Abstract

An adaptive virtual school environment can offer cognitive assessments (e.g., Virtual Classroom Stroop Task) with user-specific distraction levels that mimic the conditions found in a student’s actual classroom. Former iterations of the virtual reality classroom Stroop tasks did not adapt to user performance in the face of distractors. While advances in virtual reality-based assessments provide potential for increasing assessment of cognitive processes, less has been done to develop these simulations into personalized virtual environments for improved assessment. An adaptive virtual school environment offers the potential for dynamically adapting the difficulty level (e.g., level and amount of distractors) specific to the user’s performance. This study aimed to identify machine learning predictors that could be utilized for cognitive performance classifiers, from participants (N = 60) using three classification techniques: Support Vector Machines (SVM), Naive Bayes (NB), and k-Nearest Neighbors (kNN). Participants were categorized into either high performing or low performing categories based upon their average calculated throughput performance on tasks assessing their attentional processes during a distraction condition. The predictors for the classifiers used the average cognitive response time and average motor response dwell time (amount of time response button was pressed) for each section of the virtual reality-based Stroop task totaling 24 predictors. Using 10-fold cross validation during the training of the classifiers, revealed that the SVM (86.7%) classifier was the most robust classifier followed by Naïve Bayes (81.7%) and KNN (76.7%) for identifying cognitive performance. Results from the classifiers suggests that we can use average response time and dwell time as predictors to adapt the social cues and distractors in the environment to the appropriate difficulty level for the user.

Highlights

  • Virtual reality (VR) classroom platforms immerse users into simulated classroom environments, wherein the user inhabits an avatar while “seated” at a desk and responds to cognitive construct stimuli presented on a virtual blackboard

  • The current study aimed to focus on participant performance metrics that can be modeled with machine learning to develop decision rules for teacher social cues and environmental distractors

  • The strongest classifier was the Support Vector Machine (SVM), which produced an accuracy rate of 86.7% followed by Naïve Bayes (NB) (81.7%, std dev: 2.5) which was with a little bit better k-Nearest Neighbor (kNN) (76.7%, std dev: 5.74)

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Summary

Introduction

Virtual reality (VR) classroom platforms immerse users into simulated classroom environments, wherein the user inhabits an avatar while “seated” at a desk and responds to cognitive construct stimuli (while ignoring distractors) presented on a virtual blackboard. These VR platforms are increasingly utilized for neurocognitive assessment of attention and executive functioning (Lalonde et al, 2013; Iriarte et al, 2016). While there are various versions of CPT, the most common stimulus presentation is the X, No-X, which involves display of a single target stimulus, such as the letter “X” to which the participant responds. A variant of the “X” target CPT is the AX CPT, which involves having the participant respond to the target stimulus (e.g., “X”) only when the target directly follows a specific letter (i.e., “A”)

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