exposure.

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6
Q

Through what can the effects of novelty on memory be mediated?

A

By presence, since more immersive VR systems are more realistic and are associated with better episodic memory performance.

Presence ratings (and memory) appear to be highest in an active novel condition.

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7
Q

Presence, what is…

  1. Spatial presence?
  2. Involvement?
  3. Experienced realism?
A
  1. Spatial presence = the sense of being physically present in the virtual environment (VE)
  2. Involvement = the attention devoted to the VE and the involvement experienced –> how aware were you of the real world? (sounds, other people, etc.).
  3. Experienced realism = subjective experience of realism in the VE.
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8
Q

What are reasons that VR studies lead to very different results? (6x)

A
  1. Differences in realism, immersion, and virtual presence
  2. Age or gender effects
  3. Previous experience effects
  4. Spatial ability
  5. Interactivity
  6. Differences in volitional or motoric involvement
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9
Q

What is the P3 peak in EEG?

A

The P3 peak usually peaks over parietal electrodes and is associated with target processing. A larger P3 peak is associated with better memory.

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10
Q

Which wave activity is associated with memory processes?

A

Theta activity

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11
Q

Where can VR therapy be used for?

In which patients are the effects most pronounced?

A

With the use of VR therapy, novelty can be employed to counteract or slow down memory decline.

The effects are more pronounced in low-novelty seekers.

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