Abstract

Recent advancements in memory research indicate that virtual reality (VR) experiences are more vividly memorized as compared to conventional laboratory events. In contrast to the latter, VR experiences are highly immersive, simulating the multimodality, vividness and inclusiveness of real-life experiences. Therefore, VR might enable researchers to identify memory processes underlying events which participants have actually experienced, in contrast to conventional on-screen experiences. To differentiate the electrophysiological correlates of memory processes underlying VR experiences as compared to conventional laboratory experiences, participants watched videos either in a PC condition or in a VR condition, followed by an unannounced recognition memory test. As hypothesized, we replicated the well-established theta old/new effect for the PC condition, but remarkably, this effect was absent in the VR condition. Additionally, the latter was accompanied by significantly lower alpha activity as compared to the PC condition. As increases in theta-band responses are related to top-down control on, and memory load during retrieval, the observed theta responses might rather relate to retrieval effort than to retrieval success per se. Congruently, higher alpha activity measured over occipital sensor areas in the PC condition reflect visually guided search processes within episodic memory. The VR condition comes in with lower alpha activity, reflecting immediate and effortless memory access. Hence, our findings indicate that the retrieval of VR experiences promotes autobiographical retrieval mechanisms, whereas recalling conventional laboratory events comes in with higher effort, which might not reflect the mechanisms of everyday memory.

Highlights

  • How people behave in everyday life strongly depends on previous experiences either with a particular situation or personal general knowledge, e.g. concerning the realization of own goals, acting effectively and relating to other peoples

  • We replicated the well-established theta old/new effect in a conventional laboratory setting, manifested in relative theta-band synchronization for old, and relative desynchronization for new stimuli. This effect could not be replicated for the immersive virtual reality (VR) condition: Theta-band responses were equal for old and new stimuli

  • The canonical theta old/new effect might not be unrestrictedly applicable to VR experiences and might not provide a holistic representation of real-life processes

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Summary

Introduction

How people behave in everyday life strongly depends on previous experiences either with a particular situation or personal general knowledge, e.g. concerning the realization of own goals, acting effectively and relating to other peoples (see Conway, 2005). This kind of information is predominantly encoded in and retrieved from autobiographical memory (AM). McDermott, Szpunar, & Christ, 2009) Such traditional approaches face a trade-off between high experimental control and ecological validity, i.e. the validity of the results obtained in the laboratory and generalized to everyday life (see Parsons, 2015)

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