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1.
Theoretical considerations and earlier experimental findings indicate that traveling over slanted terrain can lead to an enrichment of the perceived spatial cues relevant for navigation. We investigated the proposed facilitation of a uniformly slanted environment on navigation and orientation performance with a virtual environment presented on a large 180 degrees screen, using as material a virtual town with eight places and twenty-four landmarks. In the control condition, this town was placed on a flat surface; in the two experimental conditions, the town was placed on a slope with a uniform angle of 4 degrees. Pedaling on a bicycle simulator, participants first explored the environment, then solved navigation tasks, pointed from various positions to distant landmarks, judged the relative elevation of pairs of distant landmarks from memory, and finally drew a sketch map of the environment. In comparison to the control condition, the number of navigation errors was significantly lower in the slanted conditions, and the deviations in the pointings to distant landmarks were massively reduced. Participants from the slant conditions also showed good knowledge of the relative elevations of pairs of distant locations. However, no differences in map-drawing quality were found. The results lend additional support to the proposition that our spatial knowledge, which is used in navigation and orientation, contains vertical information.  相似文献   

2.
Because many different sensory modalities contribute to spatial learning in rodents, it has been difficult to determine whether spatial navigation can be guided solely by visual cues. Rodents moving within physical environments with visual cues engage a variety of nonvisual sensory systems that cannot be easily inhibited without lesioning brain areas. Virtual reality offers a unique approach to ask whether visual landmark cues alone are sufficient to improve performance in a spatial task. We found that mice could learn to navigate between two water reward locations along a virtual bidirectional linear track using a spherical treadmill. Mice exposed to a virtual environment with vivid visual cues rendered on a single monitor increased their performance over a 3-d training regimen. Training significantly increased the percentage of time avatars controlled by the mice spent near reward locations in probe trials without water rewards. Neither improvement during training or spatial learning for reward locations occurred with mice operating a virtual environment without vivid landmarks or with mice deprived of all visual feedback. Mice operating the vivid environment developed stereotyped avatar turning behaviors when alternating between reward zones that were positively correlated with their performance on the probe trial. These results suggest that mice are able to learn to navigate to specific locations using only visual cues presented within a virtual environment rendered on a single computer monitor.  相似文献   

3.
Effects of occlusion on pigeons' visual object recognition   总被引:2,自引:0,他引:2  
DiPietro NT  Wasserman EA  Young ME 《Perception》2002,31(11):1299-1312
Casual observation suggests that pigeons and other animals can recognize occluded objects; yet laboratory research has thus far failed to show that pigeons can do so. In a series of experiments, we investigated pigeons' ability to 'name' shaded, textured stimuli by associating each with a different response. After first learning to recognize four unoccluded objects, pigeons had to recognize the objects when they were partially occluded by another surface or when they were placed on top of another surface; in each case, recognition was weak. Following training with the unoccluded stimuli and with the stimuli placed on top of the occluder, pigeons' recognition of occluded objects dramatically improved. Pigeons' improved recognition of occluded objects was not limited to the trained objects but transferred to novel objects as well. Evidently, the recognition of occluded objects requires pigeons to learn to discriminate the object from the occluder; once this discrimination is mastered, occluded objects can be better recognized.  相似文献   

4.
Five pigeons were first trained to discriminate among line drawings of four objects: a watering can, an iron, a desk lamp, and a sailboat. The birds were then tested with eight versions of each object, in which the object's components were vertically and horizontally rearranged. The pigeons displayed different degrees of generalization decrement to the different scrambled versions of the objects. Two analyses helped to clarify the nature of the varied accuracy scores. First, cluster analyses disclosed subsets of components that were related to test performance. Second, although the clusters varied somewhat across birds for a given object, there was reliable concordance among the subjects in their rankings of the individual scramblings, suggesting that the pigeons may have attended to common aspects of the drawings.  相似文献   

5.
In this study, the nature of the spatial representations of an environment acquired from maps, navigation, and virtual environments (VEs) was assessed. Participants first learned the layout of a simple desktop VE and then were tested in that environment. Then, participants learned two floors of a complex building in one of three learning conditions: from a map, from direct experience, or by traversing through a virtual rendition of the building. VE learners showed the poorest learning of the complex environment overall, and the results suggest that VE learners are particularly susceptible to disorientation after rotation. However, all the conditions showed similar levels of performance in learning the layout of landmarks on a single floor. Consistent with previous research, an alignment effect was present for map learners, suggesting that they had formed an orientation-specific representation of the environment. VE learners also showed a preferred orientation, as defined by their initial orientation when learning the environment. Learning the initial simple VE was highly predictive of learning a real environment, suggesting that similar cognitive mechanisms are involved in the two learning situations.  相似文献   

6.
The authors investigated the pigeon's ability to generalize object discrimination performance to smaller and larger versions of trained objects. In Experiment 1, they taught pigeons with line drawings of multipart objects and later tested the birds with both larger and smaller drawings. The pigeons exhibited significant generalization to new sizes, although they did show systematic performance decrements as the new size deviated from the original. In Experiment 2, the authors tested both linear and exponential size changes of computer-rendered basic shapes to determine which size transformation produced equivalent performance for size increases and decreases. Performance was more consistent with logarithmic than with linear scaling of size. This finding was supported in Experiment 3. Overall, the experiments suggest that the pigeon encodes size as a feature of objects and that the representation of size is most likely logarithmic.  相似文献   

7.
Does color influence object recognition? In the present study, the degree to which an object was associated with a specific color was referred to as color diagnosticity. Using a feature listing and typicality measure, objects were identified as either high in color diagnosticity or low in color diagnosticity. According to the color diagnosticity hypothesis, color should more strongly influence the recognition of high color diagnostic (HCD) objects (e.g., a banana) than the recognition of low color diagnostic (LCD) objects (e.g., a lamp). This prediction was supported by results from classification, naming, and verification experiments, in which subjects were faster to identify color versions of HCD objects than they were to identify achromatic versions and incongruent color versions. In contrast, subjects were no faster to identify color versions of LCD objects than they were to identify achromatic and incongruent color versions. Moreover, when shape information was degraded but color information preserved, subjects were less impaired in their recognition of degraded HCD objects than of degraded LCD objects, relative to their nondegraded versions. Collectively, these results suggest that color plays a role in the recognition of HCD objects.  相似文献   

8.
The following paper describes a new technique for simulating peripheral field losses in virtual environments to study the roles of the central and peripheral visual fields during navigation. Based on Geisler and Perry's (2002) gaze-contingent multiresolution display concept, the technique extends their methodology to work with three-dimensional images that are both transformed and rendered in real time by a computer graphics system. In order to assess the usefulness of this method for studying visual field losses, an experiment was run in which seven participants were required to walk to a target tree in a virtual forest as quickly and efficiently as possible while artificial head and eye-based delays were systematically introduced. Bilinear fits were applied to the mean trial times in order to assess at what delay lengths breaks in performance could be observed. Results suggest that breaks occur beyond the current delays inherent in the system. Increases in trial times across all delays tested were also observed when simulated peripheral field losses were applied compared to full FOV conditions. Possible applications and limitations of the system are discussed. The source code needed to program visual field losses can be found at lions.med.jhu.edu/archive/turanolab/Simulated_Visual_Field_Loss_Code.html.  相似文献   

9.
We investigated the navigation‐related age effects on learning, proactive interference semantic clustering, recognition hits, and false recognitions in a naturalistic situation using a virtual apartment‐based task. We also examined the neuropsychological correlates (executive functioning [EF] and episodic memory) of navigation‐related age effects on memory. Younger and older adults either actively navigated or passively followed the computer‐guided tour of an apartment. The results indicated that active navigation increased recognition hits compared with passive navigation, but it did not influence other memory measures (learning, proactive interference, and semantic clustering) to a similar extent in either age group. Furthermore, active navigation helped to reduce false recognitions in younger adults but increased those made by older adults. This differential effect of active navigation for younger and older adults was accounted for by EF score. Like for the subject‐performed task effects, the effects from the navigation manipulation were well accounted for by item‐specific/relational processing distinction, and they were also consistent with a source monitoring deficit in older adults.  相似文献   

10.
Craddock M  Martinovic J  Lawson R 《Perception》2011,40(10):1154-1163
In aperture viewing the field-of-view is restricted, such that only a small part of an image is visible, enforcing serial exploration of different regions of an object in order to successfully recognise it. Previous studies have used either active control or passive observation of the viewing aperture, but have not contrasted the two modes. Active viewing has previously been shown to confer an advantage in visual object recognition. We displayed objects through a small moveable aperture and tested whether people's ability to identify the images as familiar or novel objects was influenced by how the window location was controlled. Participants recognised objects faster when they actively controlled the window using their finger on a touch-screen, as opposed to passively observing the moving window. There was no difference between passively viewing again one's own window movement as generated in a previous block of trials versus viewing window movements that had been generated by other participants. These results contrast with those from comparable studies of haptic object recognition, which have found a benefit for passive over active stimulus exploration, but accord with findings of an advantage of active viewing in visual object recognition.  相似文献   

11.
Early research argued that computer-mediated communication (CMC) had a number of advantages over existing communication media for supporting collaboration. However, a number of papers emerged that began to raise doubts about this positive view. These papers reported difficulties using CMC to support collaboration. Several systems are reported in this special issue that try to overcome these difficulties, either by changing the communication tools or by developing sound social spaces. These systems are important because the right tools and environment are essential; however, recent research suggests that we need to do more than this, because students do not know how to collaborate effectively and they need to develop these skills to use the tools productively. Other papers in this Special Issue suggest ways this might be achieved.  相似文献   

12.
Human occipitotemporal cortex (OTC) is critically involved in object recognition, but the functional organization of this brain region is controversial. In the present study, functional magnetic resonance imaging (fMRI) signal changes were recorded in humans during an animal-matching task that parametrically varied degree of structural (i.e., shape) similarity among the items. fMRI signal in the midto anterior-fusiform gyrus increased as animals overlapped more in terms of structure and as reaction time increased. In contrast, relatively more posterior aspects of the fusiform gyrus and inferior occipital cortex showed greater fMRI signal when the animals overlapped less in terms of structure. A similar organization emerged when three-dimensional geometric shapes were matched, indicating that OTC is differentially tuned to varying degrees of overlap in object structure, regardless of taxonomic category. We discuss how the present findings fit in with current functional neuroanatomical approaches to object recognition.  相似文献   

13.
Navigation in humans and many other animals relies on spatial representations of their environments. Three experiments examined how humans maintain sense of orientation between nested environments. Subjects can acquire new spatial representations easily without integrating them into their existing spatial knowledge system. While navigating between nested environments, subjects seemed to constantly switch between the currently processed environment by reorienting to approaching environments and losing track of old environments at given spatial regions. These results suggest that spatial updating in naturalistic, nested environments does not occur for all environments at the same time. Implications for the hierarchical theory of spatial representations and the path integration theory of navigation are discussed.  相似文献   

14.
The effect of sorrounding context on the recognition of objects from briefly presented pictures was investigated. Forty-eight undergraduates saw 100 msec displays of either line drawings containing several objects embedded in context or drawings of object arrays without background context. Following each exposure they were required to select from among four objects the one that had been contained in the picture. Presentation of objects in context aided recognition only when incorrect response alternatives were inconsistent with the picture context. The results suggest that context contributes to the construction of a general characterization of the pictures which provides expectancies regarding the identity of specific objects.  相似文献   

15.
Information technologies are increasingly helping to integrate and socially include people with visual disabilities. Computing technologies have contributed grandly to attain this goal through innovative techniques and applications. Virtual environments, I/O interfaces, and sound based applications altogether with usability and cognitive impact studies are some of the most used research designs for children with visual disabilities. This study presents the design and usability evaluation of three-dimensional (3D) interactive environments for children with visual disabilities. We introduce AudioChile and AudioVida, interactive virtual environments that can be navigated through 3D sound to enhance spatiality and immersion throughout the environments 3D sound is used to orientate, to avoid obstacles, and to identify the position of diverse personages and objects within the environment. Usability evaluation results indicated that sound can be fundamental for attention and motivation purposes during interaction.  相似文献   

16.
Episodic memory was assessed using Virtual Reality (VR). Forty-four (44) subjects visualized a target virtual apartment containing specific objects in each room. Then they visualized a second virtual apartment comprised of specific objects and objects shared by the two apartments. Subjects navigated in the virtual apartments in one of the following two conditions: active and passive. Four main episodic memory components were scored from the VR exposures: (1) learning effect; (2) active forgetting effect; (3) strategies at encoding and at retrieval; and (4) false recognitions (FRs). The effect of navigation mode (active vs. passive) on each memory component was examined. Active subjects had better learning and retrieval (recognition hits) performances compared to passive subjects. A beneficial effect of active navigation was also observed on the source-based FR rates. Active subjects made fewer source-based FRs compared to passive subjects. These overall results for the effect of active navigation are discussed in terms of the distinction between item-specific and relational processing.  相似文献   

17.
Factors that influence presence in educational virtual environments.   总被引:2,自引:0,他引:2  
The present article is a part of a project for the measurement of presence in educational virtual environments (VEs), since presence is correlated with higher levels of cognitive performance and emotional development, factors that contribute to knowledge construction. The aim of our study was to investigate the sense of presence of 12-year-old pupils within an educational VE representing an ancient Greek house through a sense of embodiment and the ability to handle task performance, while using various peripheral devices. This is the first report on presence measurement with children, based on the indication that children and adults may apply very unrelated criteria. Our results showed statistically significant differences on the level of tiredness and ease of use in using six different input devices. The combination of the keyboard and mouse and the keyboard on its own were the least tedious and easiest input devices, giving a sense of presence as stated by the pupils. Environmental richness and the high level of interactivity within the VE resulted in a high degree of presence for almost all the pupils. The majority of them felt a sense of presence whilst driving the avatar, indicating that presence is significantly correlated with pupils' degree of association with their virtual bodies. All the pupils felt a sense of presence when wearing the head-mounted display. Our findings are in line with those of other researchers and show evidence of personal, social and environmental presence.  相似文献   

18.
Two experiments explored the influence of consonant sound symbolism on object recognition. In Experiment 1, participants heard a word ostensibly from a foreign language (in reality, a pseudoword) followed by two objects on screen: a rectilinear object and a curvilinear object. The task involved judging which of the two objects was properly described by the unknown pseudoword. The results showed that congruent sound-symbolic pseudoword–object pairs produced higher task accuracy over three rounds of testing than did incongruent pairs, despite the fact that “hard” pseudowords (with three plosives) and “soft” pseudowords (with three nonplosives) were paired equally with rectilinear and curvilinear objects. Experiment 2 reduced awareness of the manipulation by including similar-shaped, target-related distractors. Sound symbolism effects still emerged, though the time course of these effects over three rounds differed from that in Experiment 1.  相似文献   

19.
Does color influence object recognition? In the present study, the degree to which an object was associated with a specific color was referred to ascolor diagnosticity. Using a feature listing and typicality measure, objects were identified as either high in color diagnosticity or low in color diagnosticity. According to the color diagnosticity hypothesis, color should more strongly influence the recognition of high color diagnostic (HCD) objects (e.g., a banana) than the recognition of low color diagnostic (LCD) objects (e.g., a lamp). This prediction was supported by results from classification, naming, and verification experiments, in which subjects were faster to identify color versions of HCD objects than they were to identify achromatic versions and incongruent color versions. In contrast, subjects were no faster to identify color versions of LCD objects than they were to identify achromatic and incongruent color versions. Moreover, when shape information was degraded but color information preserved, subjects were less impaired in their recognition of degraded HCD objects than of degraded LCD objects, relative to their nondegraded versions. Collectively, these results suggest that color plays a role in the recognition of HCD objects.  相似文献   

20.
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