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1.
Three experiments were designed to explore parallel and distance alleys as a function of instructions (apparent and objective) under three different distance-cue conditions. The main findings were that (1) the alleys for the apparent instructions were positioned closer to the median plane than those for the objective instructions, (2) in an indoor setting, the parallel and distance alleys were not different under either the apparent or the objective instructions, and (3) in an outdoor setting, the parallel alley lay inside the distance alley under both the apparent and the objective instructions. On the basis of comparison with some of the previous alley studies, it is suggested that exact control of instructions will not produce great discrepancy between the parallel and the distance alleys that were constructed indoors.  相似文献   

2.
Radio-frequency local positioning systems (LPS) have the potential to provide accurate location information about sport players for performance analysis, making available for study the emergent nature of interpersonal coordination and collective decision-making behaviour among players in both indoor and outdoor sports. However, no available publications have validated the performance of LPS for indoor sports. The objective of this study was to validate the performance of an LPS in an indoor venue and to compare it to performance observed in an outdoor venue using static and dynamic measurements. Our results showed that the absolute positioning errors obtained from the static measurements of the LPS were comparable for both indoor and outdoor venues, with mean errors of 12.1?cm outdoors and 11.9?cm indoors. From the dynamic measurements, we analysed the relative position error and the distance estimation performance of the system. The 90th-percentile relative position errors were 28?cm for the indoor venue versus 18?cm for the outdoor venue. On average, the LPS overestimated the distance travelled, and the performance was similar for both indoor and outdoor venues. On a linear course, the mean errors of the distance estimates were 2.2% of the total distance indoors and 1.3% outdoors, and on a nonlinear course, they were 2.7% indoors and 3.2% outdoors.  相似文献   

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4.
Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations.  相似文献   

5.
Independent groups of observers made magnitude estimates of geographical area or interstate distance. In Experiment 1, observers estimated the areas of nations or of states of the United States from memory. In Experiment 2, estimates of state area were made either with a map present or from memory after the map had been studied. Similarly, in Experiment 3, observers made perceptual or memorial estimates of interstate distances. Perceptual estimates of distance and geographical area were related to actual stimulus magnitude by power functions whose exponents were similar to those found with conventional procedures. Memory estimates were also related to actual area and distance by power functions. Comparison of memory and perceptual exponents showed that for both area and distance, the memory exponent was equal to the square of the perceptual exponent. The results of Experiment 3 were predicted by a “re-perceptual” model of memory for continuous dimensions, which was developed to describe the results of Experiment 2.  相似文献   

6.
The aim of this study was to explore the role of motor resources in peripersonal space encoding: are they intrinsic to spatial processes or due to action potentiality of objects? To answer this question, we disentangled the effects of motor resources on object manipulability and spatial processing in peripersonal and extrapersonal spaces. Participants had to localize manipulable and non-manipulable 3-D stimuli presented within peripersonal or extrapersonal spaces of an immersive virtual reality scenario. To assess the contribution of motor resources to the spatial task a motor interference paradigm was used. In Experiment 1, localization judgments were provided with the left hand while the right dominant arm could be free or blocked. Results showed that participants were faster and more accurate in localizing both manipulable and non-manipulable stimuli in peripersonal space with their arms free. On the other hand, in extrapersonal space there was no significant effect of motor interference. Experiment 2 replicated these results by using alternatively both hands to give the response and controlling the possible effect of the orientation of object handles. Overall, the pattern of results suggests that the encoding of peripersonal space involves motor processes per se, and not because of the presence of manipulable stimuli. It is argued that this motor grounding reflects the adaptive need of anticipating what may happen near the body and preparing to react in time.  相似文献   

7.
An experiment was conducted to evaluate the ability of 28 younger and older adults to visually bisect distances in depth both indoors and outdoors; half of the observers were male and half were female. Observers viewed 15-m and 30-m distance extents in four different environmental settings (two outdoor grassy fields and an indoor hallway and atrium) and were required to adjust the position of a marker to place it at the midpoint of each stimulus distance interval. Overall, the observers’ judgments were more accurate indoors than outdoors. In outdoor environments, many individual observers exhibited perceptual compression of farther distances (e.g., these observers placed the marker closer than the actual physical midpoints of the stimulus distance intervals). There were significant modulatory effects of both age and sex upon the accuracy and precision of the observers’ judgments. The judgments of the male observers were more accurate than those of the female observers and they were less influenced by environmental context. In addition, the accuracies of the younger observers’ judgments were less influenced by context than those of the older observers. With regard to the precision of the observers’ judgments, the older females exhibited much more variability across repeated judgments than the other groups of observers (younger males, younger females, and older males). The results of our study demonstrate that age and sex are important variables that significantly affect the visual perception of distance.  相似文献   

8.
At a fixed distance of 1.5 ft., varying sizes of vertical lines or circles were presented to S.Subjects estimated either apparent size or distance based on relative size. Estimates of line height and circle diameter yielded power functions with exponents of 0.97 and 0.98, respectively. Distance estimates were curvilinearly related to distance predicted from the size/distance ratio. This result is discussed in terms of non-Euclidean space and in relation to the nature of the judgmental task.  相似文献   

9.
谌小猛  刘春玲 《心理科学》2015,(6):1319-1325
摘要 由于视觉经验的缺乏,盲人的空间认知存在一定的缺陷,尤其表现在对现实环境的空间布局认识存在困难。本研究欲探究计算机虚拟技术手段辅助盲人建构表征的成效,并在此基础上探究盲人定向行走的效果。本研究是一个现场实验,采用随机分配的方式将全盲被试分为三组,之后让被试接受三种不同的实验处理,即计算机虚拟技术、触觉地图和人导处理,最后接受空间任务测试,测试不仅考察被试对环境空间布局的认识,而且还测量了被试在现实环境的行走探路效率。结果发现,虚拟技术组的被试不仅能够对整个实验环境形成清晰整体的认识,而且还能借助形成的空间表征在测验场地有效地实施定向行走。从研究结果得知,计算机虚拟技术这一手段对应用于改善盲人空间表征系统及提高盲人定向行走训练效率具有一定的积极意义。  相似文献   

10.
This article reviews research into the use of virtual reality in the study, assessment, and treatment of body image disturbances in eating disorders and nonclinical samples. During the last decade, virtual reality has emerged as a technology that is especially suitable not only for the assessment of body image disturbances but also for its treatment. Indeed, several virtual environment-based software systems have been developed for this purpose. Furthermore, virtual reality seems to be a good alternative to guided imagery and in vivo exposure, and is therefore very useful for studies that require exposure to life-like situations but which are difficult to conduct in the real world. Nevertheless, review highlights the lack of published controlled studies and the presence of methodological drawbacks that should be considered in future studies. This article also discusses the implications of the results obtained and proposes directions for future research.  相似文献   

11.
ObjectivesThe aim of the study was to test the performance, motivational, and affective impact of aerobic exercise within an immersive virtual reality environment experienced alone or with another individual.DesignSixty female participants aged 18–30 years were assigned to one of three conditions: no virtual reality (NVR), individual virtual reality (IVR), or companion virtual reality (CVR).MethodParticipants completed 9 min of self-paced rowing on an ergometer without any visual input or performance feedback (NVR), individually within a virtual reality environment (IVR), or within a virtual reality environment that included a companion depicted as an avatar (CVR).ResultsThe two virtual reality groups rowed a further distance and at a higher power output than the NVR group. Furthermore, the CVR group outperformed the IVR group in distance and had a higher heart rate. Participants in the virtual reality groups did not perceive themselves to be exerting more physical effort and rated the task as more enjoyable than participants in the NVR group.ConclusionsVirtual reality improves performance and the affective response to aerobic exercise, and performance effects are further enhanced by the presence of others in the virtual environment.  相似文献   

12.
Psychophysical functions for perceived roughness, relating ln (magnitude estimate of roughness) to ln (groove width), were obtained for blind and sighted participants in virtual reality using the PHANToM force feedback device. The stimuli were sinusoidal surfaces with groove widths between 0.675 mm and 20.700 mm. Group functions showed a similar nonlinearity to those obtained in physical reality using rigid probes (Klatzky, Lederman, Hamilton, Grindley, & Swendsen, 2003; Lederman, Klatzky, Hamilton, & Ramsay, 1999). Individual functions gave a different picture. Of 23 total participants, there were 13 with wholly descending linear psychometric functions, 7 with quadratic functions similar to the group function, and 3 with anomalous functions. Individual power law exponents showed no significant effects of visual status. All analyses gave a power law exponent close to -0.80. The implications for theories of roughness, methodologies of data analysis, and the design of haptic virtual reality interfaces are considered.  相似文献   

13.
Dale Hample 《Argumentation》2001,15(2):135-149
Disagreement space consists of all the commitments and understandings required for an utterance to take on its discourse function. These are virtual standpoints that can be called out for explicit argumentation. This paper shows how the Inquisition systematically controlled disagreement space, preventing some apparently important standpoints from ever being argued about, and requiring attention to others that may not have initially seemed relevant. This control of disagreement space constituted violation of the rules for critical discussion. The essay suggests that the idea of disagreement space be slightly enlarged, to show the distinctions among virtual, possible, and actual disagreement spaces. The Inquisition's extra-argumentative power is what permitted its specification of the possible disagreement space. The analysis suggests that pragma-dialectics may have application in the criticism and analysis of social institutions.  相似文献   

14.
15.
人们往往会低估虚拟环境中空间的距离(空间压缩)。早期研究发现视听刺激的不一致会改善空间压缩,但听觉刺激在其中的作用及其影响效果需进一步研究。本研究首先探究了听觉刺激的有无对空间压缩的影响,接着操控视听刺激之间的物物距离进一步探究其对空间压缩的影响和改善。研究发现听觉刺激以两种方式影响空间压缩:听觉刺激的存在可以改善空间压缩;空间压缩与视听刺激的物物距离负相关。研究建议为了改善空间压缩,视听刺激应当同时呈现且物物距离至少为1 m。  相似文献   

16.
Social phobia is one of the most frequent mental disorders and is accessible to two forms of scientifically validated treatments: anti-depressant drugs and cognitive behavior therapies (CBT). In this last case, graded exposure to feared social situations is one of the fundamental therapeutic ingredients. Virtual reality technologies are an interesting alternative to the standard exposure in social phobia, especially since studies have shown its usefulness for the fear of public speaking. This paper reports a preliminary study in which a virtual reality therapy (VRT), based on exposure to virtual environments, was used to treat social phobia. The sample consisted of 36 participants diagnosed with social phobia assigned to either VRT or a group-CBT (control condition). The virtual environments used in the treatment recreate four situations dealing with social anxiety: performance, intimacy, scrutiny, and assertiveness. With the help of the therapist, the patient learns adapted cognitions and behaviors in order to reduce anxiety in the corresponding real situations. Both treatments lasted 12 weeks, and sessions were delivered according to a treatment manual. Results showed statistically and clinically significant improvement in both conditions. The effect-sizes comparing the efficacy of VRT to the control traditional group-CBT revealed that the differences between the two treatments are trivial.  相似文献   

17.
Hemispatial neglect is a common disorder that can occur after a lesion in the right hemisphere. Its main characterization is the difficulty in processing visual stimuli emanating from the space contralateral to the lesion. Pencil and paper tests (such as target cancellation, line bisection, or drawing copy) are used to diagnose neglect. We propose using virtual reality technology and haptic force feedback to enhance pencil and paper tests. Our system can track the patients' eye-gaze and their hand movements. Also, the efficiency of several techniques used to decrease the neglect in different sensory spaces are investigated.  相似文献   

18.
Egocentric distances in virtual environments are commonly underperceived by up to 50 % of the intended distance. However, a brief period of interaction in which participants walk through the virtual environment while receiving visual feedback can dramatically improve distance judgments. Two experiments were designed to explore whether the increase in postinteraction distance judgments is due to perception–action recalibration or the rescaling of perceived space. Perception–action recalibration as a result of walking interaction should only affect action-specific distance judgments, whereas rescaling of perceived space should affect all distance judgments based on the rescaled percept. Participants made blind-walking distance judgments and verbal size judgments in response to objects in a virtual environment before and after interacting with the environment through either walking (Experiment 1) or reaching (Experiment 2). Size judgments were used to infer perceived distance under the assumption of size–distance invariance, and these served as an implicit measure of perceived distance. Preinteraction walking and size-based distance judgments indicated an underperception of egocentric distance, whereas postinteraction walking and size-based distance judgments both increased as a result of the walking interaction, indicating that walking through the virtual environment with continuous visual feedback caused rescaling of the perceived space. However, interaction with the virtual environment through reaching had no effect on either type of distance judgment, indicating that physical translation through the virtual environment may be necessary for a rescaling of perceived space. Furthermore, the size-based distance and walking distance judgments were highly correlated, even across changes in perceived distance, providing support for the size–distance invariance hypothesis.  相似文献   

19.
Verbal estimates of egocentric distance are usually too short at distances greater than several meters, yet blindfolded walking to previously viewed targets can be surprisingly accurate. We present evidence from three experiments for the existence of two visual pathways with differentencodings of perceived egocentric distance. We found that (1) blind-walking estimates of egocentric distance are consistently more accurate than verbal reports; (2) an indoor versus outdoor environment selectively influences verbal reports; and (3) wearing prism lenses, which displace the visual field vertically, selectively influences the blind-walking estimates. We interpret these results in terms of the two visual systems hypothesis.  相似文献   

20.
Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants. In both studies, participant gender, virtual human gender, virtual human gaze behavior, and whether virtual humans were allegedly controlled by humans (i.e., avatars) or computers (i.e., agents) were varied. Results indicated that participants maintained greater distance from virtual humans when approaching their fronts compared to their backs. In addition, participants gave more personal space to virtual agents who engaged them in mutual gaze. Moreover, when virtual humans invaded their personal space, participants moved farthest from virtual human agents. The advantages and disadvantages of IVET for the study of human behavior are discussed.  相似文献   

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