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1.
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   

2.
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   

3.
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   

4.
This review aims to show the potential of using virtual environments in developmental spatial cognition research to advance empirical knowledge and theoretical insight. The facility for easy and economic variations of environmental features, the active, self-determined exploration, and the reliable registration of the navigation behavior using virtual environments allow investigating the development of spatial behavior and spatial knowledge in more detail. As a consequence, a dissociation between spatial behavior and spatial knowledge was observed, leading to the conclusion that spatial context has to be integrated further in any theoretical model regarding development of spatial cognition.  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.
Two experiments were conducted to investigate children's and adults’ knowledge of time and speed in action and judgment tasks. Participants had to set the speed of a moving car to a new speed so that it would reach a target line at the same time as a reference car moving at a higher speed and disappearing in a tunnel at the midway point. In Experiment 1 (24 10‐year‐olds, 24 adults), children's and adults’ speed adjustments followed the normative pattern when responses had to be graded linearly as a function of the car's initial speed. In a non‐linear condition, only adults’ action responses corresponded with the normative function. Simplifying the task by shortening the tunnel systematically in Experiment 2 (24 10‐year‐olds, 24 adults) enabled children to grade the speeds adequately in the action conditions only. Adults now produced normative response patterns in both judgment and action. Whether people show linearization biases was thus shown to depend on the interaction of age, task demands and response mode.  相似文献   

7.
People are adept at inferring novel causal relations, even from only a few observations. Prior knowledge about the probability of encountering causal relations of various types and the nature of the mechanisms relating causes and effects plays a crucial role in these inferences. We test a formal account of how this knowledge can be used and acquired, based on analyzing causal induction as Bayesian inference. Five studies explored the predictions of this account with adults and 4-year-olds, using tasks in which participants learned about the causal properties of a set of objects. The studies varied the two factors that our Bayesian approach predicted should be relevant to causal induction: the prior probability with which causal relations exist, and the assumption of a deterministic or a probabilistic relation between cause and effect. Adults' judgments (Experiments 1, 2, and 4) were in close correspondence with the quantitative predictions of the model, and children's judgments (Experiments 3 and 5) agreed qualitatively with this account.  相似文献   

8.
In two experiments, this study examined the effects of integration complexity on the ability of child and adult listeners to integrate information from different sentences in a story. First and third graders and college adults were read stories containing incongruent event information and succeeding resolution information that explained the incongruency, and asked questions that probed incongruency recognition and resolution. Information storage complexity was manipulated by separating the event and resolution information and foregrounding or backgrounding the focal story characters. Processing complexity was manipulated by varying the inferential complexity of relating the resolution to the incongruent information, and the coreferential cues linking the event and resolution information. The results showed that increases in complexity adversely affected resolution integration, and more for the children than for the adults. The children's integration performance, in particular, was affected by theme discontinuity and coreferential complexity.  相似文献   

9.
To date, very little research has examined developmental reversals in false memory outside of the word list paradigm. The purpose of this study was to investigate whether knowledge of, and familiarity with types of environments influenced the quantity, accuracy, and errors recalled by children (4- to 6- year-olds) and adults. Using images and open recall questions, the findings of the present study support the predicted reversal in false memories (i.e., developmental variability), supporting a cross-over effect of age and false memories. Children performed better than adults through providing less relevant errors (i.e., commission or semantic-based errors) about environments that were more familiar to adults. These findings support the predicted developmental reversal in false memories. The findings are discussed within the context of fuzzy trace theory and semantic knowledge structures. Implications for the applied eyewitness context are examined.  相似文献   

10.
PurposeVirtual reality environments (VREs) allow for immersion in speaking environments that mimic real-life interactions while maintaining researcher control. VREs have been used successfully to engender arousal in other disorders. The purpose of this study was to investigate the utility of virtual reality environments to examine physiological reactivity and subjective ratings of distress in persons who stutter (PWS).MethodSubjective and objective measures of arousal were collected from 10 PWS during four-minute speeches to a virtual audience and to a virtual empty room.ResultsStuttering frequency and physiological measures (skin conductance level and heart rate) did not differ across speaking conditions, but subjective ratings of distress were significantly higher in the virtual audience condition compared to the virtual empty room.ConclusionVREs have utility in elevating subjective ratings of distress in PWS. VREs have the potential to be useful tools for practicing treatment targets in a safe, controlled, and systematic manner.  相似文献   

11.
We investigated whether 6- and 7-year-olds and 9- and 10-year-olds, as well as adults, process object dimensions independent of or in interaction with one another in a perception and action task by adapting Ganel and Goodale's method for testing adults (Nature, 2003, Vol. 426, pp. 664-667). In addition, we aimed to confirm Ganel and Goodale's results in adults to reliably compare their processing strategies with those of children. Specifically, we tested the abilities of children and adults to perceptually classify (perception task) or grasp (action task) the width of a rectangular object while ignoring its length. We found that adults process object dimensions in interaction with one another in visual perception but independent of each other in action, thereby replicating Ganel and Goodale's results. Children processed object dimensions interactively in visual perception, and there was also some evidence for interactive processing in action. Possible reasons for these differences in object processing between children and adults are discussed.  相似文献   

12.
This study investigates how stereoscopy (the illusion of depth and 3D imaging) affects the sense of presence and the intensity of the positive mood that users feel in virtual environments (VEs). A between-group design was used, and 40 volunteers were randomly assigned to one of two experimental conditions (stereoscopy vs. no stereoscopy) and to one of two emotional VEs (relaxation or joy). The participants' emotions were assessed before and after the VR experience. Presence was measured with two postexperiment questionnaires (ITC-SOPI and SUS). Results show that there were no differences between stereoscopic and monoscopic presentations in VEs (neither subjective sense of presence nor emotional reactions). Practical and theoretical implications of these findings are discussed herein.  相似文献   

13.
This paper investigates the temporal pattern of experienced regret and provides insight into the underlying factors leading to differential cognitive accessibility of actions and inactions over time. Across three studies, we find increased cognitive accessibility of inactions in the long term with no difference in the accessibility of actions and inactions in the short term. We find support for the depth of impact, breadth of impact, and frequency of thought as explanations for this differential accessibility.  相似文献   

14.
The spatial knowledge of 18 children with spina bifida and 18 healthy control children (matched according to sex, age, and verbal IQ) was investigated in a computer-simulated environment. All children had to learn a route through a virtual floor system containing 18 landmarks. Controlling for cognitive abilities, the results revealed that children with spina bifida showed impaired route knowledge but not an impaired landmark knowledge. Thus the results suggest that children with spina bifida are not impaired in all large-scale abilities similarly. The impairments of the children with spina bifida are more accentuated in more behaviour based measurements, which indicates a relation to the reduced mobility of the children with spina bifida.  相似文献   

15.
In brainstorming research, quantity is assumed to breed quality. However, little is known about the cognitive mechanisms underlying this relationship. A parsimonious explanation assumes a random process, in which every idea has an equal chance of being a high-quality (original and feasible) idea. In contrast, a ‘deep exploration’ approach suggests that the originality (but not the feasibility) of generated ideas is dependent on the degree to which people engage in deep exploration of their knowledge. We conducted two experiments to test the latter hypothesis. Prior to a brainstorming task, participants were primed with subcategories of the brainstorming topic. Priming caused a higher relative productivity and average originality within the primed subcategory, but did not affect global productivity and originality across categories. This effect was replicated in dyadic interactions. These results support the deep exploration hypothesis, and suggest that the relationship between quantity and quality is more complex than has previously been assumed.  相似文献   

16.
Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.  相似文献   

17.
Flexible control of action requires the ability to disengage from previous goals or task sets. The authors tested the hypothesis that disengagement during intentional shifts between task sets is accompanied by inhibition of the previous task set ("backward inhibition"). As an expression of backward inhibition the authors predicted increased response times when shifting to a task set that had to be abandoned recently and, thus, suffers residual inhibition. The critical backward inhibition effect on the level of abstractly defined perceptual task sets was obtained across 6 different experiments. In addition, it was shown that backward inhibition can be differentiated from negative priming (Experiment 2), that it is tied to top-down sequential control (Experiment 3), that it can account at least partially for "residual shift costs" in set-shifting experiments (Experiment 4), and that it occurs even in the context of preplanned sequences of task sets (Experiment 5).  相似文献   

18.
Wang (2004) showed that people do not always simultaneously update their relationships to real and imagined environments in a dual-environment situation. Employing the same paradigm, we examined whether spatial updating operates on virtual reality as it does on a real or fictitious environment. Participants learned target locations in a real room and a virtual kitchen. Then they turned to face targets either in the room or in the kitchen, while blindfolded, and pointed to the targets before and after turning. Participants kept track of their orientation in both environments equally efficiently, regardless of explicit instructions. In contrast, when the real environment was described verbally but not directly perceived, participants automatically updated the virtual kitchen but not the room. These results suggest that people automatically update a virtual environment as they do a real one when the two environments are superimposed. The automaticity of spatial updating is discussed.  相似文献   

19.
In two experiments, we investigated the stabilizing influence of vision on human upright posture in real and virtual environments. Visual stabilization was assessed by comparing eyes-open with eyes-closed conditions while subjects attempted to maintain balance in the presence of a stable visual scene. Visual stabilization in the virtual display w as reduced, as compared wit hreal-world viewing. Th is differencewas partially accountedfor by the reduced field of view in the virtual display. When the retinal flow inthe virtual display wasremoved by using dynamic random-dot stereograms with single-frame lifetimes (cyclopean stimuli), vision did notstabilize posture. There was also an overall larger stabilizing influence of vision when more unstable stances were adopted (e.g., one-foot, as compared with side-by-side, stance). Reducing the graphics latency of the virtual display by 63% did not increase visual stabilization in the virtual display. Other visual and psychological differences between real and virtual environments are discussed.  相似文献   

20.
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