Psychometric Reliability of the NeuroVR-based virtual version of the Multiple Errands Test Pietro Cipresso, Silvia Serino, Elisa Pedroli, Giuseppe Riva Applied Technology for Neuro-Psychology Lab, IRCCS IRCCS Istituto Auxologico Italiano, Via Pellizza da Volpedo 41, 20149 Milano, Italy p.cipresso@auxologico.it Giovanni Albani IRCCS Istituto Auxologico Italiano, Department of Neurosciences, Istituto Auxologico Italiano, Piancavallo-Verbania, Italy Giuseppe Riva Psychology Department Catholic University of Milan Largo Gemelli, 1, 20123 Milan, Italy Abstract—This stusdy aim at testing the psychometric reliability of the NeuroVR-based virtual version of the Multiple Errands Test (VMET). In a first experiment two independent researchers scored 11 videos, each one of a subject running the VMET. In a second experiment 7 researcher scored two videos, each one of a subject running the VMET. Results showed the extent to which a disagreement become critical in VMET. Keywords- Psychometric Reliability; VMET; Virtual Reality; Executive Functions; NeuroVR; Multiple Errand Test. I. INTRODUCTION Recently, many researches have been conducted demonstrating the efficacy of using Virtual Reality (RV) in clinical setting, and in particular in psychotherapy, neuropsychology and neurorehabilitation. This approach is based on the use of a technology that allow to simulate daily life experiences through 3d interactive environments generated by the computer. Combining the simulation of 3D environments with audio tactile devices and immersive display like virtual head mounted display it’s possible to induce in the user the feeling of interacting in a real environment and so to create situations and exercises which could help the therapeutic action, within the safe context of the therapist’s laboratory. Moreover, the use of sensors of movements (such as the head- tracker) allows recording user’s behaviors and to use these information to improve assessment and treatment decisions [1- 6]. Thanks to these features, VR is becoming a tool more and more employed in the neuropsychological and neuro- rehabilitative fields. Within these contexts, a fundamental aim is to foster quantitative and qualitative improvements in daily- life activities (ADL) in order to promote an independent lifestyle [7-10]. A fundamental feature of VR to support this process is interaction: thanks to this feature, it is possible to lead patient to interact within the simulated environment and manipulate the objects inside through the use of haptic devices and input peripherals such as the data-glove and the head-tracker. The “controlled immersion” in the virtual environment allows the patient to perform exercises specifically planned for this kind of approach (for example, to catch a virtual ball moving) and to learn again abilities compromised by neurological damages. Mobile Phone recent development further increased these possibilities [11-14] Thanks to these features, VR make possible to satisfy the main principles of an effective rehabilitative process, like the repeated practice, the feedback on the performance and the motivation to support patient’s compliance with the prescription of the therapeutic protocol. On the other side, VR leads the therapist to constantly monitor patient’s performance and to quantify his/her improvements (or relapses) giving an objective evaluation of his/her state in time. Another important advantage regards the benefits of the experience of “presence”, that is the perception of the simulation as it is a real experience [10]. Many studies suggest that virtual reality is, among the interactive media, the most able one to increase the sense of presence and so to transfer abilities and competencies got within the simulated environment in the real one. These features reflect in the results of the studies on the assessment of the efficacy of virtual reality as a neuro-rehabilitative technology. Specifically, VR is a tool potentially very useful to rehabilitate daily life activities which require specific executive and motor functions. For example, it could be really useful for the assessment and rehabilitation of executive functions impairments [3]. The term “executive functions” refers to a set of behavioral competencies which include planning, sequencing, the ability to sustain attention, resistance to interference, utilization of feedback, the ability to co-ordinate simultaneous activity, cognitive flexibility and, more generally, the ability to deal with novelty. The neural substrates of these competencies are considered to lie in the prefrontal cortex. These abilities play a critical part in complex social behavior, help to suppress improper actions and to focus on purposeful information. The "dysexecutive syndrome" refers to a cluster of deficits in executive functions. Individuals who suffer from executive function impairments, including attention, planning, problem solving and behavioral control [15, 16], present problems of