Elena Pérez-Hernández
Autonomous University of Madrid
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Featured researches published by Elena Pérez-Hernández.
PLOS ONE | 2016
David Rodríguez-Andrés; M. Carmen Juan; Magdalena Méndez-López; Elena Pérez-Hernández; Javier Lluch
This paper presents the MnemoCity task, which is a 3D application that introduces the user into a totally 3D virtual environment to evaluate spatial short-term memory. A study has been carried out to validate the MnemoCity task for the assessment of spatial short-term memory in children, by comparing the children’s performance in the developed task with current approaches. A total of 160 children participated in the study. The task incorporates two types of interaction: one based on standard interaction and another one based on natural interaction involving physical movement by the user. There were no statistically significant differences in the results of the task using the two types of interaction. Furthermore, statistically significant differences were not found in relation to gender. The correlations between scores were obtained using the MnemoCity task and a traditional procedure for assessing spatial short-term memory. Those results revealed that the type of interaction used did not affect the performance of children in the MnemoCity task.
PLOS ONE | 2014
M. Carmen Juan; Magdalena Méndez-López; Elena Pérez-Hernández; Sergio Albiol-Pérez
Short-term memory can be defined as the capacity for holding a small amount of information in mind in an active state for a short period of time. Although some instruments have been developed to study spatial short-term memory in real environments, there are no instruments that are specifically designed to assess visuospatial short-term memory in an attractive way to children. In this paper, we present the ARSM (Augmented Reality Spatial Memory) task, the first Augmented Reality task that involves a users movement to assess spatial short-term memory in healthy children. The experimental procedure of the ARSM task was designed to assess the childrens skill to retain visuospatial information. They were individually asked to remember the real place where augmented reality objects were located. The children (N = 76) were divided into two groups: preschool (5–6 year olds) and primary school (7–8 year olds). We found a significant improvement in ARSM task performance in the older group. The correlations between scores for the ARSM task and traditional procedures were significant. These traditional procedures were the Dot Matrix subtest for the assessment of visuospatial short-term memory of the computerized AWMA-2 battery and a parents questionnaire about a childs everyday spatial memory. Hence, we suggest that the ARSM task has high verisimilitude with spatial short-term memory skills in real life. In addition, we evaluated the ARSM tasks usability and perceived satisfaction. The study revealed that the younger children were more satisfied with the ARSM task. This novel instrument could be useful in detecting visuospatial short-term difficulties that affect specific developmental navigational disorders and/or school academic achievement.
international conference on computer graphics theory and applications | 2017
Sonia Cárdenas-Delgado; Magdalena Méndez-López; María Carmen Juan Lizandra; Elena Pérez-Hernández; Javier Lluch; Roberto Vivó
In this paper, we present the Virtual Maze Task that assesses spatial short-term memory in adults involving physical movement and immersion. For physical movement, we used a real bicycle. For immersion, we used a VR HMD. We compared the exposure to the task using two different interaction types (physical active vs. physical inactive conditions). The performance and sensations of the participants were compared in both conditions. We also compared the performance on the virtual task with classical neuropsychological tests. A total of 89 adults participated in our study. The participants’ ability to learn a route within the Virtual Maze Task was tested. Then, the participants assessed their experience scoring the following aspects: interaction and satisfaction. The data were analyzed and we found no differences in satisfaction and interaction scores between the physical active and the physical inactive conditions. However, the condition used for interaction affected the score obtained in the task. There were also significant effects of gender and/or interaction used in other measures of performance on the task. Finally, the performance on the task correlated with the performance on other classical neuropsychological tests for the assessment of short-term memory and spatial memory.
Frontiers in Psychology | 2018
David Rodríguez-Andrés; Magdalena Méndez-López; M. Carmen Juan; Elena Pérez-Hernández
The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5–12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children’s videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.
Frontiers in Psychology | 2018
Teresa Rossignoli-Palomeque; Elena Pérez-Hernández; Javier González-Marqués
Background: Brain training products are becoming increasingly popular for children and adolescents. Despite the marketing aimed at their use in the general population, these products may provide more benefits for specific neurologically impaired populations. A review of Brain Training (BT) products analyzing their efficacy while considering the methodological limitations of supporting research is required for practical applications. Method: searches were made of the PubMed database (until March 2017) for studies including: (1) empirical data on the use of brain training for children or adolescents and any effects on near transfer (NT) and/or far transfer (FT) and/or neuroplasticity, (2) use of brain training for cognitive training purposes, (3) commercially available training applications, (4) computer-based programs for children developed since the 1990s, and (5) relevant printed and peer-reviewed material. Results: Database searches yielded a total of 16,402 references, of which 70 met the inclusion criteria for the review. We classified programs in terms of neuroplasticity, near and far transfer, and long-term effects and their applied methodology. Regarding efficacy, only 10 studies (14.2%) have been found that support neuroplasticity, and the majority of brain training platforms claimed to be based on such concepts without providing any supporting scientific data. Thirty-six studies (51.4%) have shown far transfer (7 of them are non-independent) and only 11 (15.7%) maintained far transfer at follow-up. Considering the methodology, 40 studies (68.2%) were not randomized and controlled; for those randomized, only 9 studies (12.9%) were double-blind, and only 13 studies (18.6%) included active controls in their trials. Conclusion: Overall, few independent studies have found far transfer and long-term effects. The majority of independent results found only near transfer. There is a lack of double-blind randomized trials which include an active control group as well as a passive control to properly control for contaminant variables. Based on our results, Brain Training Programs as commercially available products are not as effective as first expected or as they promise in their advertisements.
international conference on human-computer interaction | 2017
Sonia Cárdenas-Delgado; M. Carmen Juan; Magdalena Méndez-López; Elena Pérez-Hernández
People with stereo-deficiencies usually have problems for the perception of depth using stereo devices. This paper presents a study that involves participants who did not have stereopsis and participants who had stereopsis. The two groups of participants were exposed to a maze navigation task in a 3D environment in two conditions, using a HMD and a large stereo screen. Fifty-nine adults participated in our study. From the results, there were no statistically significant differences for the performance on the task between the participants with stereopsis and those without stereopsis. We found statistically significant differences between the two conditions in favor of the HMD for the two groups of participants. The participants who did not have stereopsis and could not perceive 3D when looking at the Lang 1 Stereotest did have the illusion of depth perception using the HMD. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience.
international conference on advanced learning technologies | 2017
Mauricio Loachamín-Valencia; M. Carmen Juan; Magdalena Méndez-López; Elena Pérez-Hernández
We present an interactive game for assessing auditory and spatial memory. We compared the performance of children with and without inattention using the game and using a variety of classical tools for assessment of auditory and spatial memory. The children with inattention showed statistically worse performance in the game. There were no statistically significant differences between the two groups for the satisfaction and interaction outcomes. Therefore, our game could be a good tool for distinguishing performances of children with and without inattention.
advances in computer entertainment technology | 2017
Mauricio Loachamín-Valencia; M. Carmen Juan; Magdalena Méndez-López; Elena Pérez-Hernández
Short-term spatial memory has traditionally been assessed using visual stimuli, but not auditory stimuli. In this paper, we design and test a serious game with auditory stimuli for assessing short-term spatial memory. The interaction is achieved by gestures (by raising your arms). The auditory stimuli are emitted by smart devices placed at different locations. A total of 70 participants (32 children and 38 adults) took part in the study. The outcomes obtained with our game were compared with traditional methods. The results indicated that the outcomes in the game for the adults were significantly greater than those obtained by the children. This result is consistent with the assumption that the ability of humans increases continuously during maturation. Correlations were found between our game and traditional methods, suggesting its validity for assessing spatial memory. The results indicate that both groups easily learn how to perform the task and are good at recalling the locations of sounds emitted from different positions. With regard to satisfaction with our game, the mean scores of the children were higher for nearly all of the questions. The mean scores for all of the questions, except one, were greater than 4 on a scale from 1 to 5. These results show the satisfaction of the participants with our game. The results suggest that our game promotes engagement and allows the assessment of spatial memory in an ecological way.
Learning and Individual Differences | 2016
Magdalena Méndez-López; Elena Pérez-Hernández; M. Carmen Juan
Journal of Vision | 2018
María Quirós-Godoy; Elena Pérez-Hernández; Matthew S. Cain; Jeremy M. Wolfe; Beatriz Gil-Gómez de Liaño