Introduction
How people behave in everyday life strongly depends on previous experiences either with a particular situation or personal general knowledge, e.g. concerning the realization of own goals, acting effectively and relating to other peoples (see Conway,
2005). This kind of information is predominantly encoded in and retrieved from autobiographical memory (AM). Similar to episodic memory (EM), autobiographical engrams encode personally experienced events in their respective spatial and temporal context (Tulving,
1983). Extending well beyond EM, AM encompasses highly self-relevant information, especially beliefs and knowledge about the self, experienced events and their relevance (see e.g. Conway,
2005; Greenberg & Rubin,
2003). Hence, AM comprises episodic engrams, extending it by self-referential and emotional processes. The retrieval of autobiographical memories is therefore not limited to temporal, spatial or contextual information, but bears great personal significance (Svoboda, McKinnon, & Levine,
2006). The retrieval of such everyday memories promotes the re-experience of the associated emotions (Svoboda et al.,
2006), coming in with vivid and conscious reliving, and foremost the belief that they have actually occurred (Rubin, Schrauf & Greenberg
2003; Greenberg & Rubin,
2003).
While it is common practice to investigate everyday memory in the laboratory using paradigms that induce micro-events prior to recognition memory tests (see Cabeza et al.,
2004), these settings are often criticized for lacking the complexity and variety of stimuli and response options characteristic to real-life experiences (Pan & Hamilton,
2018; Kvavilashvili & Ellis,
2004). Specifically, self-relevance and self-involvement are rarely realized in laboratory settings (see e.g. McDermott, Szpunar, & Christ,
2009). Obviously, such traditional approaches face a trade-off between high experimental control and ecological validity, i.e. the validity of the results obtained in the laboratory and generalized to everyday life (see Parsons,
2015).
Potentially overcoming this gap between experimental control and ecological validity, virtual reality (VR) has gained interest as a methodical tool in psychological research (see e.g. Parsons,
2015; Pan & Hamilton,
2018; Schöne et al.,
2017, Kisker, Gruber, & Schöne
2019a,
b). For memory research, VR experiences might provide a closer approximation to real-life experiences as compared to conventional laboratory settings. The former is characterized by a high level of sensory cues and thus, by high fidelity of the represented environment (Dan & Reiner,
2017). Accordingly, VR environments are more pronounced regarding vividness as compared to classical setups (Slater & Wilbur,
1997), which is also characteristic for AM (Greenberg & Rubin,
2003). In particular, everyday experiences arise from the complex, multisensory 3D-environment of the real world, while laboratory memories are generated by highly controlled events rather poor in sensory information (Cabeza & St Jaques,
2007). Moreover, the formation of such memories is accompanied by intuitive and quick monitoring and closely linked to self-referential processing (Moscovitch & Winocur,
2002; Cabeza & St Jaques,
2007). Importantly, the latter is as well increased under VR conditions due to its immersive character: VR facilitates an increased sense of presence, i.e. the subjective feeling of being within a virtual environment (VE; e.g. Slater & Wilbur,
1997; Schubert et al.,
2001; Nilsson, Nordahl, & Serafin,
2016). Whereas immersion predominantly determines the degree to which the user is isolated from his physical surroundings by technical factors, like 3D-360° view and proprioceptive matching, presence promotes the subjective feeling of actually being in and acting within the VE (Slater & Wilbur,
1997; Nilsson, et al.,
2016). Consequently, the sensation of acting within the VE comes in with the impression of being subject to the consequences of these actions and events in the VE (Slater & Wilbur,
1997; Nilsson, et al.,
2016). For example, participant behave as if being in real danger when exposed to dangerous situations in an immersive VE, even though their surroundings could not physically harm them (e.g. Kisker et al.,
2019a; Krijn et al.,
2004; Gromer et al.,
2019). In line, VR setups have been found to elicit the same emotional and physical reactions as compared to their real-life equivalents (Gorini et al.,
2010; Higuera-Trujillo et al.,
2017). Given this impression of mutual interaction with the virtual surroundings, VR experiences are more personally and emotionally relevant than mere on-screen experiences (see Kisker et al.,
2019a; Schöne et al.,
2016, Schöne et al.
2019). Hence, VR might improve the possibilities to investigate the mechanisms underlying real-life memory (see Parsons,
2015; Serino & Repetto,
2018; Schöne et al.,
2016, Schöne et al.
2019; Kisker et al.,
2019b; Burgess et al.,
2001).
Initial studies of memory processes under immersive VR conditions found that retrieval of VR experiences is not only enhanced compared to the retrieval of conventional laboratory micro-events (see e.g. Serino & Repetto,
2018; Smith,
2019; Schöne et al.,
2016, Schöne et al.
2019; Krokos, Plaisant, & Varshney,
2019; Ernstsen, Mallam & Nazir,
2019; Harman, Joel, Brown, Ross & Johnson,
2017), but also provides a closer approximation to real-life memory processes (Schöne et al.,
2016; Schöne et al.
2019; Kisker et al.,
2019b). In particular, a previous study found evidence that immersive VR experiences become part of an extensive autobiographical associative network, whereas conventional video experiences remain an isolated episodic event (Schöne et al.,
2019). Going one step further, the retrieval of VR experiences is proposed to mainly rely on recollection, i.e. vivid and accurate remembering of events (e.g. Atkinson & Juola,
1973; Jacoby & Dallas,
1981) which is associated with AM (Roediger & Marsh,
2003; Conway,
2005). In contrast, retrieval of memories induced by conventional laboratory settings predominantly fall back on familiarity-based mnemonic processes (Kisker et al.,
2019b), characterized as a subjective, vague feeling to remember a previous experience (e.g. Curran & Hancock,
2007; Rugg & Curran,
2007). Although both groups principally employed both, familiarity and recollection as non-exclusive retrieval mechanisms (see Jones and Jacoby,
2001), one mechanism predominated over the other as a function of the encoding context. Accordingly, encoding in VR resulted in a more precise and vivid retrieval than encoding the same scenario in a PC setup (Kisker et al.,
2019b).
Overall, these studies suggest that VR experiences are not just observed, i.e. passively watching stimuli presented on a screen, but experienced in a self-relevant manner. Even interactive PC setups designed as immersive as possible by means of active exploration of a desktop-based environment, generate overall rather superficial engrams compared to exactly the same VE explored as a VR experience (Kisker et al., 2019b). Unlike conventional laboratory experiences, the latter become part of a personal experience like real-life experiences would (Schöne et al.,
2016,
2019).
However, while the electrophysiological correlates of, for example, the sense of presence (e.g. Bouchard et al.,
2009) and spatial memory (e.g. Rauchs et al.,
2008) are recently more widely investigated, findings regarding the electrophysiological correlates of retrieval of episodic and autobiographical engrams encoded within VR are still rare (cf. e.g. Smith,
2019; Serino & Repetto,
2018; Plancher & Polino,
2017; Bohil et al.,
2011). Accordingly, it is the aim of our study to differentiate the electrophysiological correlates of the retrieval of VR experiences as opposed to conventional laboratory experiences. Specifically, we examined a well-established electrophysiological marker of recognition memory tasks by means of the theta old/new effect obtained from laboratory settings (for review see Nyhus & Curran
2010; Guderian & Düzel,
2005; Hsieh & Ranganath,
2014; see also Gruber, Tsivilis, Giabbiconi & Müller,
2008; Klimesch et al.,
1997a,
2001a). Therefore, we examined theta-oscillations (~ 4-8 Hz; e.g. Nyhus & Curran,
2010), which are most prominent at sensors over frontal-midline regions (e.g. Hsieh & Raganath,
2014). There is broad and stable consensus, that a characteristic theta-band synchronization can be observed in these regions in response to the retrieval of old stimuli, which are correctly remembered, i.e. in response to retrieval success. In contrast, new stimuli are associated with theta-band desynchronization (e.g. Nyhus & Curran,
2010). This effect was observed both subsequent to the stimulus presentation (e.g. Klimesch et al.,
1997b; Klimesch et al.,
2001a) and after a physical response of participants, e.g. key pressure (Gruber, Tsivilis, Giabbiconi, & Müller, Gruber et al.,
2008). Moreover, theta-oscillations are associated with recollection of personal events (Guderian & Düzel,
2005) and hippocampal projections to neocortical frontal regions are regarded as possible generators of these oscillations during memory tasks (e.g. Hsieh & Ranganath,
2014). In conjunction with the characteristic frontal-midline theta-band synchronization, a decrease of the alpha-band response (~ 8–13 Hz, e.g. Berger,
1929) can regularly be observed during memory recall (e.g. Klimesch, et al.,
1997b; Sauseng et al.,
2009; Jacobs, Hwang, Curran & Kahana,
2006). This decrease of alpha-band response is regarded a reflection of visual processing (Clayton, Yeung & Cohen Kadosh,
2018), attentional processes (Klimesch et al.,
1997a) and memory load (Sauseng et al.,
2009; Jacobs et al.,
2006; Jensen & Tesche,
2002; Dan & Reiner,
2017). In short, the theta-band synchronizes in response to mental activity, whilst the alpha-band desynchronizes (Berger,
1929 as cited in Klimesch et al., Klimesch, Doppelmayr, Schimke, et al.
1997b).
To examine whether this well-established and robust effect occurs under VR conditions as well, we set up an experiment in which participants incidentally encoded either immersive 3D-360° videos or conventional 2D videos followed by an unannounced recognition memory test. We assume that the VR condition will result in a higher sense of presence, better memory performance and higher accuracy of memory judgements as compared to the conventional PC condition. Moreover, we hypothesize to replicate the theta old/new effect for the conventional PC condition, manifested significant difference between theta-band responses to old and new stimuli, including a synchronization for old, and a desynchronization for new stimuli (see e.g. Gruber et al.,
2008; Klimesch et al.,
1997a,
2001a,
b). In line, the alpha-band response should significantly decrease for new pictures as compared to old pictures. Concerning the VR condition, different outcomes might be possible: Under the premise that the theta old/new effect is exclusively linked to successful memory retrieval, theta-band synchronization for old stimuli should be higher for the VR condition as compared to the PC condition, as most studies indicate that VR setups enhance memory performance (e.g. Schöne et al.
2016,
2019; Smith,
2019) and activate recollection-based engrams (Kisker et al.,
2019b). For the alpha-band, a similar pattern of results might be expected. However, as theta-band oscillations are related to further memory-related processes, e.g. memory load (Nyhus & Curran,
2010; Jensen & Tesche,
2002), decision making (Nyhus & Curran,
2010) and working memory (Hsieh & Ranganath,
2014), another outcome than the classical effect might be equally likely in the VR condition.
Discussion
The aim of the study was to investigate the electrophysiological correlates of the retrieval of VR experiences as opposed to conventional laboratory experiences. To this end, participants watched either 3D-360° VR videos (VR condition) from the luVRe database (see methods), or watched the exact same stimulus material on a conventional 2D monitor (PC condition). In an unannounced recognition test, we compared their memory performance, the mid-frontal theta old/new effect indexing mnemonic processing, as well as posterior alpha as a marker for visual processing load. As a result, both groups performed equally well in the recognition test, although the theta old/new effect could only be replicated for the PC condition and was absent in the VR condition. Additionally, the theta effect was accompanied by a profound reduction of posterior alpha in the PC condition, indicating a visually guided, effortful retrieval process.
Meeting our expectations, participants of the VR condition felt more present during video presentation as compared to the PC condition, confirming that our video approach led to immersive VR experiences. Presence, as the most prominent feature of VR experiences (e.g. Schubert et al.,
2001, Pan & Hamilton,
2018; Diemer et al.,
2015; Alshaer, Regenbrecht, & O’Hare,
2017; Riva et al.,
2007; Kisker et al.,
2019a), is associated with increased emotional involvement (e.g. Gorini et al.,
2010; Felnhofer et al.,
2015), and stronger and more realistic behavioral responses as compared to conventional laboratory settings (Slobounov et al.,
2015; Kisker et al.,
2019a). Importantly, previous studies found that a high degree of presence aids memory recall: For example, both intentional encoding, as well as incidental encoding in a VE resulted in a more accurate memory recall as compared to conventional desktop conditions (e.g. Krokos, Plaisant & Varshney,
2019; Ernstsen, Mallam & Nazir,
2019). Hence, presence might facilitate encoding processes constituting the VR memory superiority effect (Makowski, Sperduti, Nicolas & Piolino,
2017; Serino & Repetto,
2018; Smith,
2019). In particular, visually detailed environments that provide high realism and resemblance to the real world, such as 3D-360° videos (Pan & Hamilton,
2018; Lovett et al.,
2015), facilitate more accurate judgments in old/new tasks (Smith,
2019). The resulting coherent egocentric perspective facilitates recollection and reliving of such content (see Rubin & Umanath,
2015), which is crucial to form vivid, real-life memories (Conway,
2005; Roediger & Marsh,
2003). Hence, a high sense of presence—including sensations of spatial presence, involvement and realness—means that these events are potentially significant for the participant, consciously experienced and thus, might contribute to the formation of autobiographical memory.
However, at odds with previous research (Schöne et al.,
2019; Smith,
2019; Kisker et al.,
2019b), our study did not provide any behavioral evidence for this effect: Even though the VR group reported higher sensations of presence as compared to the PC group, we did not observe superior memory recall performance. Our results, with both groups having an accuracy of ca. 90%, indicate a ceiling effect, limiting the detection of group differences (Bortz & Döring,
2005). A possible cause of is effect might be the short retention interval between encoding and retrieval. Previous studies, which did not apply EEG measurements, chose longer retention intervals that included one or two sleeping periods (Schöne et al.,
2019; Kisker et al.,
2019b). It is possible that the process of forgetting irrelevant information had not yet started at the time of the EEG measurement or had at least not progressed very far (cf. Wang, Subagdja, Tan & Starzyk,
2012). However, other studies have not been able to demonstrate this overall memory superiority of VR experiences either (LaFortune & Macuga,
2018; Dehn et al.,
2018; Kisker et al.,
2019b). Differences regarding the findings of VR studies might be related to varying implementations of VR technology, ranging from highly immersive head-mounted displays and CAVE systems to less immersive desktop-VR implementations (Smith,
2019). Additionally, the level of multi-sensory sensations provided by the VR system might influence memory performance as well: For example, active navigation through a VR environment can have an additional positive effect on spatial memory, but not necessarily on factual memory (Plancher, Barra, Orriols & Piolino,
2013). Moreover, some studies report a successful transfer of content learned in an immersive VR environment to real-life, and thus, to other than the encoding context (Ragan, Sowndararajan, Kopek & Bowman,
2010; as cited in Smith,
2019), whereas other studies claim that knowledge transfer comes with a loss of performance (Lanen & Lamers,
2018).
Even though VR experiences do not necessarily increase the retrieval success as measured by subjective reports, the immersive nature of VR yet might alter the mode of operation of the mnemonic mechanisms. Specifically, Kisker et al., (
2019a) demonstrated by means of a remember/know paradigm that participants who explored a virtual village in an immersive VR condition report predominantly recollection-based memory. Interestingly, recollection is hypothesized to be the associated retrieval mechanism of autobiographical memory (Roediger & Marsh,
2003; Conway,
2005). Participants exploring the very same village in a PC condition reported predominantly familiarity-based memories (Kisker et al.,
2019a). However, both groups in our experiment apparently employed the same retrieval strategies as the
d′-scores for recollection, familiarity and overall performance do not differ significantly.
Nevertheless, modulations of the frontal-midline theta effect might still indicate the involvement of different types of memory systems as well as associated encoding and retrieval strategies with respect to the encoding condition. As expected, we replicated the frontal-midline theta old/new effect in the PC condition: Old pictures evoked an early theta-band synchronization, whereas new pictures resulted in theta-band desynchronization. Hence, our findings replicate broad and stable evidence relating relatively higher theta-band amplitudes to the retrieval of old, and relatively lower amplitudes to the retrieval of new pictures in conventional laboratory settings (e.g. Gruber et al.,
2008; Klimesch et al.,
1997a,
b,
2001a,
b). The change of modality, i.e. encoding videos, but retrieval in response to picture presentation, did not markedly affect the theta old/new effect in the PC condition.
Remarkably, the theta old/new could not be observed in the VR condition. Specifically, new pictures led to the same theta-band response in both groups, indicating that the physical discrepancies between encoding in VR or under conventional conditions did not affect the paradigm per se or at least affected it to the same extent. Moreover, memory success did not account for the different electrophysiological responses as well, as both groups performed equally well in the recognition test. Accordingly, differences in the electrophysiological response must result from different underlying retrieval mechanisms and thus, differences in mnemonic processing of engrams encoded from either VR experiences or conventional laboratory events. Evidence that the absence of the theta old/new effect under VR conditions results from an altered mnemonic processing style as compared to the PC condition is obtained from the comparison of the response to old pictures between both groups. Regarding the 2–4 Hz frequency range, the presentation of old pictures led to a significant difference between relative synchronization in the PC group and in the VR group. Descriptively, the 4–7 Hz frequency range follows the same trend but did not reach significance. Hence, the theta old/new effect is modulated by the nature of the engram resulting from VR experiences and how these experiences are recalled.
As aforementioned, immersive VR experiences are considered to facilitate the formation of autobiographical memory. Associative autobiographical engrams are generated by highly self-relevant experiences (Roediger & Marsh,
2003; Conway,
2005). They are characterized by richer content and are deeply interwoven into existing memory structures (McDermott et al.,
2009; Roediger & Marsh,
2003). Furthermore, they come with a broad set of functional properties, namely self-reflection, emotional evaluation and semantic processes (Svoboda et al.
2006). Frontal-midline theta has repeatedly been shown to reflect key-elements of autobiographical mnemonic processing. Specifically, it is associated with the recollection of personal events and contextual information (Guderian & Düzel,
2005; Hsieh & Ranganath,
2014; see also Roediger & Marsh,
2003; Conway,
2005). In line with previous studies, our results indicate that the retrieval of immersive 3D-360° experiences differs from the retrieval of conventional 2D laboratory events (Schöne et al.
2016; Schöne et al.
2019; Kisker et al.,
2019b). Hence, the well-established theta old/new effect does not seem to be unrestrictedly applicable to VR experiences. It might rather serve as an index for cue-matching of previously exogenously processed pictorial stimuli: Experiences encoded in the laboratory are recalled and visually matched to the test stimuli, but are not inevitably associated with the vivid and multimodal character of autobiographical memories and thus, might not provide a holistic representation of real-life mnemonic processing.
The question remains, which processes change their mode of operation in response to the recall of VR experiences. The theta old/new effect is predominantly associated with retrieval success (e.g. Nyhus & Curran,
2010). However, the VR and the PC group were likewise successful in the recognition task. As above mentioned, frontal-midline theta is associated with autobiographical mnemonic processing, but also regarded as an index for top-down control of memory retrieval (Klimesch et al.,
1997b; Nyhus & Curran,
2010). Specifically, early theta-band increases indicate an attempt or the effort demands to retrieve engrams rather than successful retrieval per se (Klimesch et al.,
2001a; Nyhus & Curran,
2010). Several studies investigating memory retrieval in general as well as the classical old/new effect in particular, explicitly differentiate retrieval effort and retrieval success (Klimesch et al.,
2001a; Nyhus & Curran,
2010; Rugg et al.,
1998; Konishi, Wheeler, Donaldson & Buckner,
2000). In particular, processes exclusively associated with retrieval success are engaged only if an attempted retrieval is successful. In contrast, retrieval effort refers to those processes engaged during a retrieval attempt per se, for example in recognition tasks, regardless of whether this attempt is successful or not (Rugg, Fletcher, Frith, Frackowiak & Dolan,
1996). Accordingly, the absence of a difference in memory success does not rule out that the effort required to achieve the very same retrieval outcome may vary.
Hence, the difference in the theta-band response to old pictures between the VR condition and the PC condition could reflect the two types of retrieval differing with respect to their effort demands (Conway,
1996; Haque & Conway,
2001; Conway & Pleydell-Pearce,
2000). Immersive VR experiences as part of an extensive autobiographical associative network (PBM, Schöne et al.,
2019) can be effortless and, most of all, directly retrieved. In contrast, the retrieval of conventional stimuli triggers the iterative verification process and the suppression of irrelevant information, thus coming in with higher effort to recall memories. Direct retrieval of autobiographical memory is based upon a pronounced and stable memory pattern (Conway & Pleydell-Pearce,
2000) and enables spontaneous recall, which is rather automatic and effortless (Conway & Pleydell-Pearce,
2000 as cited in Willander & Larsson,
2007). It thus allows immediate recall of a cued memory. Generative or strategic retrieval of conventional stimuli, as observed in the PC condition, relies on central control of memory recall (Willander & Larsson,
2007). To verify the cued memory, irrelevant information has to be suppressed, while mental representation and cue are matched (Norman & Bobrow,
1979; Conway,
1996; Burgess & Shallice,
1996).
This interpretation of a visually guided matching process gains further support from the difference in posterior alpha oscillations, associated with visual processing (e.g. Clayton et al.,
2018). Matching mental representation and cue is reflected by a generally reduced posterior alpha amplitude in the PC condition compared to the VR condition. This reduced alpha amplitude, commonly regarded as cortical activity (e.g. Berger,
1929 as cited in Klimesch et al.,
1997b), on the one hand reflects elevated attention (e.g. Klimesch, et al.
1997a; Fries, Womelsdorf, Oostenveld & Desimone,
2008) and, on the other hand, successful suppression of irrelevant information (Sauseng et al.,
2009; Jensen & Mazaheri,
2010). Especially, the co-occurrence of higher frontal theta responses and posterior alpha activity has been interpreted as a response to higher cognitive load, with 2D environments exhibiting higher cognitive load as compared to 3D environments (Dan & Reiner,
2017). Theta and alpha oscillations thus provide evidence for effortless and direct retrieval of immersive VR experience and a, in comparison, effortful and strategic retrieval of conventionally presented stimuli.
Nevertheless, the finding that the retrieval mechanisms underlying VR experiences and conventional laboratory experiences differ, does not invalidate previous well-established knowledge gained from conventional setups. Rather, it complements the immense insights from previous studies and demonstrates the delicate balance between high experimental control and ecological validity. Thus, controlled laboratory studies provide the foundations for understanding the complex mechanisms of human memory and are substantial for developing models. As a further refinement of these foundations, VR settings facilitate the transfer of experimental findings to everyday life and thus improve their generalizability and practicability.