Assessment of visuospatial working memory using virtual reality: Design of the Corsi Cubes video game

Evaluación de la memoria de trabajo visoespacial mediante realidad virtual: diseño del videojuego Cubos Corsi

Authors

  • Brandon Steeven Hernández Yáñez Universidad Simón Bolívar, Facultad de Ingenierías, Centro de Crecimiento Empresarial - MACONDOLAB, Cúcuta, Colombia https://orcid.org/0009-0007-1717-1227
  • Jessica Lorena Leal Pabón Universidad Simón Bolívar, Facultad de Ingenierías, Centro de Crecimiento Empresarial - MACONDOLAB, Cúcuta, Colombia https://orcid.org/0000-0001-8430-2660
  • Edgar Díaz-Camargo Universidad Simón Bolívar, Facultad de Ciencias Jurídicas y Sociales, Centro de Investigación en Estudios Fronterizos, Cúcuta, Colombia https://orcid.org/0000-0002-7349-3059
  • Raúl Eduardo Rodríguez Ibáñez Universidad Simón Bolívar, Facultad de Ingenierías, Centro de Crecimiento Empresarial - MACONDOLAB, Cúcuta, Colombia https://orcid.org/0000-0003-4547-8684
  • Manuel E. Riaño-Garzón Universidad Simón Bolívar, Facultad de Ciencias Jurídicas y Sociales, Centro de Investigaciones en Ciencias de la Vida, Cúcuta, Colombia https://orcid.org/0000-0002-4476-9538

Keywords:

Virtual reality, visuospatial memory, Corsi test, gamification, WebXR, cognitive assessment

Abstract

Background: Visuospatial memory is fundamental to understanding and learning, as it allows individuals to remember and manipulate information about the space around them and the objects within it, enabling the orientation, attention, and memory required for daily activities. Traditional assessments of visuospatial memory, such as the Corsi block-tapping task, can be highly motivating in their standard application, especially in infant populations, given the wide range of available technological options, which can undermine the accuracy of their results. In this sense, the research aimed to design and preliminarily validate an educational virtual reality video game to assess short-term visuospatial memory in an immersive, automated manner. Material and methods: Design Thinking methodology was used for software development. Results: A responsive web application, using the Three.js library for Meta Quest 2 viewers via WebXR, which is an accessible tool that automates the patient’s cognitive record. Conclusions: A video game is a viable and innovative alternative for neuroeducation.

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Published

2026-04-21

How to Cite

Hernández Yáñez, B. S., Leal Pabón, J. L., Díaz-Camargo, E., Rodríguez Ibáñez, R. E., & Riaño-Garzón, M. E. (2026). Assessment of visuospatial working memory using virtual reality: Design of the Corsi Cubes video game: Evaluación de la memoria de trabajo visoespacial mediante realidad virtual: diseño del videojuego Cubos Corsi. Gaceta Médica De Caracas, 134(Supl. 2), S276-S284. Retrieved from https://saber.ucv.ve/ojs/index.php/rev_gmc/article/view/32748

Issue

Section

ARTÍCULOS ORIGINALES

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