Cognitive tasks in VR - done but go over

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Last updated 9:44 AM on 1/18/26
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16 Terms

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Theory of mind (ToM) (Baron-cohen)

  • ability to understand others’ mental states

  • Sally Anne false beleif task

  • Identification of non-verbal behaviours 

    • attribution of social behaviours are issue in autism

2
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Heider & Simmel (1944)

  • different geometric shapes moving around

  • demonstrated the human tendency to attribute human-like intentions, emotions, and narratives to simple moving geometric shapes

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Animacy

  • ability to attribute human characteristics & mental states to shapes

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Abel et al (2000) & White et al (2011)

  • Theory of mind (coxing, mocking)

  • Random (star, drifting)

  • Gold directed (chasing, leading)

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Animacy perception in VR (Savickaite et al 2021)

  • created 2D animations & 3D animations

  • followed the animations → random, chase, dance

  • used autsitms coefficent

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Animacy perception in VR (Savickaite et al 2021) Procedure

  • No interaction

    • no obvious interaction between the triangles, and movement appears random.

  • Physical interaction

    • An interaction between the triangles in which actions are directed toward each other in order to achieve specific goals.

  • Mental interaction

    • An interaction between the triangles involving the manipulation of the emotions and thoughts of one triangle by the other

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Animacy perception in VR (Savickaite et al 2021) findings

  • inaccurate interpretations of animation

  • difficulty deciding on interactions on whether they are mental or physical

  • very immersive so improves on ecological validity 

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Visual search in 3D

  • locating a target within clutter

  • used in everyday & highstake tasks

  • influenced by target saliency, task relevant and cognitive traits

<ul><li><p>locating a target within clutter </p></li><li><p>used in everyday &amp; highstake tasks</p></li><li><p>influenced by target saliency, task relevant and cognitive traits</p></li></ul><p></p>
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VR & visual search task (Savickaite & Parker, 2025)

  • Visual search task in three conditions: 

    • 2D desktop,  2D displayed in VR, 3D VR

  • VR offers immersion & controlled enviroments 

  • 20 trials

  • Select a target shape among distractors

  • Order counterbalanced

  • Measures: accuracy & completion time

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results of VR & visual search task

  • 2D = easiest, most efficient, highest accuracy

  • VR3D = most cognitively demanding

    • Engages visuospatial memory strongly

    • Requires navigation + attention

    • quickest completion

  • VR2D = intermediate demands

  • significant differences between groups

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key points of cognitive task in VR

  • Performance declines as tasks become more immersive

  • VR3D introduces greater variability in behaviour

  • RT differ significantly across conditions

  • Accuracy differences trend toward significance

  • Immersive VR likely reflects true real-world search complexity better than 2D tasks

  • Cognitive load, spatial memory, & attentional allocation differ between modalities

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Immersion affects multiple things

  • increases cognitive load

  • reduce VWM efficiency

  • Increase predictor error

  • flatterns priors

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predicitive processing language

describing cognition in terms of the brain as a prediction machine, using terms like priors (expectations), sensory evidence, prediction error (mismatch between expected and actual input), and precision (how much weight a signal gets), instead of just saying “expectations”, “surprise”, “attention”, and “learning”.

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