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1.
One experiment is described that examined the possible involvement of working memory in the Virtual Errands Test (McGeorge et al. (2001). Using virtual environments in the assessment of executive dysfunction. Presence, 10, 375-383), which requires participants to complete errands within a virtual environment, presented on a computer screen. Time was limited, therefore participants had to swap between tasks (multi-task) efficiently to complete the errands. Forty-two undergraduates participated, all attempting the test twice. On one of these occasions they were asked to perform a concurrent task throughout (order of single and dual-task conditions was counterbalanced). The type of secondary task was manipulated between groups. Twenty-one participants were asked to randomly generate months of the year aloud in the dual-task condition, while another 21 were asked to suppress articulation by repeating the word "December". An overall dual-task effect on the Virtual Errands Test was observed, although this was qualified by an interaction with the order of single and dual-task conditions. Analysis of the secondary task data showed a drop in performance (relative to baseline) under dual-task conditions, and that drop was greater for the random generation group than the articulatory suppression group. These data are interpreted as suggesting that the central executive and phonological loop components of working memory are implicated in this test of multi-tasking.  相似文献   

2.
This article reports findings from an in-depth case study investigating processes of teaching and learning within one tutorial group studying an e-learning course presented as part of the Open University's MA in Open and Distance Education. Drawing on contemporary sociocultural theory and research, the instructional techniques used by the tutor-moderator to guide the creation of "common knowledge" and the construction of understanding are explored. The significance of tutor contributions for fostering a supportive culture of enquiry is also discussed.  相似文献   

3.
This study investigated the effect of environmental structure's regularity on spatial knowledge in a total of 60 participants: second graders, sixth graders, and adults. A desktop virtual environment was used in which participants moved in a controlled self-determined way. The regularity of environmental structure did not influence spatial knowledge as measured by direction estimations and distances walked in route knowledge and detour tasks. In all measurements, an overall developmental increase of achievement from second graders to adults was found. Furthermore, gender differences were found for children as well as for adults, favouring males in all measurements. In addition, orientation specificity of spatial representations was found for adults and for children. Thus, the results reveal a number of interesting aspects regarding spatial knowledge acquisition of children and adults by using a virtual environmental approach.  相似文献   

4.
In a series of three experiments, we probed the accessibility of action knowledge in different versions of a virtual environment (VE) with 7-year-old children and adults. Using a PHANToMTM haptic interface, participants performed a virtual throwing task in which they tried to propel a ball from a table to hit a target on the ground. In Experiments 1 and 2, the virtual scene was presented on a computer monitor, and, in Experiment 3, it was projected by using a video projector so that the vertical and horizontal dimensions and the spatial location of the VE corresponded to the real-world dimensions. Results indicate that action knowledge is accessible even in a nonimmersive VE, but also suggest that the need to recalibrate perceptual-motor mappings constrains the accessibility of this kind of intuitive knowledge.  相似文献   

5.
In a series of three experiments, we probed the accessibility of action knowledge in different versions of a virtual environment (VE) with 7-year-old children and adults. Using a PHANToM haptic interface, participants performed a virtual throwing task in which they tried to propel a ball from a table to hit a target on the ground. In Experiments 1 and 2, the virtual scene was presented on a computer monitor, and, in Experiment 3, it was projected by using a video projector so that the vertical and horizontal dimensions and the spatial location of the VE corresponded to the real-world dimensions. Results indicate that action knowledge is accessible even in a nonimmersive VE, but also suggest that the need to recalibrate perceptual-motor mappings constrains the accessibility of this kind of intuitive knowledge.  相似文献   

6.
This study investigated the effect of different organizations of landmark-location pairings as fine-space information on wayfinding behavior and spatial knowledge on a total of 90 participants: 30 second graders, 30 sixth graders, and 30 adults. All participants had to find their way to a goal in a virtual environment with either randomized or categorical landmarks, or without any landmarks. Thereafter, they had to find the shortest way from the start position to the goal in two consecutive trials (wayfinding performance), and they had to solve a number of spatial knowledge tasks. The results showed that independent of their categorical function, the existence of landmarks influenced the way-finding performance of adults and children in the same way. Whereas the presence of landmarks had no effect on spatial survey knowledge, landmark knowledge itself was influenced by the categorical function of the landmarks presented. Moreover, second graders showed limited achievement compared to adults independent of the existence of landmarks. The main results implicate firstly that children at school age indeed are able to use landmark-location pairings as fine-space information like adults during learning an unknown environmental space, and secondly that a dissociation between wayfinding behavior and spatial knowledge might exist.  相似文献   

7.
BackgroundIn a previous study it was observed that participants increase their walking speed during a dual task while walking on a self-paced treadmill in a virtual reality (VR) environment (Gait Real time Analysis Interactive Lab (GRAIL)). This observation is in contrast with the limited resources hypothesis, which suggests walking speed of healthy persons to decrease when performing a cognitive dual task.AimThe aim of the present study was therefore to determine whether the cognitive demand of the task, an aroused feeling, discrepancy in optic flow or a change in gaze direction caused participants to walk faster in this computer assisted rehabilitation environment.MaterialsThe GRAIL included a self-paced treadmill, a motion-capture system and synchronized VR environments.MethodsThirteen healthy young adults (mean age 21.6 ± 2.5) were included in this study. Participants walked on the self-paced treadmill while seven different intervention conditions (IC) were offered. Prior to each IC, a control condition (CC) was used to determine the natural self-selected walking speed. Walking speed during the last 30 s of each IC was compared with the walking speed during the last 30 s of the preceding CC.ResultsResults show that the height on which a visual task was presented in the VR environment, influenced walking speed. Participants walked faster when gaze was directed above the focus of expansion.SignificanceThese findings contribute to a further understanding of the differences between walking in a real life environment or computer assisted rehabilitation environment. When analyzing gait on a self-paced treadmill in the future, one must be attentive where to place a visual stimulus in the VR environment.  相似文献   

8.
In the present research, 6-month-old infants consistently searched for a tall toy behind a tall as opposed to a short occluder. However, when the same toy was hidden inside a tall or a short container, only older, 7.5-month-old infants searched for the tall toy inside the tall container. These and control results (1) confirm previous violation-of-expectation (VOE) findings of a décalage in infants' reasoning about height information in occlusion and containment events; (2) cast doubt on the suggestion that VOE tasks overestimate infants' cognitive abilities; and (3) support recent proposals that infants use their physical knowledge to guide their actions when task demands do not overwhelm their limited processing resources.  相似文献   

9.
Three experiments investigated the impact of working memory load on online plan adjustment during a test of multitasking in young, nonexpert, adult participants. Multitasking was assessed using the Edinburgh Virtual Errands Test (EVET). Participants were asked to memorize either good or poor plans for performing multiple errands and were assessed both on task completion and on the extent to which they modified their plans during EVET performance. EVET was performed twice, with and without a secondary task loading a component of working memory. In Experiment 1, articulatory suppression was used to load the phonological loop. In Experiment 2, oral random generation was used to load executive functions. In Experiment 3, spatial working memory was loaded with an auditory spatial localization task. EVET performance for both good- and poor-planning groups was disrupted by random generation and sound localization, but not by articulatory suppression. Additionally, people given a poor plan were able to overcome this initial disadvantage by modifying their plans online. It was concluded that, in addition to executive functions, multiple errands performance draws heavily on spatial, but not verbal, working memory resources but can be successfully completed on the basis of modifying plans online, despite a secondary task load.  相似文献   

10.
In this paper we take an interactivist perspective on the computer-mediated classroom, and explore the autopoietic teaching approach in the context of emergence of diversity in the classroom. The POPSICLE (Patterns in Orientation: Pattern-Aided Simulated Interaction Context-Learning Experiment) is presented and discussed, as well as its multiple consequences. POPSICLE is a study of learning in human subjects, as well as of interaction and transfer of knowledge between subjects in a collaborative environment.  相似文献   

11.
During everyday life the brain is continuously integrating multiple perceptual cues in order to allow us to make decisions and to guide our actions. In this study we have used a simulated (virtual reality--VR) visual environment to investigate how cues to speed judgments are integrated. There are two sources that could be used to provide signals for velocity constancy: temporal-frequency or distance cues. However, evidence from most psychophysical studies favours temporal-frequency cues. Here we report that two depth cues that provide a relative object--object distance--disparity and motion parallax--can provide a significant input to velocity-constancy judgments, particularly when combined. This result indicates that the second mechanism can also play a significant role in generating velocity constancy. Furthermore, we show that cognitive factors, such as familiar size, can influence the perception of object speed. The results suggest that both low-level cues to spatiotemporal structure and depth, and high-level cues, such as object familiarity, are integrated by the brain during velocity estimation in real-world viewing.  相似文献   

12.
How in real-life or through the use of technical devices can we recognize the presence of other persons and under what conditions can we differentiate them from objects? In order to approach this question, in the study reported here we explored the most basic conditions necessary for participants to recognize the presence of another person during a perceptual interaction. We created a mini-network of two minimalist devices and investigated whether participants were able to differentiate the perception of another person from the perception of a fixed and a mobile object even when the pattern of sensory stimulation was reduced to a bare minimum. We show that participants can recognize when the all-or-none tactile stimulation they experienced was attributable to an encounter with the other participant's avatar or the mobile object rather than with a fixed object. Participants were also able to establish different strategies in order to favor the situations of mutual perception. Thus, in the minimalist conditions of our experiment, the perception of another intentional subject was not based purely on any particular shape or objective trajectories of displacement; it was also based on properties that are intrinsic to the joint perceptual activity itself.  相似文献   

13.
The behavioral correlates of human judgment have received little attention from judgment and decision making researchers. One behavioral domain that provides for the study of judgment-behavior relations is task motivation (i.e., the allocation of time and effort to a task). Judgments of contingent relations are primary components of several theories of motivation, including expectancy theories and the theory of behavior in organizations proposed by Naylor, Pritchard, and Ilgen (1980). The characteristics of heuristic judgment processes are hypothesized to affect contingency judgments and thus behavioral allocations of time and effort. This paper examines the effects of the anchoring and adjustment heuristic upon (a) judgments of future effort and performance and (b) upon actual allocations of time and effort using several types of anchoring information. Results indicate that both irrelevant and relevant information have strong anchoring effects on effort and performance judgments, but do not have concomitant effects on behavior. Implications for the role of judgment in motivation and for the link between judgment and behavior are discussed.  相似文献   

14.
We have developed an experimental platform that allows a large number of human participants to interact in real time within a common virtual world. Within this environment, human participants foraged for resources distributed in two spatially separated pools. In addition to varying the relative replenishment rate for the two pools (50-50, 65-35, or 80-20), we manipulated whether the participants could see each other and the entire resource distribution or had their vision restricted to resources at their own location. Two empirical deviations from an optimal distribution of the participants were found. First, the participants were more scattered within a resource pool than the resources were themselves. Second, there was systematic underutilization of the richer pool. For example, the participants distributed themselves 73% and 27% to resource pools that had replenishment rates of 80% and 20%, respectively. In addition, there were oscillations in the harvesting rate of the pools across time, revealed by a Fourier analysis with prominent power near 50 sec per cycle. The suboptimalities and oscillations were more apparent when the locations of the participants and the food were not visible. Individual participant knowledge thus affects the efficiency with which a population of participants harvests resources.  相似文献   

15.
16.
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) participated in the experiment. Spatial learning was evaluated by these three tasks in the context of the Bordeaux district. In the wayfinding task, the results indicated that the detailed VE helped subjects to transfer their spatial knowledge from the VE to the real world, irrespective of the navigation mode. In the sketch-mapping task, the detailed VE increased performances compared to the undetailed VE condition, and allowed subjects to benefit from the active navigation. In the sorting task, performances were better in the detailed VE; however, in the undetailed version of the VE, active learning either did not help the subjects or it even deteriorated their performances. These results are discussed in terms of appropriate perceptive-motor and/or spatial representations for each spatial recall task.  相似文献   

17.
Feeling lonely motivates people to reconnect with others, but it can also trigger a vicious cycle of cognitions and behaviours that reinforces their loneliness. In this study, we examined the behavioural consequences of loneliness in a virtual social environment. A total of 176 participants navigated a character (protagonist) through a two-dimensional browser game and rated the character's loneliness multiple times during the game. In the first part of the game, another character is introduced as the protagonist's spouse. At one point, the spouse leaves for an undetermined period of time but later returns. Immediately before this separation, higher ascribed loneliness of the protagonist was associated with more frequent interactions with the spouse. After the reunion, however, higher ascribed loneliness was associated with less frequent interactions with the spouse. Ascribed loneliness was not significantly related to the frequency of interactions with others nor to the frequency of solitary activities. These patterns held after controlling for ascribed positive affect. Participants' levels of loneliness were related to the level of ascribed loneliness only when the spouse was present but not when the spouse was absent. In sum, these findings suggest that the conditions that trigger the vicious cycle of loneliness are person- and situation-specific.  相似文献   

18.
Falls and fall-related injuries are a major problem for elderly persons. Most falls occur during walking and turning, and the risk of falling increases when attention is diverted to something besides walking. It is often difficult to standardize methods for testing balance and fall tendency in a clinically relevant setting. We describe the development of a system using a virtual environment (VE) to assess how attention demanding and unexpected events influence a person's capacity to control balance and movement. The hardware in the system consists of a head-mounted display (HMD), a magnetic tracker system, and two SGI computers. The software consists of the image generation of the VE and the management and visualization of motion tracking data. In a preliminary pilot study eight subjects (age 23-80) participated. Each subject walked on a normal floor and was visually presented a familiar outdoor environment in the HMD. They were exposed to different unexpected events, such as a virtual snowfall and tilting of the VE. Disturbances of balance and walking patterns such as changes in speed, stride length and balance reactions like slipping were observed. Two subjects experienced symptoms of cyber sickness with a SSQ score above 25 points. Walking with sensors only did not affect walking time, but in VE the subjects generally walked more slowly. Virtual tilting of the environment had an impact on balance performance during walking. This effect was not observed while the test subjects were walking in a virtual snowfall. The model needs further development but may hold a potential for clinical use.  相似文献   

19.
The same ordering task with social marking is used in two experimental training conditions. In one of the conditions, the answers based on the social norm contradict the answers that result from the cognitive processing of the examples provided. In the other condition, the two types of answers are the same. When compared to a control training condition, both of the test training conditions are shown to have the same effect. The observations made during training as well as the justifications given by the children support the hypothesis that the influence of social marking cannot be explained, at least for one of the test conditions, by the existence of socio-cognitive conflict. Social marking may lead to better representation of the task. In one of the experimental conditions, it may also lead to the use of a problem-solving procedure that is based on the properties of the objects to be ordered.  相似文献   

20.
Logie RH  Trawley S  Law A 《Memory & cognition》2011,39(8):1561-1574
Multitasking among three or more different tasks is a ubiquitous requirement of everyday cognition, yet rarely is it addressed in research on healthy adults who have had no specific training in multitasking skills. Participants completed a set of diverse subtasks within a simulated shopping mall and office environment, the Edinburgh Virtual Errands Test (EVET). The aim was to investigate how different cognitive functions, such as planning, retrospective and prospective memory, and visuospatial and verbal working memory, contribute to everyday multitasking. Subtasks were chosen to be diverse, and predictions were derived from a statistical model of everyday multitasking impairments associated with frontal-lobe lesions (Burgess, Veitch, de Lacy Costello, & Shallice, 2000b). Multiple regression indicated significant independent contributions from measures of retrospective memory, visuospatial working memory, and online planning, but not from independent measures of prospective memory or verbal working memory. Structural equation modelling showed that the best fit to the data arose from three underlying constructs, with Memory and Planning having a weak link, but with both having a strong directional pathway to an Intent construct that reflected implementation of intentions. Participants who followed their preprepared plan achieved higher scores than those who altered their plan during multitask performance. This was true regardless of whether the plan was efficient or poor. These results substantially develop and extend the Burgess et al. (2000b) model to healthy adults and yield new insight into the poorly understood area of everyday multitasking. The findings also point to the utility of using virtual environments for investigating this form of complex human cognition.  相似文献   

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