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A master's thesis from Aalborg University
Book cover


Eye-tracking and immersive virtual reality as a means to improve the assessment of visuospatial cognition.

Author

Term

4. term

Education

Publication year

2018

Submitted on

Pages

35

Abstract

Dette speciale undersøger, hvordan øjensporing (eye-tracking) og virtual reality (VR) kan forbedre udredning og rehabilitering af rumlig kognition—de evner, vi bruger til at opfatte, rette opmærksomhed i og navigere i rummet. Arbejdet gennemgår de mest anvendte metoder med fokus på neglekt, et syndrom hvor personer, ofte efter hjerneskade, ikke bemærker den ene side af rummet. Specialet beskriver, hvordan neglekt i dag vurderes og behandles, og peger på begrænsninger ved traditionelle papir‑og‑blyant‑tests, især deres økologiske validitet (hvor godt testene afspejler hverdagen) og sensitivitet (evnen til at opfange subtile vanskeligheder). Derefter vurderes øjensporing og VR som forsknings- og kliniske værktøjer, og der gives forslag til, hvordan de kan indgå i udredning og genoptræning. Hovedpointen er, at VR kan tilbyde sikre, kontrollerbare miljøer, hvor opgaver inspireret af standardtest kan indlejres, mens øjensporing registrerer, hvor patienter kigger, og hvad de fikserer på. Samlet set kan disse værktøjer gøre vurderinger mere realistiske og følsomme end traditionelle test.

This thesis asks how eye-tracking and virtual reality (VR) can improve the assessment and rehabilitation of spatial cognition—the skills we use to perceive, attend to, and navigate space. It reviews common clinical methods with a focus on spatial neglect, a syndrome in which people, often after brain injury, fail to notice one side of space. The thesis describes how spatial neglect is currently assessed and treated and examines limitations of traditional pen-and-paper tests, especially their ecological validity (how well tests reflect everyday life) and sensitivity (ability to detect subtle difficulties). It then evaluates eye-tracking (recording where and how long people look) and VR as research and clinical tools and proposes ways to integrate them into assessment and rehabilitation. The main conclusion is that VR can provide safe, controllable environments where tasks inspired by standard tests can be embedded, while eye-tracking captures gaze and fixation patterns. Together, these tools may offer more realistic and sensitive measures than conventional tests.

[This abstract was generated with the help of AI]