User Experience, System Usability, and Feasibility of Two Novel Immersive Virtual Reality Memory Tasks for Cognitive Training: A Pilot Study

<b>Background</b>: The implementation of effective, non-pharmacological interventions for enhancing cognitive function is a critical area of research. This pilot study evaluates the usability, feasibility, and acceptance of two novel immersive virtual reality (IVR) memory tasks designed for cognitive training. <b>Materials and Methods</b>: Thirty-three healthy young volunteers (mean age 20 ± 1.5 years) participated in a single session that included two IVR tasks: a "Virtual Face Name Memory Task" for long-term associative memory and a "Virtual Object Location Memory Task" for visuo-spatial working memory. The session, lasting approximately 30 min, was conducted using a Meta Quest 2 headset. To evaluate usability and feasibility, several standardized questionnaires were administered, including the User Satisfaction Evaluation Questionnaire, NASA Task Load Index, User Experience Questionnaire, Simulator Sickness Questionnaire, and System Usability Scale. Cognitive performance was measured through accuracy rates and the number of tasks completed. <b>Results</b>: Questionnaire results revealed an overwhelmingly positive user experience and high usability. Participants reported low frustration and a minimal incidence of cybersickness, confirming the procedure's feasibility. Performance-wise, participants demonstrated high accuracy in immediate associative memory tasks (names: 80%, occupations: 95%) and visuospatial working memory tasks (change detection: 88-92%, localization: 90-95%). Associative memory performance declined after a 10 min delay (names: 49%, occupations: 59%) but improved significantly in the delayed recognition task (names: 76%, occupations: 88%). <b>Conclusions</b>: This pilot study provides compelling preliminary evidence for the usability and feasibility of two novel IVR memory tasks for cognitive training. The positive user experience, minimal cybersickness, and low frustration ratings indicate that the procedure is a feasible and engaging tool for cognitive intervention.

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Publication Details

Journal
Brain Sciences
Published
2025-11-29
DOI
https://doi.org/10.3390/brainsci15121289
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
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article

User Experience, System Usability, and Feasibility of Two Novel Immersive Virtual Reality Memory Tasks for Cognitive Training: A Pilot Study

Silvia Zabberoni, Maria Stefania De Simone, Alberto Costa, Gaetano Tieri et al.
1 citations
Brain Sciences
Virtual Reality Applications and Impacts
1.94
article

User Experience, System Usability, and Feasibility of Two Novel Immersive Virtual Reality Memory Tasks for Cognitive Training: A Pilot Study

Silvia Zabberoni, Maria Stefania De Simone, Alberto Costa, Gaetano Tieri, Erika Tenaglia
article en
1 citations

Abstract

<b>Background</b>: The implementation of effective, non-pharmacological interventions for enhancing cognitive function is a critical area of research. This pilot study evaluates the usability, feasibility, and acceptance of two novel immersive virtual reality (IVR) memory tasks designed for cognitive training. <b>Materials and Methods</b>: Thirty-three healthy young volunteers (mean age 20 ± 1.5 years) participated in a single session that included two IVR tasks: a "Virtual Face Name Memory Task" for long-term associative memory and a "Virtual Object Location Memory Task" for visuo-spatial working memory. The session, lasting approximately 30 min, was conducted using a Meta Quest 2 headset. To evaluate usability and feasibility, several standardized questionnaires were administered, including the User Satisfaction Evaluation Questionnaire, NASA Task Load Index, User Experience Questionnaire, Simulator Sickness Questionnaire, and System Usability Scale. Cognitive performance was measured through accuracy rates and the number of tasks completed. <b>Results</b>: Questionnaire results revealed an overwhelmingly positive user experience and high usability. Participants reported low frustration and a minimal incidence of cybersickness, confirming the procedure's feasibility. Performance-wise, participants demonstrated high accuracy in immediate associative memory tasks (names: 80%, occupations: 95%) and visuospatial working memory tasks (change detection: 88-92%, localization: 90-95%). Associative memory performance declined after a 10 min delay (names: 49%, occupations: 59%) but improved significantly in the delayed recognition task (names: 76%, occupations: 88%). <b>Conclusions</b>: This pilot study provides compelling preliminary evidence for the usability and feasibility of two novel IVR memory tasks for cognitive training. The positive user experience, minimal cybersickness, and low frustration ratings indicate that the procedure is a feasible and engaging tool for cognitive intervention.

Brain SciencesVol. 15(12)
University Niccolò Cusano (IT), Unitelma Sapienza University (IT), Fondazione Santa Lucia (IT)
Openalex Percentile: Top 11%
Virtual Reality Applications and Impacts
1.94
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