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. 2024 Dec 12;9(1):igae099. doi: 10.1093/geroni/igae099

Figure 1.

Alt Text: Side-by-side comparisons of labeled areas in video (A–C) and virtual environments (D–F), showing hallways, seating areas, and intersections, with a blue path guiding movement through both versions.

Screenshots from the VR and Video conditions. Images A–C show the 2D video, which included blue lines on the floor to guide participants’ attention to the route. The camera in the videos moved inevitably along these predefined routes to the task destinations. Images D–F show 2D captures from the immersive 3D virtual environment. The light blue lines shown in these images are movement trajectories actively defined by participants as they sought to complete wayfinding tasks.