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Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance.

Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance.
Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance.
Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer’s dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app ‘Sea Hero Quest’ with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen’s d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.
1932-6203
Coutrot, A
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Schmidt, S
9a31915e-923a-42a0-aebb-486fa1d11234
Coutrot, L
f2a1aae6-893c-4144-8f03-572514d9c766
Pittman, J
b894f9d0-9497-4936-a5e8-bf998061d037
Hong, L
a8e1b04a-852f-48e9-b973-8b15d76a0266
JM, Wiener
b708b533-926d-4887-be0c-8a61b7d4ecff
Hölscher, C
e41acf22-216c-493a-be3a-01438fda7c43
RC, Dalton
536d37f8-bfa7-4b52-b8c3-bb4570ee2276
Hornberger, M
a48c1c63-422a-4c11-9a51-c7be0aa3026d
HJ, Spiers
50a7580e-53b3-4a1c-9e37-33a521166898
Coutrot, A
54489887-62d2-47a6-8dd8-23e46d746f2d
Schmidt, S
9a31915e-923a-42a0-aebb-486fa1d11234
Coutrot, L
f2a1aae6-893c-4144-8f03-572514d9c766
Pittman, J
b894f9d0-9497-4936-a5e8-bf998061d037
Hong, L
a8e1b04a-852f-48e9-b973-8b15d76a0266
JM, Wiener
b708b533-926d-4887-be0c-8a61b7d4ecff
Hölscher, C
e41acf22-216c-493a-be3a-01438fda7c43
RC, Dalton
536d37f8-bfa7-4b52-b8c3-bb4570ee2276
Hornberger, M
a48c1c63-422a-4c11-9a51-c7be0aa3026d
HJ, Spiers
50a7580e-53b3-4a1c-9e37-33a521166898

Coutrot, A, Schmidt, S, Coutrot, L, Pittman, J, Hong, L, JM, Wiener, Hölscher, C, RC, Dalton, Hornberger, M and HJ, Spiers (2019) Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance. PLoS ONE. (doi:10.1371/journal.pone.0213272).

Record type: Article

Abstract

Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer’s dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app ‘Sea Hero Quest’ with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen’s d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.

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Published date: 18 March 2019

Identifiers

Local EPrints ID: 505360
URI: http://eprints.soton.ac.uk/id/eprint/505360
ISSN: 1932-6203
PURE UUID: d5c6b373-7eab-4fd5-b5ec-3eec3495f8c3
ORCID for J Pittman: ORCID iD orcid.org/0009-0008-3195-1649
ORCID for M Hornberger: ORCID iD orcid.org/0000-0002-2214-3788

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Date deposited: 07 Oct 2025 16:44
Last modified: 08 Oct 2025 02:17

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Contributors

Author: A Coutrot
Author: S Schmidt
Author: L Coutrot
Author: J Pittman ORCID iD
Author: L Hong
Author: Wiener JM
Author: C Hölscher
Author: Dalton RC
Author: M Hornberger ORCID iD
Author: Spiers HJ

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