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1.
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   

2.
In Experiment 1, participants explored two desktop, virtual environments (VEs), each comprising three city streets connected at right angles; for each participant one VE was open and one was enclosed. Following the first VE exploration, orientation estimates to remembered test locations were most accurate when participants imagined themselves aligned, rather than 90° misaligned or 180° or contra‐aligned, with the first part of the route. In the second VE, the effect was attenuated and the data pattern conformed to that anticipated from an orientation‐free memory. Experiment 2 followed the procedure of Experiment 1, but omitted the alignment tests after the first VE; following the second VE exploration, orientation estimates presented a similar pattern to those in first test of Experiment 1. These data are discussed in terms of cognitive load.  相似文献   

3.
In this investigation, we examined how the order in which people experience real and virtual environments influences their distance estimates. Participants made two sets of distance estimates in one of the following conditions: (1) real environment first, virtual environment second; (2) virtual environment first, real environment second; (3) real environment first, real environment second; or (4) virtual environment first, virtual environment second. In Experiment 1, the participants imagined how long it would take to walk to targets in real and virtual environments. The participants’ first estimates were significantly more accurate in the real than in the virtual environment. When the second environment was the same as the first environment (real-real and virtual-virtual), the participants’ second estimates were also more accurate in the real than in the virtual environment. When the second environment differed from the first environment (real-virtual and virtual-real), however, the participants’ second estimates did not differ significantly across the two environments. A second experiment, in which the participants walked blindfolded to targets in the real environment and imagined how long it would take to walk to targets in the virtual environment, replicated these results. These subtle yet persistent order effects suggest that memory can play an important role in distance perception.  相似文献   

4.
Transfer of route learning from virtual to real environments   总被引:2,自引:0,他引:2  
The authors investigated the extent to which route learning in a virtual environment (VE) transfers to the real world. In Experiment 1, active VE exploration, on its own or with a map, produced better transfer of training than either no VE training at all or passive VE training; however, transfer was achieved after shorter training times with the map. Experiment 2 demonstrated that VE + map training was not superior to training with a map alone, and Experiment 3 demonstrated that the poorer performances observed after passive VE training were not simply due to a lack of attention but to the lack of active navigational decisions. The authors concluded that the present VE technology does not provide better route learning than studying a map.  相似文献   

5.
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   

6.
This study investigated the effects of body-centred information on the transfer of spatial learning using a wayfinding task and tasks that specifically probe the route and survey strategies of navigation. The subject learned a route in either a real or a virtual environment (VE; 3D scale model of a Bordeaux neighbourhood) and then reproduced it in the real environment. The involvement of body-based information was manipulated across the spatial learning conditions in the VE: participants learned with full body-based information (treadmill with rotation), with the translational component only (treadmill without rotation) or without body-based information (joystick). In the wayfinding task, the results showed a significant effect of the learning environment with the best scores obtained in the real and treadmill with rotation conditions. There was no significant difference between these two conditions, but the real condition was significantly different from the treadmill without rotation and joystick conditions. Also, the visual flow was sufficient to successfully perform the two egocentric tasks used as well as a direction estimation task (a survey task), in so far as there is no significant difference between the joystick and the treadmill conditions. By contrast, the distance estimates were improved by the treadmill condition including the translational component (but not the rotational component). Finally, our results show that treadmill with rotation promotes the transfer of spatial learning from a virtual to a real environment (compared to joystick and treadmill without rotation). Moreover, body-centred informations are more involved in allocentric (distance estimates) than egocentric navigational strategies.  相似文献   

7.
In Experiment 1, 2 groups of able-bodied children were exposed to both a complex single-tier virtual environment (VE) and a physical model of a different environment. For 1 group, the VE accurately modeled a real school, and for the other group the physical model did so. In transfer testing in the real school, orientation accuracy was greater in the group exposed to the VE of the real school. In Experiment 2, children with physical disabilities explored the VE model of the real school and were tested as in the 1st experiment. Measures of orientation accuracy and map-placing were significantly better in this group than in the guessing adult control group. The results illustrate the potential for VEs as useful spatial training media.  相似文献   

8.
9.
Active navigation and orientation-free spatial representations   总被引:4,自引:0,他引:4  
In this study, we examined the orientation dependency of spatial representations following various learning conditions. We assessed the spatial representations of human participants after they had learned a complex spatial layout via map learning, via navigating within a real environment, or via navigating through a virtual simulation of that environment. Performances were compared between conditions involving (1) multiple- versus single-body orientation, (2) active versus passive learning, and (3) high versus low levels of proprioceptive information. Following learning, the participants were required to produce directional judgments to target landmarks. Results showed that the participants developed orientation-specific spatial representations following map learning and passive learning, as indicated by better performance when tested from the initial learning orientation. These results suggest that neither the number of vantage points nor the level of proprioceptive information experienced are determining factors; rather, it is the active aspect of direct navigation that leads to the development of orientation-free representations.  相似文献   

10.
When driving a vehicle, either the driver or a passenger (henceforth: backseat driver) may be responsible for navigation. Research on active navigation, primarily addressed in virtual environments, suggests that controlling navigation is more central for spatial learning than controlling movement. To test this assumption in a real-world scenario, we manipulated movement control through seating participants in the front or the back position of a tandem bike, and navigation control by presenting differently detailed maps to participants unfamiliar (Experiment 1) or familiar (Experiment 2) with an environment. Landmark knowledge was tested with recognition tasks. For participants unfamiliar with the environment (Experiment 1), passive navigation enabled better landmark recognition than active navigation, but there was no effect of movement control. For participants more familiar with the environment (Experiment 2), there was no effect of navigation control, but drivers showed better landmark recognition than backseat drivers. These findings are discussed in relation to action memory research. Measures of route and survey knowledge demonstrated that good performance resulted from active navigation (Experiment 1-2). Moreover, with regard to these measures, driving compensated for passive navigation if the environment was familiar (Experiment 2). An additional experiment in a lab setting (Experiment 3) validated the manipulation of navigation control and the used tasks and demonstrated the importance of real environment exposure. As our findings suggest, driving may be more relevant for remembering landmarks, but actively controlling navigation (even as a backseat driver) is more relevant for remembering a route than maneuvering a vehicle.  相似文献   

11.
Four groups of undergraduates (half of each gender) experienced a movement along a corridor containing three distinctive objects, in a virtual environment (VE) with wide-screen projection. One group simulated walking along the virtual corridor using a proprietary step-exercise device. A second group moved along the corridor in conventional flying mode, depressing a keyboard key to initiate continuous forward motion. Two further groups observed the walking and flying participants, by viewing their progress on the screen. Participants then had to walk along a real equivalent but empty corridor, and indicate the positions of the three objects. All groups underestimated distances in the real corridor, the greatest underestimates occurring for the middle distance object. Males' underestimations were significantly lower than females' at all distances. However, there was no difference between the active participants and passive observers, nor between walking and flying conditions.  相似文献   

12.
Visual-spatial ability has been identified as one of the primary factors of intelligence. Numerous tests, including paper-and-pencil tasks and laboratory experiments, have attempted to provide an accurate measure of this ability. However, the majority of these tests serve only as surrogate measures of visual-spatial ability and may not provide a precise prediction of the individuals' performance in a real environment. We propose a new approach for evaluating spatial ability. In this article, we introduce the use of virtual reality (VR) or virtual environments (VEs) as a new method to measure human spatial orientation. We then discuss the advantages of using VR or VE over traditional measures. We also comment on their limitations and their future direction.  相似文献   

13.
In immersive virtual environments, judgments of perceived egocentric distance are significantly underestimated, as compared with accurate performance in the real world. Two experiments assessed the influence of graphics quality on two distinct estimates of distance, a visually directed walking task and verbal reports. Experiment 1 demonstrated a similar underestimation of distances walked to previously viewed targets in both low- and high-quality virtual classrooms. In Experiment 2, participants’ verbal judgments underestimated target distances in both graphics quality environments but were more accurate in the high-quality environment, consistent with the subjective impression that high-quality environments seem larger. Contrary to previous results, we suggest that quality of graphics does influence judgments of distance, but only for verbal reports. This behavioral dissociation has implications beyond the context of virtual environments and may reflect a differential use of cues and context for verbal reports and visually directed walking.  相似文献   

14.
We carried out three experiments to examine the influence of field of view and binocular viewing restrictions on absolute distance perception in real-world indoor environments. Few of the classical visual cues provide direct information for accurate absolute distance judgments to points in the environment beyond about 2 m from the viewer. Nevertheless, in previous work it has been found that visually directed walking tasks reveal accurate distance estimations in full-cue real-world environments to distances up to 20 m. In contrast, the same tasks in virtual environments produced with head-mounted displays (HMDs) show large compression of distance. Field of view and binocular viewing are common limitations in research with HMDs, and have been rarely studied under full pictorial-cue conditions in the context of distance perception in the real-world. Experiment 1 showed that the view of one's body and feet on the floor was not necessary for accurate distance perception. In experiment 2 we manipulated the horizontal and the vertical field of view along with head rotation and found that a restricted field of view did not affect the accuracy of distance estimations when head movement was allowed. Experiment 3 showed that performance with monocular viewing was equal to that with binocular viewing. These results have implications for the information needed to scale egocentric distance in the real-world and reduce the support for the hypothesis that a limited field of view or imperfections in binocular image presentation are the cause of the underestimation seen with HMDs.  相似文献   

15.
Driving simulators have become an important tool in human factors research, given that they are appropriately validated. Therefore, this study aims to explore the behavioral (absolute and relative) validity of a fixed-base driving simulator by analyzing different driving behavior measures such as speed, longitudinal acceleration, lateral acceleration, and brake pedal force. Thirty professional drivers participated in the experiment and the data was collected in real and simulated worlds under No Time Pressure (NTP) and Time Pressure (TP) driving conditions. Initially, comparative analyses were conducted on different driving behavior measures using Wilcoxon-signed rank test to examine absolute validity of the driving simulator. Finally, Generalized Linear Mixed (GLM) models were developed for computing the effective distance between real and simulated worlds by quantifying the parameters and for establishing relative validity. In general, the continuous profiles of driving behavior measures followed similar trends in real and simulated worlds and comparative analyses indicated relative validity of the driving simulator. The GLM models showed significant interaction effect of driving environments (real-world and simulated world) and driving conditions (NTP and TP) where high driving speed, high brake pedal force, and low lateral acceleration were observed in simulated world under TP driving condition than real-world under TP driving condition. Overall, the statistical analyses showed qualitative correspondence (relative validity) of the driving behavior measures in between real and simulated worlds. The findings from the current study showed expediency of the driving simulator and its effectiveness in conducting research on human factors and driver safety.  相似文献   

16.
Three experiments examined perceived absolute distance in a head-mounted display virtual environment (HMD-VE) and a matched real-world environment, as a function of the type and orientation of the distance viewed. In Experiment 1, participants turned and walked, without vision, a distance to match the viewed interval for both egocentric (viewer-to-target) and exocentric (target-to-target) extents. Egocentric distances were underestimated in the HMD-VE while exocentric distances were estimated similarly across environments. Since egocentric distances were displayed in the depth plane and exocentric distances in the frontal plane, the pattern of results could have been related to the orientation of the distance or to the type of distance. Experiments 2 and 3 tested these alternatives. Participants estimated exocentric distances presented along the depth or frontal plane either by turning and walking (Experiment 2) or by turning and throwing a beanbag to indicate the perceived extent (Experiment 3). For both Experiments 2 and 3, depth intervals were underestimated in the HMD-VE compared to the real world. However, frontal intervals were estimated similarly across environments. The findings suggest anisotropy in HMD-VE distance perception such that distance underestimation in the HMD-VE generalizes to intervals in the depth plane, but not to intervals in the frontal plane. (PsycINFO Database Record (c) 2012 APA, all rights reserved).  相似文献   

17.
A multivariate study examined relationships between the following factors: paper-and-pencil assessments of verbal and spatial ability, ability to form an accurate spatial representation of a large real-world environment, gender, computer attitudes and experience, proficiency with the navigational interface of a virtual environment (VE), and the ability to acquire and transfer spatial knowledge from a VE. Psychometrically assessed spatial ability and proficiency with the navigational interface were found to make substantial contributions to individual differences in the ability to acquire spatial information from a VE. Gender influenced many VE-related tasks, primarily through its relationship with interface proficiency and spatial ability. Measures of spatial knowledge of a VE maze were highly predictive of subsequent performance in a similar real-world maze, suggesting that VEs can be useful for training people about real-world spaces.  相似文献   

18.
A real-world open-field search task was implemented with humans as an analogue of Blaisdell and Cook’s (Anim Cogn 8:7–16, 2005) pigeon foraging task and Sturz, Bodily, and Katz’s (Anim Cogn 9:207–217, 2006) human virtual foraging task to 1) determine whether humans were capable of integrating independently learned spatial maps and 2) make explicit comparisons of mechanisms used by humans to navigate real and virtual environments. Participants searched for a hidden goal located in one of 16 bins arranged in a 4 × 4 grid. In Phase 1, the goal was hidden between two landmarks (blue T and red L). In Phase 2, the goal was hidden to the left and in front of a single landmark (blue T). Following training, goal-absent trials were conducted in which the red L from Phase 1 was presented alone. Bin choices during goal-absent trials assessed participants’ strategies: association (from Phase 1), generalization (from Phase 2), or integration (combination of Phase 1 and 2). Results were inconsistent with those obtained with pigeons but were consistent with those obtained with humans in a virtual environment. Specifically, during testing, participants did not integrate independently learned spatial maps but used a generalization strategy followed by a shift in search behavior away from the test landmark. These results were confirmed by a control condition in which a novel landmark was presented during testing. Results are consistent with the bulk of recent findings suggesting the use of alternative navigational strategies to cognitive mapping. Results also add to a growing body of literature suggesting that virtual environment approaches to the study of spatial learning and memory have external validity and that spatial mechanisms used by human participants in navigating virtual environments are similar to those used in navigating real-world environments.  相似文献   

19.
Distances tend to be underperceived in virtual environments (VEs) by up to 50%, whereas distances tend to be perceived accurately in the real world. Previous work has shown that allowing participants to interact with the VE while receiving continual visual feedback can reduce this underperception. Judgments of virtual object size have been used to measure whether this improvement is due to the rescaling of perceived space, but there is disagreement within the literature as to whether judgments of object size benefit from interaction with feedback. This study contributes to that discussion by employing a more natural measure of object size. We also examined whether any improvement in virtual distance perception was limited to the space used for interaction (1–5 m) or extended beyond (7–11 m). The results indicated that object size judgments do benefit from interaction with the VE, and that this benefit extends to distances beyond the explored space.  相似文献   

20.
We investigated the importance and efficiency of active and passive exploration on the recognition of objects in a variety of virtual environments (VEs). In this study, 54 participants were randomly allocated into one of active and passive navigation conditions. Active navigation was performed by allowing participants to self-pace and control their own navigation, but passive navigation was conducted by forced navigation. After navigating VEs, participants were asked to recognize the objects that had been in the VEs. Active navigation condition had a significantly higher percentage of hit responses (t (52) = 4.000, p < 0.01), and a significantly lower percentage of miss responses (t (52) = -3.763, p < 0.01) in object recognition than the passive condition. These results suggest that active navigation plays an important role in spatial cognition as well as providing an explanation for the efficiency of learning in a 3D-based program.  相似文献   

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