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Related Concept Videos

Working Memory01:24

Working Memory

Working memory refers to a combination of components, including short-term memory and attention, that allow an individual to hold information temporarily as we perform cognitive tasks. It is an essential cognitive function that enables the execution of complex tasks such as problem-solving, comprehension, and reasoning. Unlike short-term memory, which simply involves the storage of information for a brief period, working memory involves the active manipulation and processing of this information.

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Related Experiment Video

Updated: Jun 26, 2026

Virtual Reality Tools for Assessing Unilateral Spatial Neglect: A Novel Opportunity for Data Collection
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A virtual reality take on the Corsi-Block Tapping Task: Exploring VR for spatial working memory assessment.

Soma Zsebi1, Cecilia Sik-Lanyi2, Patrícia Szabó2

  • 1Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Euronet Hungary Information Technology Ltd., 1047, Budapest, Fóti Street 56, Hungary.

Acta Psychologica
|November 16, 2025
PubMed
Summary
This summary is machine-generated.

Virtual reality cognitive tests show similar group performance to real-world tasks but differ at the individual level. Heart rate increases are linked to cognitive load, not solely the VR device.

Keywords:
Corsi Block-Tapping TaskVirtual realityheart ratehuman-computer interactionpsychologyvisuospatial working memory

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Area of Science:

  • Cognitive Psychology
  • Virtual Reality Research
  • Human-Computer Interaction

Background:

  • Classical cognitive tests lack generalizability with novel VR software.
  • Implementing classical tests in VR can directly assess VR-induced effects.

Purpose of the Study:

  • To create an identical VR replica of the Corsi Block-Tapping Task.
  • To compare performance and physiological responses between real-world and VR Corsi tasks.
  • To examine factors influencing VR cognitive test performance, including cybersickness and immersion.

Main Methods:

  • Developed a VR replica of the Corsi Block-Tapping Task (VR Corsi).
  • Compared performance and heart rate between real Corsi and VR Corsi across two experiments with 110 participants.
  • Investigated effects of cybersickness, VR experience, enjoyment, and immersion.

Main Results:

  • Real-world and VR Corsi performance scores are similar for group-level but not individual-level measurements.
  • Increased heart rate in VR is attributed to cognitive overload rather than the VR device itself.
  • Age, cybersickness, and emotions partially explain performance differences, but a complete model is pending.

Conclusions:

  • Further VR implementations of classical cognitive tests are necessary to isolate VR's effects.
  • The interplay between emotions, heart rate, and cybersickness requires additional investigation.