Full length article
ClinicaVR: Classroom-CPT: A virtual reality tool for assessing attention
and inhibition in children and adolescents
Pierre Nolin
a, *
, Annie Stipanicic
a
, Myl
ene Henry
a
, Yves Lachapelle
a
,
Dany Lussier-Desrochers
a
, Albert “Skip” Rizzo
b
, Philippe Allain
c
a
Laboratoire de Recherche Interdisciplinaire en R ealit e Virtuelle (LARI-RV) et Chaire de Recherche sur les Technologies de Soutien a l'Autod etermination
(Chaire TSA), Universit e du Qu ebec a Trois-Rivi eres, Qu ebec, Canada
b
Institute for Creative Technologies, Department of Psychiatry and School of Gerontology, University of Southern California, Playa Vista, CA, USA
c
Universit e d'Angers, LUNAM, Laboratoire de Psychologie des Pays de la Loire, EA 4638, Angers, France
article info
Article history:
Received 15 July 2015
Received in revised form
4 February 2016
Accepted 6 February 2016
Available online xxx
Keywords:
ClinicaVR
Classroom-CPT
Inhibition
Validity
Reliability
Children
Virtual reality
Virtual classroom
abstract
Having garnered interest both in clinic and research areas, the Virtual Classroom (Rizzo et al., 2000)
assesses children's attention in a virtual context. The Digital MediaWorks team (www.dmw.ca) has
evolved the original basic classroom concept over a number of iterations to form the ClinicaVR Suite
containing the Classroom-CPT as one of its components. The present study has three aims: investigate
certain validity and reliability aspects of the tool; examine the relationship between performance in the
virtual test and the attendant sense of presence and cybersickness experienced by participants; assess
potential effects of gender and age on performance in the test. The study was conducted with 102
children and adolescents from Grade 2 to Grade 10. All participants were enrolled in a regular school
program. Results support both concurrent and construct validity as well as temporal stability of Clin-
icaVR: Classroom-Continuous Performance Test (CPT). Gender exerted no effect on performance, while
age did. The test did not cause much cybersickness. We recommend ClinicaVR: Classroom-CPT as an
assessment tool for selective and sustained attention, and inhibition, in clinic and research domains.
© 2016 Elsevier Ltd. All rights reserved.
1. Introduction
Through traditional neuropsychological assessment (Lezak,
Howieson, Loring, Hannay, & Fischer, 2004), it is possible to bet-
ter understand people's neurocognitive abilities and problems. It
provides clinicians with a basis for developing diagnoses and
rehabilitation strategies for a variety of populations. However, its
ecological validity has been questioned (Bowman,1996; Marcotte &
Grant, 2010; Sbordone & Long, 1996; van der Linden, 2008a,
2008b). Critics claim that neuropsychological tests do not predict
people's daily functioning very well, and that this effect is espe-
cially important when results fall within the normal range or when
they indicate mild deficits (Sbordone, 2008). Then, limited
ecological validity of traditional neuropsychological testing
represents one of its main drawback.
The ecological approach to neuropsychological testing was first
developed in the late 1980s as an attempt by researchers and cli-
nicians to improve the quality of traditional testing. In this
approach, emphasis is placed on the test's ability to be represen-
tative of people's functioning in everyday situations (Chaytor &
Schmitter-Edgecombe, 2003). From this perspective, virtual re-
ality techniques hold promise for researchers and clinicians (Allain
et al., 2011; Jovanovski et al., 2012; Parsons, Carlew, & Sullivan,
2015; Rizzo, Buckwalter, & Zaag, 2002; Rizzo, Schultheis, Kerns, &
Mateer, 2004; Schultheis, Himelstein, & Rizzo, 2002). Through
this technology, users navigate and interact within three-
dimensional environments. The term “ecological” applies to vir-
tual reality because virtual environments can simulate everyday
environments (e.g. a classroom) and require the user to display
behaviours that are necessary in real life. By nature, tests conducted
through virtual reality are better than traditional tests at detecting
problems experienced by users in daily situations; they do not
suffer from some methodological flaws that would exist in un-
controlled assessments conducted in real-life environments (e.g.
* Corresponding author. Laboratoire de Recherche Interdisciplinaire en R ealit e
Virtuelle, D epartement de psycho education, Universit e du Qu ebec a Trois-Rivi eres,
C.P. 500, Trois-Rivi eres, Qu ebec, G9A 5H7, Canada.
E-mail address: pierre.nolin@uqtr.ca (P. Nolin).
Contents lists available at ScienceDirect
Computers in Human Behavior
journal homepage: www.elsevier.com/locate/comphumbeh
http://dx.doi.org/10.1016/j.chb.2016.02.023
0747-5632/© 2016 Elsevier Ltd. All rights reserved.
Computers in Human Behavior 59 (2016) 327e333