Cognitive Assessment and Training in Extended Reality: Multimodal Systems, Clinical Utility, and Current Challenges
Abstract
:1. Introduction
Aim and Approach of This Narrative Review
- Databases searched: PubMed, IEEE Xplore, and Scopus.
- Keywords: “Extended Reality”, “Cognitive Assessment”, “Adaptive Systems”, “Neuropsychological Testing”, “XR-based Cognitive Training”, “Eye Tracking”, “EEG”, “GSR”, and “Body Tracking”.
- Inclusion criteria: Experimental studies, theoretical frameworks, and applications of XR technologies in cognitive science published within the last 10 years.
- Focus: The review prioritizes studies on XR-based tools for cognitive assessment and rehabilitation, emphasizing the integration of ET, EEG, GSR, and body tracking data streams across diverse populations, including healthy individuals, older adults, and clinical groups with neurological or neurodevelopmental conditions.
2. Ecological Validity in XR-Based Cognitive Assessment and Training
Examples of XR-Based Cognitive Tasks with Real-World Relevance
3. Usability, Acceptability, and User Experience in XR
3.1. Usability of XR Devices and Systems for Cognitive Assessment
3.2. User Acceptability and Experience Across Various Populations
3.3. Case Studies on UX in Cognitive Training
4. Multimodal Systems in XR Cognitive Applications
4.1. Overview of Multimodalities: GSR, EEG, ET, Hand Tracking, Body Tracking
4.2. Integration of These Modalities in XR Environments
4.3. Applications of Multimodal Systems in Cognitive Assessment
4.4. Advantages and Limitations of Multimodal Systems
5. XR Applications in Cognitive Assessment
5.1. Review of Current XR-Based Cognitive Assessment Tools
Cognitive Domain | XR-Based Assessment Tool and Study | Description of Method | Key Findings and Implications |
---|---|---|---|
Memory | VR-EAL (Kourtesis et al., 2021) [4] | Participants engage in tasks like remembering a shopping list or recalling sequences in a realistic virtual environment. | Enhanced ecological validity compared to traditional tests, accurately reflecting real-world memory usage. |
Spatial Recall Task (Sauzéon et al., 2016) [26] | Participants memorize and recall spatial information in a virtual environment. | Increased realism leads to better memory performance measurements, compared to static tests. | |
Context-rich Memory Tasks (Pflueger et al., 2023) [88] | Memory tasks incorporate environmental and situational cues in VR settings. | Contextual elements enhance memory assessment and provide a more realistic understanding of memory function. | |
VR-EAL (Kourtesis and MacPherson, 2023) [28] | VR-EAL simulates everyday situations that demand prospective memory, where users must remember tasks triggered by specific times or events, like taking virtual medication after breakfast or at scheduled intervals. | XR methods outperform traditional approaches in capturing prospective memory in real-life situations. | |
Executive Functions | Virtual Office Simulation (Jansari et al., 2014) [22] | Participants manage tasks, handle unexpected events, and make strategic decisions in a virtual office setting. | Effectively assesses planning, adaptability, and decision-making, mirroring real-world complexities. |
Inhibitory Control in ASD (Parsons and Carlew, 2016) [84] | VR classroom simulation to measure inhibitory control in adults with ASD. | Captures real-world executive dysfunction in a way that traditional tests cannot. | |
VR-EAL (Kourtesis and MacPherson, 2021) [4] | Tasks simulate planning and adaptability challenges, like running errands in a virtual city. Also, there is a cooking task that requires multitasking skills. | Provides insights into strategic planning and adaptability under realistic conditions. | |
Attention | High-Stimulation Attention Task (Coleman et al., 2019) [85] | Participants focus on instructions amid distractions in a virtual classroom. | More accurate assessment of attention control compared to lab-based tests. |
Naturalistic Attention (Iriarte et al., 2016) [86] | Participants filter out distractions in an immersive VR class. | XR tasks simulate real-world attentional demands, offering more applicable results. | |
VR-EAL (Kourtesis et al., 2021) [4] | Detecting visual/auditory cues amid distractions while on the road. | Comprehensive assessment of attentional processes, enhancing real-world applicability. | |
Visuospatial Skills | Virtual City Navigation (Grübel et al., 2017) [87] | Participants plan routes and remember landmarks in a virtual city. | Detailed data on spatial memory and reasoning that traditional 2D tests cannot offer. |
Spatial Deficit Assessment (Howett et al., 2019) [16] | XR tasks assess navigation skills in individuals with mild cognitive impairment or brain injuries. | Valuable for clinical applications, as XR provides a realistic measure of spatial impairments. | |
VR-EAL (Kourtesis and MacPherson, 2021) [4] | Route planning and landmark recall in immersive VR settings. | Offers an ecologically valid measure of spatial reasoning, closely reflecting real-world challenges. | |
3D Interaction Tasks (Cogné et al., 2018) [89] | Participants interact with 3D objects in virtual environments to test coordination and movement patterns. | XR captures coordination skills in a dynamic setting, revealing nuances not measurable by traditional tests. | |
Object Manipulation (Wen et al., 2023b) [79] | Tasks involving manipulation of objects and solving spatial puzzles. | Provides a comprehensive understanding of visuomotor skills in realistic, engaging scenarios. |
5.2. XR Assessments Compared to Traditional Methods
5.2.1. Ecological Validity and Realism
5.2.2. Visuomotor Coordination and Spatial Cognition
5.2.3. Continuous and Dynamic Data Collection
5.2.4. Complementarity with Traditional Methods
5.3. XR’s Potential for Real-Time Data Collection and Analysis
5.4. Challenges in Implementing XR in Large-Scale Cognitive Assessments
6. XR Applications in Cognitive Training
6.1. Review of Current XR-Based Cognitive Training Interventions
Training Focus | Population (Study) | Method Description | Key Findings and Implications |
---|---|---|---|
Memory Training | Older Adults (Varela-Aldás et al., 2022) [39] | Real-life simulated memory tasks, like recalling sequences of actions in a virtual kitchen. | Enhanced user engagement and better real-world applicability compared to static recall exercises. |
Individuals with Cognitive Decline (Mondellini et al., 2018) [102] | Context-rich scenarios replicating everyday memory challenges. | Memory performance showed marked improvements, especially in older adults and those with MCI. | |
Attention Training | General Population and Stroke Patients (Huygelier et al., 2022) [104] | Dynamic tasks in XR requiring sustained attention in realistic, immersive settings. | Improved attentional control, better reflecting real-world demands compared to simple reaction-time exercises. |
General Population, Children (Wang et al., 2020) [103] | Tasks designed with adaptive difficulty and real-time feedback to sustain attention. | Participants maintained engagement and showed greater attentional improvements that generalized to daily activities. | |
Older Adults (Lorentz et al., 2023) [60] | Immersive attention training tasks set in complex environments, like virtual markets. | Enhanced focus and attentional resource management in high-stimulation scenarios. | |
General Population and Adults with ADHD (Selaskowski et al., 2023) [81] | XR-based interventions with personalized difficulty adjustments. | Greater effectiveness in training attention skills compared to non-adaptive methods. | |
Executive Functions Training | General Population and MCI Liao et al., 2019) [49] | Participants navigate a virtual city or manage tasks in a simulated workplace, engaging executive functions. | XR tasks provided a more realistic training experience, leading to better problem-solving and adaptability. |
Social Cognition Training | Adults with ASD (Kourtesis et al., 2023) [57] | Simulations of daily life tasks, like job interviews and shopping, for real-world social skill practice. | XR provided a safe space to learn and adapt, enhancing social interactions and everyday functioning. |
Children with ASD (Bekele et al., 2016) [55] | XR scenarios focusing on social interactions, like making eye contact and understanding social cues. | Effective at reducing social anxiety and improving communication skills in a safe, controlled environment. | |
Children with ASD (Ip et al., 2018) [56] | Virtual practice of social tasks, tailored to individual needs, with repeated exposure. | Personalized training showed significant improvements in social cognition and adaptive behavior. | |
Multiple Cognitive Domains Training | TBI Patients (Masoumzadeh and Moussavi, 2020) [33] | Gradually increasing task complexity in XR settings to support cognitive skill recovery. | Effective in enhancing spatial memory and task-switching, critical for neurological recovery. |
Children with Attention or Learning Challenges (Coleman et al., 2019) [85] | Game-like XR scenarios for working memory, problem-solving, and attention training. | High engagement and sustained interest, resulting in cognitive gains and improved academic skills. | |
Children (Araiza-Alba et al., 2021) [106] | Interactive missions and virtual puzzles that require strategic thinking and memory use. | Enhanced cognitive skill development and positive behavioral outcomes in young learners. | |
Children with ADHD (Ou et al., 2020) [107] | XR-based training that focuses on attention and strategic thinking through playful scenarios. | XR tasks promoted adaptability, patience, and academic success. | |
Children with ADHD (Wong et al., 2023) [46] | Engaging XR tasks for attention, social cognition, and executive function, with adaptable challenges. | Increased focus, better task management, and improved social skills, proving XR to be a highly effective therapeutic tool. |
6.2. Population-Specific XR Training Programs
6.3. Long-Term Effects and Retention of Cognitive Skills in XR Training
6.4. Future Directions in XR-Based Cognitive Training
7. Clinical Utility of XR in Cognitive Assessment and Training
7.1. Benefits of XR-Based Cognitive Tools in Clinical Settings
7.2. Comparative Analysis of Traditional vs. XR-Based Cognitive Assessments and Training
7.3. Case Examples of Clinical Applications
7.4. Barriers to XR Adoption: Hardware, Software, and Accessibility Challenges
7.5. Current Issues with Using XR for Cognitive Assessment and Training
7.5.1. Cybersickness and Immersion Fatigue
7.5.2. Underutilization of XR Technologies
7.5.3. Population-Specific Challenges
- Children: While XR holds great promise for cognitive training in younger populations, children may be more susceptible to cybersickness due to their developing vestibular systems [108]. Additionally, children require highly interactive, engaging content to sustain their attention, making careful design of XR tasks essential [46,108].
- Older Adults: Older populations often face barriers related to technology adoption. Physical discomfort caused by heavy or poorly balanced headsets, visual fatigue, and unfamiliarity with immersive interfaces can limit their participation and effectiveness [43,48]. Tailoring XR experiences to accommodate physical and cognitive limitations is necessary to make these tools accessible to aging adults [11].
- Cognitive Impairment: Individuals with dementia, TBI, or other neurological conditions may find XR environments overwhelming or disorienting due to their immersive nature and the cognitive load required to navigate these systems [38,50]. Designing XR tools with simplified interfaces, adjustable immersion levels, and clear guidance can help address these challenges [13].
7.5.4. Hardware Limitations and Their Impact on Immersive Experience
7.5.5. Strategies to Mitigate Challenges and Improve XR Implementation
7.5.6. Guidelines to Maximize the Effectiveness of XR Tools for Assessment and Training
8. Conclusions
Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Modality | Description | Key Applications in XR |
---|---|---|
GSR (Galvanic Skin Response) | Measures the skin’s electrical conductivity, which changes with levels of physiological arousal. It is a direct indicator of emotional states such as stress, excitement, or calmness. | Used to track and analyze emotional responses during immersive experiences, such as stress levels during virtual simulations or training exercises. |
EEG (Electroencephalography) | Records the brain’s electrical activity using non-invasive sensors placed on the scalp. It provides real-time data on neural processes related to attention, cognitive workload, and emotional regulation. | Applied in monitoring cognitive load, attention, and engagement levels, especially during tasks requiring high mental effort, such as virtual learning environments or problem-solving scenarios. |
ET (Eye Tracking) | Monitors and records eye movements, including where and how long a person focuses on specific elements. It helps understand visual attention and perception in XR environments. | Used for evaluating user attention, navigation patterns, and visual processing. Commonly implemented in user interface testing, training simulations, and studies on how users interact with complex visual scenes. |
Hand Tracking | Detects and interprets hand movements and gestures, allowing for natural and intuitive interaction with virtual objects without the need for handheld controllers. | Enables realistic manipulation of virtual objects, essential for training simulations, virtual prototyping, and enhancing user immersion through gesture-based controls. |
Body Tracking | Captures full-body movements and postures, providing comprehensive data on physical behavior and motor coordination. It is crucial for assessing how users move and interact within the virtual space. | Utilized in applications that require accurate assessment of motor skills, spatial awareness, or physical training. It is particularly valuable in rehabilitation, sports training, and VR experiences that simulate physical activities. |
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González-Erena, P.V.; Fernández-Guinea, S.; Kourtesis, P. Cognitive Assessment and Training in Extended Reality: Multimodal Systems, Clinical Utility, and Current Challenges. Encyclopedia 2025, 5, 8. https://doi.org/10.3390/encyclopedia5010008
González-Erena PV, Fernández-Guinea S, Kourtesis P. Cognitive Assessment and Training in Extended Reality: Multimodal Systems, Clinical Utility, and Current Challenges. Encyclopedia. 2025; 5(1):8. https://doi.org/10.3390/encyclopedia5010008
Chicago/Turabian StyleGonzález-Erena, Palmira Victoria, Sara Fernández-Guinea, and Panagiotis Kourtesis. 2025. "Cognitive Assessment and Training in Extended Reality: Multimodal Systems, Clinical Utility, and Current Challenges" Encyclopedia 5, no. 1: 8. https://doi.org/10.3390/encyclopedia5010008
APA StyleGonzález-Erena, P. V., Fernández-Guinea, S., & Kourtesis, P. (2025). Cognitive Assessment and Training in Extended Reality: Multimodal Systems, Clinical Utility, and Current Challenges. Encyclopedia, 5(1), 8. https://doi.org/10.3390/encyclopedia5010008