Assessment of visuospatial working memory using virtual reality: Design of the Corsi Cubes video game

datacite.rightshttp://purl.org/coar/access_right/c_abf2
dc.contributor.authorHernández Yáñez, Brandon Steeven
dc.contributor.authorLEAL PABÓN, JESSICA LORENA
dc.contributor.authorDIAZ-CAMARGO, EDGAR
dc.contributor.authorRODRIGUEZ IBAÑEZ, RAUL EDUARDO
dc.contributor.authorRiaño-Garzón, Manuel
dc.date.accessioned2026-06-18T19:49:06Z
dc.date.available2026-06-18T19:49:06Z
dc.date.issued2026
dc.description.abstractBackground: Visuospatial memory is fundamental to understanding and learning, as it allows individuals to remember and manipulate information about the space around them and the objects within it, enabling the orientation, attention, and memory required for daily activities. Traditional assessments of visuospatial memory, such as the Corsi block-tapping task, can be highly motivating in their standard application, especially in infant populations, given the wide range of available technological options, which can undermine the accuracy of their results. In this sense, the research aimed to design and preliminarily validate an educational virtual reality video game to assess short-term visuospatial memory in an immersive, automated manner. Material and methods: Design Thinking methodology was used for software development. Results: A responsive web application, using the Three.js library for Meta Quest 2 viewers via WebXR, which is an accessible tool that automates the patient’s cognitive record. Conclusions: A video game is a viable and innovative alternative for neuroeducation.eng
dc.description.abstractIntroducción: La memoria visoespacial es fundamental para la comprensión y el aprendizaje, ya que permite a un individuo recordar y manipular información sobre el espacio que le rodea y los objetos que hay dentro de él, lo que favorece la orientación, la atención y la memoria necesarias para el desarrollo de las actividades diarias. Las evaluaciones tradicionales de la memoria visoespacial, como la prueba de Cubos Corsi, pueden resultar menos motivadoras en su aplicación tradicional, especialmente en población infantil, por lo que conviene considerar las diferentes opciones tecnológicas ampliamente disponibles, lo cual puede debilitar la precisión de sus resultados. En este sentido, el estudio tuvo como objetivo el diseño y la validación preliminar de un videojuego educativo en realidad virtual para evaluar de manera inmersiva y automatizada la memoria visoespacial a corto plazo. Materiales y métodos: Se utilizó la metodología Design Thinking para el desarrollo del software. Resultados: Se obtuvo una aplicación web responsive que utiliza la librería Three.js para los visores Meta Quest 2 mediante WebXR, lo que constituye una herramienta accesible que automatiza el registro cognitivo del paciente. Conclusiones: El videojuego se propone como una alternativa viable e innovadora para la neuroeducación.spa
dc.format.mimetypepdf
dc.identifier.issn27390012
dc.identifier.urihttps://hdl.handle.net/20.500.12442/18044
dc.identifier.urlhttps://saber.ucv.ve/ojs/index.php/rev_gmc/article/view/32748
dc.language.isoeng
dc.publisherUniversidad Central de Venezuelaspa
dc.publisherAcademia Nacional de Medicina (Venezuela)spa
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationaleng
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.sourceGaceta Médica de Caracasspa
dc.sourceVol. 134 Número Suplementario 2 (2026)spa
dc.subjectRealidad virtualspa
dc.subjectMemoria visoespacialspa
dc.subjectTest de Corsispa
dc.subjectGamificaciónspa
dc.subjectEvaluación cognitivaspa
dc.subject.keywordsVirtual realityeng
dc.subject.keywordsVisuospatial memoryeng
dc.subject.keywordsCorsi testeng
dc.subject.keywordsGamificationeng
dc.subject.keywordsWebXReng
dc.subject.keywordsCognitive assessmenteng
dc.titleAssessment of visuospatial working memory using virtual reality: Design of the Corsi Cubes video gameeng
dc.title.translatedEvaluación de la memoria de trabajo visoespacial mediante realidad virtual: diseño del videojuego Cubos Corsi
dc.type.driverinfo:eu-repo/semantics/article
dc.type.spaArtículo científico
dcterms.referencesDiamond A. Executive Functions. Ann Rev Psychol. 2013;64(2012):135-168.eng
dcterms.referencesChooi WT. Working Memory and Intelligence: A Brief Review. J Educ Develop Psychol. 2012;2(2).eng
dcterms.referencesBaddeley A. Working Memory: Theories, Models, and Controversies. Ann Rev Psychol. 2012;63(1):1-29.eng
dcterms.referencesRiaño-Garzón M, Díaz-Camargo E, Torrado-Rodríguez J, Salomón J, Salón Y, Raynaud N. Habilidades cognoscitivas en niños que inician la edad escolar de la Base de la Pirámide: estudio comparativo. En: Graterol M, Mendoza M, Contreras J, Graterol R, Espinosa J, editores. La base de la pirámide y la innovación frugal en América Latina.Maracaibo: Ediciones Astro Data; 2017.p.157-180.spa
dcterms.referencesRiaño-Garzón M, Díaz-Camargo E, Torrado-Rodríguez J, Uribe-Alvarado JI, Contreras-Velásquez JC, Fierro- Zárate C, et al. Neurofeedback effects on cognitive performance in children with attention deficit. Arch Venez Farmacol Terap. 2018;37(3):205-211.eng
dcterms.referencesChacón O, Riaño-Garzón M, Bermúdez-Pirela V, Chaparro-Suárez YK, Hernández-Lalinde JD. Efectos de la estimulación cognitiva asistida por software sobre la capacidad de atención visual en niños escolarizados. Arch Venez Farmacol Terap. 2018;37(5):512-517.spa
dcterms.referencesTulsky DS, Carlozzi NE, Chevalier N, Espy KA, Beaumont JL, Mungas DV. NIH Toolbox Cognition Battery (CB): measuring working memory. Monogr Soc Res Child Dev. 2013;78(4):70-87.eng
dcterms.referencesKessels RPC, van Zandvoort MJE, Postma A, Kappelle LJ, de Haan EHF. The Corsi Block-Tapping Task: Standardization and Normative Data. Appl Neuropsychol. 2000;7(4):252-258.eng
dcterms.referencesBrunetti, Del Gatto C, Delogu F. eCorsi: implemen- tation and testing of the Corsi block-tapping task for digital tablets. Front Psychol. 2014;5.eng
dcterms.referencesImmordino-Yang MH, Damasio A. We Feel, Therefore We Learn: The Relevance of Affective and Social Neuroscience to Education. Mind Brain Educ. 2007;1(1):3-10.eng
dcterms.referencesDede C. Immersive Interfaces for Engagement and Learning. Science (1979). 2009;323(5910):66-69.eng
dcterms.referencesMerchant Z, Goetz ET, Cifuentes L, Keeney-Kennicutt W, Davis TJ. Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Comput Educ. 2014;70:29-40.eng
dcterms.referencesNeguț A, Matu SA, Sava FA, David D. Virtual reality measures in neuropsychological assessment: A meta- analytic review. Clin Neuropsychol. 201630(2):165- 184.eng
dcterms.referencesRizzo A “Skip”, Koenig ST. Is clinical virtual reality ready for primetime? Neuropsychology. 2017;31(8):877-899.eng
dcterms.referencesKourtesis P, Lizarraga A, MacPherson SE. Immersive virtual reality assessments of working memory and psychomotor skills: A comparison between immersive and non-immersive assessments. J Neuropsychol. 2025.eng
dcterms.referencesPanke S. Design Thinking in Education: Perspectives, Opportunities and Challenges. Open Education Studies. 2019;1(1):281-306.eng
dcterms.referencesBrown T. Design Thinking. Harv Bus Rev. 2008;86:84–92, 141.eng
dcterms.referencesKourtesis P, Korre D, Collina S, Doumas LAA, MacPherson SE. Guidelines for the Development of Immersive Virtual Reality Software for Cognitive Neuroscience and Neuropsychology: The Development of Virtual Reality Everyday Assessment Lab (VR- EAL), a Neuropsychological Test Battery in Immersive Virtual Reality. Front Comput Sci. 2020;1.eng
dcterms.referencesLi D, Numan N, Qian X, Chen Y, Zhou Z, Alekseev E, et al. XR Blocks: Accelerating Human-centered AI + XR Innovation. 2025.eng
dcterms.referencesCorsi PM. Human memory and the medial temporal region of the brain. In 1972. Available from: https:// api.semanticscholar.org/CorpusID:140928756eng
dcterms.referencesZsebi S, Sik-Lanyi C, Szabó P, Filotás P, Zsuffa JA, Cserjési R. A virtual reality take on the Corsi- Block Tapping Task: Exploring VR for spatial working memory assessment. Acta Psychol (Amst). 2025;261:105918.eng
dcterms.referencesBauer ACM, Andringa G. The Potential of Immersive Virtual Reality for Cognitive Training in Elderly. Gerontology. 2020;66(6):614-623.eng
dcterms.referencesPang JWM, Lim JE, Koh EYL, Tan NC. Validity and reliability of a virtual reality system as an assessment tool for cognitive impairment based on the six cognitive domains. Virtual Real. 2025;29(3):109.eng
dcterms.referencesWang J, Shi R, Zheng W, Xie W, Kao D, Liang HN. Effect of Frame Rate on User Experience, Performance, and Simulator Sickness in Virtual Reality. IEEE Trans Vis Comput Graph. 2023;29(5):2478-2488.eng
dcterms.referencesSong H, Oh, Choi J, Ohm SY. Effectiveness of Virtual Reality–Based Cognitive Control Training Game for Children with Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study. JMIR Pediatr Parent. 2025;8:e66617–e66617.eng
dcterms.referencesHadjiaros M, Shimi A, Neokleous K, Pattichis C, Avraamides M. Virtual Reality Gamification of Visual Search, Response Inhibition, and Visual Short-Term Memory Tasks for Cognitive Assessment: Experimental Study. JMIR Form Res. 2025;9:e65836– e65836.eng
dcterms.referencesMystakidis S. Metaverse. Encyclopedia. 2022;2(1):486-497.eng
dcterms.referencesLai FH Yin, Yee BK, Wang EHJ, Butler J, Graham A, Hai EY Kuen, et al. Cognition in virtual reality: assessing user acceptability and feasibility of virtual reality cognitive screening for older adults. Front Psychiatry. 2025;16.eng
dcterms.referencesSomrak A, Humar I, Hossain MS, Alhamid MF, Hossain MA, Guna J. Estimating VR Sickness and user experience using different HMD technologies: An evaluation study. Future Generation Computer Systems. 2019;94:302-316.eng
oaire.versioninfo:eu-repo/semantics/publishedVersion

Archivos

Bloque original
Mostrando 1 - 1 de 1
No hay miniatura disponible
Nombre:
PDF.pdf
Tamaño:
967.5 KB
Formato:
Adobe Portable Document Format
Bloque de licencias
Mostrando 1 - 1 de 1
No hay miniatura disponible
Nombre:
license.txt
Tamaño:
381 B
Formato:
Item-specific license agreed upon to submission
Descripción:

Colecciones