Hélène Sauzéon

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The purpose of this study was to evaluate the effect the visual fidelity of a virtual environment (VE) (undetailed vs. detailed) has on the transfer of spatial knowledge based on the navigation mode (passive vs. active) for three different spatial recall tasks (wayfinding, sketch mapping, and picture sorting). Sixty-four subjects (32 men and 32 women)(More)
Developmental changes in children's verbal fluency were explored in this study. One hundred and forty children aged from 7 to 16 completed four verbal fluency tasks, each with a different the production criterion (letter, sound, semantic, and free). The age differences were analyzed both in terms of number of words produced, and clustering, switching, and(More)
The aim of this study was to evaluate in large-scale spaces wayfinding and spatial learning difficulties for older adults in relation to the executive and memory decline associated with aging. We compared virtual reality (VR)-based wayfinding and spatial memory performances between young and older adults. Wayfinding and spatial memory performances were(More)
UNLABELLED An increasing number of studies address the use of virtual environments (VE) in the cognitive assessment of spatial abilities. However, the differences between learning in a VE and a real environment (RE) remain controversial. PURPOSE To compare the topographical behavior and spatial representations of patients with traumatic brain injury(More)
The use of virtual reality as tool in the area of spatial cognition raises the question of the quality of learning transfer from a virtual to a real environment. It is first necessary to determine with healthy subjects, the cognitive aids that improve the quality of transfer and the conditions required, especially since virtual reality can be used as(More)
Several instruments are used for the assessment of the disability, and the scale AGGIR (Autonomie Gérontologie Groupes Iso-Ressources) is the one most commonly used in France. This scale covers so-called instrumental dimensions, that correspond to relatively complex activities with the dominating cognitive component (cooking, medication use, finances, etc.)(More)
Within the framework of cognitive rehabilitation using virtual reality (VR), one of the major challenges is to study beforehand the effectiveness of the virtual-real transfer of learning and to define cognitive aids. The aim of this experiment was to verify if, after learning spatial knowledge (i.e., a route) in VR, performances can be transferred to(More)
The goal of this study is to explore new navigation methods in Virtual Reality (VR) and to understand the impact of motor activity on spatial cognition, and more precisely the question of the spatial learning transfer. We present a user study comparing two interfaces with different motor activities: the first one, a walking interface (a treadmill with(More)
Episodic memory was assessed using Virtual Reality (VR). Forty-four (44) subjects visualized a target virtual apartment containing specific objects in each room. Then they visualized a second virtual apartment comprised of specific objects and objects shared by the two apartments. Subjects navigated in the virtual apartments in one of the following two(More)
The use of virtual reality in the area of spatial cognition raises the question of the quality of learning transfer from a virtual to a real environment. Among the challenges, one is to determine the best cognitive aids to improve the quality of transfer and the conditions in which this is best achieved. The purpose of this study was to investigate the(More)