Table 1.
Demographic characteristic of the sample.
Fig 1.
Longitudinal design at baseline (T1) and retest (T2).
*Note a sub-set of individuals did not complete SHQ at both timepoints, reducing the sample size (n = 44).
Table 2.
Neuropsychological performance from baseline (T1) and retest (T2) between genetic groups.
Table 3.
Intra-class correlations coefficients, mean change, and coefficient of variation.
Fig 2.
SHQ goal-orientated wayfinding levels (A) 6, (B) 8 and (C). Players initially see a map featuring a start location and several checkpoints (in red) to find in a set order. Checkpoints are buoys with flags marking the checkpoint number. Participants study a map of the level for a recorded number of seconds. When participants exit the map view, they are asked to immediately find the checkpoints (or goals) in the order indicated on the map under timed conditions. As participants navigate the boat through the level, they must keep track of their location using self-motion and environmental landscape cues such as water-land separation. The initiation time is zero as the boat accelerates immediately after the map disappears. If the participant takes more than a set time, an arrow appears pointing in the direction along the Euclidean line to the goal to aid navigation. Adapted from Coughlan et al. [9].
Table 4.
Mean scores and practice effects on the Virtual Supermarket test, Sea Hero Quest and the Four Mountains test.
Fig 3.
Navigation at baseline predicts worsening subjective concerns.
Red line represents a significant association between baseline VST central navigation performance and change on CCI-episodic memory concern in ε3ε4 carriers. Specifically, low baseline central navigation preference (a proxy for boundary-based place memory) predicts increased memory concern increase over 18 months in ε3ε4 carriers. The same association was non-significant in ε3ε3 carriers.