2024/12/12 by Tong Bill Xu, Armin Mostafavi, Walter R. Boot +2 · 1 voice
Computer Science · Engineering · Environmental Science · #Spatial Cognition and Navigation #Urban Green Space and Health #Virtual Reality Applications and Impacts
paper · pdf · doi:10.1093/geroni/igae099
openalex publication_date 2024/12/12 · openalex created_date 2025/10/10 · openalex updated_date 2026/08/01
Background and Objectives: This study evaluates the feasibility of virtual reality (VR) wayfinding training with aging adults and assesses the impact of the training on wayfinding performance. Research Design and Methods: 49 participants were recruited using a convenience sample approach. Wayfinding tasks were conducted by 3 participant groups: active VR training, passive video training, and no training, assigned randomly. The training featured 5 tasks in a digital version of a real building. Post-training assessments used 10 tasks in this same building, half of the tasks familiar from the training and half new. The study was double-blinded, with each intervention lasting 10 min. The primary outcomes include the Distance Traveled and Duration for each wayfinding task, with a fixed 10-min limit. Results: Participants in the VR group reported moderate usability and a high sense of Self Location in the environment with respect to the training intervention. No significant differences were found in performance for the first group of similar wayfinding tasks; however, in the subsequent set of new tasks the VR group significantly outperformed the Control group. This suggests a possible spatial learning effect across multiple exposures (VR training followed by similar task). No adverse effects were reported during or post intervention. Discussion and Implications: This study provides preliminary evidence that VR training can help to improve wayfinding performance in older adults with no reported adverse effects.