The "bizarre" object effect in Virtual Reality: A comparative serial recall study

Working memory experiments are typically conducted in minimal settings. Virtual Reality (VR) enables a more immersive and ecologically valid approach to such experiments. In a serial recall study, we investigated working memory performance in classical computer and VR setups. We conducted the task with typically and atypically colored animal stimuli to investigate the bizarreness, or typicality effect. We manipulated the stimuli dimension, presenting the animals in two and three dimensions. In each trial, stimuli appeared in set sizes varying from four to eight items, where the percentage of atypical animals also varied. Our results demonstrate overall consistency across the classical and VR environments, showing better performance in smaller stimuli set sizes. Having more typically colored animals in a memory set improved participant performance, while the dimension of presented stimuli played no significant role. This sheds light on the role of frequency of atypical items within a memory set. Furthermore, our results show that VR technology can replicate traditional computer-based cognitive tasks without impacting task performance.

Authors

Institutions

Publication Details

Published
2024-10-07
DOI
https://doi.org/10.1145/3673805.3673806
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The "bizarre" object effect in Virtual Reality: A comparative serial recall study

Omar Fahmi Jubran, Laís Muntini, Thomas Lachmann, Eda Monaco
1 citations
Virtual Reality Applications and Impacts
0.37
article

The "bizarre" object effect in Virtual Reality: A comparative serial recall study

Omar Fahmi Jubran, Laís Muntini, Thomas Lachmann, Eda Monaco
article en
1 citations

Abstract

Working memory experiments are typically conducted in minimal settings. Virtual Reality (VR) enables a more immersive and ecologically valid approach to such experiments. In a serial recall study, we investigated working memory performance in classical computer and VR setups. We conducted the task with typically and atypically colored animal stimuli to investigate the bizarreness, or typicality effect. We manipulated the stimuli dimension, presenting the animals in two and three dimensions. In each trial, stimuli appeared in set sizes varying from four to eight items, where the percentage of atypical animals also varied. Our results demonstrate overall consistency across the classical and VR environments, showing better performance in smaller stimuli set sizes. Having more typically colored animals in a memory set improved participant performance, while the dimension of presented stimuli played no significant role. This sheds light on the role of frequency of atypical items within a memory set. Furthermore, our results show that VR technology can replicate traditional computer-based cognitive tasks without impacting task performance.

University of Koblenz and Landau (DE), Universidad Nebrija (ES), Rheinland-Pfälzische Technische Universität Kaiserslautern-Landau (DE)
Reduced inequalities
Openalex Percentile: Top 39%
Virtual Reality Applications and Impacts
0.37
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

The "bizarre" object effect in Virtual Reality: A comparative serial recall study — Omar Fahmi Jubran, Laís Muntini, et al. · (2024) | TGRS Research Map | TGRS