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1.
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   

2.
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   

3.
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   

4.
Spatial visualization in physics problem solving   总被引:2,自引:0,他引:2  
Three studies were conducted to examine the relation of spatial visualization to solving kinematics problems that involved either predicting the two-dimensional motion of an object, translating from one frame of reference to another, or interpreting kinematics graphs. In Study 1, 60 physics-naíve students were administered kinematics problems and spatial visualization ability tests. In Study 2, 17 (8 high- and 9 low-spatial ability) additional students completed think-aloud protocols while they solved the kinematics problems. In Study 3, the eye movements of fifteen (9 high- and 6 low-spatial ability) students were recorded while the students solved kinematics problems. In contrast to high-spatial students, most low-spatial students did not combine two motion vectors, were unable to switch frames of reference, and tended to interpret graphs literally. The results of the study suggest an important relationship between spatial visualization ability and solving kinematics problems with multiple spatial parameters.  相似文献   

5.
Three experiments investigated the role of object knowledge on participants' ability to solve a spatial arrangement problem. The task was to rearrange six real-world three-dimensional objects so that their relative locations agreed with a given set of rules. The aim of the experiments was to tease out the relative extent to which object association, orientation, and object-specific functional relations affect performance on arrangement tasks. When the problem was presented vertically (objects arranged in piles), participants solved functional canonical versions of the problem significantly quicker than functional non-canonical versions both between (Experiments 1a and 2), and within subjects (Experiment 3). When the arrangement problem was presented horizontally (objects arranged flat in two rows), no significant differences in solution times were found between conditions (Experiments 1b and 2). Overall the results provide evidence for the importance of object-specific functional relations as a predictor of the solution time of spatial arrangement problems, although some differences were noted between single and multiple presentation of problems when specific rules within problems were rotated. The importance of functional information in memory as a constraint on the building of mental models and problem spaces is discussed.  相似文献   

6.
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   

7.
Two experiments were performed in an attempt to examine the contribution of the exploratory experience to performance on Maier's 3-table spatial problem-solving task. In the first experiment, the runway configurations were altered between exploration and testing. It was found that following an initial impairment animals exposed to the altered runway configurations could perform as well as animals not confronted with an altered runway configuration on the test trial. In the second experiment, animals were allowed to explore only elements of the problem space. Exploration of either the runways only or the tables only led to unsuccessful performance on the 3-table task. The results of both experiments were related to current theory of cognitive mapping.  相似文献   

8.
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   

9.
When people learn an environment, they appear to establish a principle orientation just as they would determine the “top” of a novel object. Evidence for reference orientations has largely come from observations of orientation dependence in pointing judgments: Participants are most accurate when asked to recall the space from a particular orientation. However, these investigations have used highly constrained encoding in both time-scale and navigational goals, leaving open the possibility that larger spaces experienced during navigational learning depend on a different organizational scheme. To test this possibility, we asked undergraduates to perform judgments of relative direction on familiar landmarks around their well-learned campus. Participants showed clear evidence for a single reference orientation, generally aligned along salient axes defined by the buildings and paths. This result argues that representing space involves the establishment of a reference orientation, a requirement that endures over repeated exposures and extensive experience.  相似文献   

10.
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   

11.
Subjects inspected sets of flat, separated orthographic projections of surfaces of potential three-dimensional objects. After solving problems based on these orthographic views, subjects discriminated between isometric views of the same objects and drawings of distractor structures. Recognition of the isometrics, which had never been shown during the problem solving phase of the experiment, was excellent. In addition, recognition of isometrics corresponding to problems that had been solved correctly when presented in orthographic form was significantly superior to recognition of isometrics based on problems solved incorrectly. In Experiment 2, conditions were included in which either orthographic or isometric views functioned as problem solving or recognition displays. Only in the case of orthographic problem solving followed by isometric recognition (Experiment 1) was the superiority of recognition for correctly-solved problems over incorrectly-solved problems obtained. The pattern of results suggests that viewers construct mental representations embodying structural information about integrated, three-dimensional objects when asked to reason about flat, disconnected projections.  相似文献   

12.
The process of mentally integrating separate regions of a layout into a unified representation is a critical component in generating inferred spatial information. Blindfolded subjects learned two different paths by tactual exploration. The subjects were then given information that permitted them to integrate the two cognitive maps of the paths into one map. In Experiment I, the speed and accuracy of originally learned and inferred movements within a path were equivalent, whereas inferred movements between the two paths were significantly slower and less accurate. In Experiment 2, the subjects could request additional training on the paths before they were given the integration information, and they also rated how well they knew the path on which they were tested. When the subjects judged that they remembered all or most of the path information, movements between two paths and within one path were performed with the same accuracy. The equivalent accuracy of all the movements suggests that cognitive integration can generate an accurate representation of an integrated layout when the path information is recalled.  相似文献   

13.
Crossword enthusiasts were first clasified as expert or intermediate on the basis of their performance with a previously unseen set of clues, and then participated in five laboratory experiments designed to capture different aspects of their skilled performance: experiment 1 required the generation of words from a fixed set of letters; experiment 2 monitored the solution of anagrams; experiment 3 required the comipletion of a word of given meaning with only three letters presented; experiment 4 was a lexical decision task with suffixed and pseudosuffixed words and non-words; and experiment 5 was a synonym judgement task with prefixed and suffixed words Subjects also completed psychometric tests of reasoning and vocabulary. A discriminant function analysis sucessfully predicted the crossword ability of all subjects on the basis of measures of the generation of words from given letters, the number of anagrams solved, sensitivity to a suffix in a non-word (lexical decision task), sensitivity to a pseudosuffix in a word (synonym judgement task), and vocabulary score. Cryptic crossword puzles are solved by a combination of component subskills, including lexical retrieval, clue recognition, and the manipulation of components of words.  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.
Previous research has uncovered three primary cues that influence spatial memory organization:egocentric experience, intrinsic structure (object defined), and extrinsic structure (environment defined). In the present experiments, we assessed the relative importance of these cues when all three were available during learning. Participants learned layouts from two perspectives in immersive virtual reality. In Experiment 1, axes defined by intrinsic and extrinsic structures were in conflict, and learning occurred from two perspectives, each aligned with either the intrinsic or the extrinsic structure. Spatial memories were organized around a reference direction selected from the first perspective, regardless of its alignment with intrinsic or extrinsic structures. In Experiment 2, axes defined by intrinsic and extrinsic structures were congruent, and spatial memories were organized around reference axes defined by those congruent structures, rather than by the initially experienced view. The findings are discussed in the context of spatial memory theory as it relates to real and virtual environments.  相似文献   

16.
Two procedures for assessing the social problem-solving strategies of young children were compared: a traditional measure using pictorial stimuli and an alternative measure in which problems were presented using three-dimensional props. Subjects were 48 preschool children ages 3, 4 and 5. Using a counterbalanced, repeated measures design, the two tasks were presented to the children on consecutive days. Children also received the PPVT, and teacher ratings of behavioral adjustment were completed. Children gave more responses and suggested a greater variety of problem-solving strategies when tested with props than when tested with pictures. Response differences to the two testing procedures were greatest for children who were rated by their teachers as impulsive. Results are discussed in terms of the representational competence of the preschool child. Implications of the findings for intervention strategies also are discussed.  相似文献   

17.
18.
Although various studies support the multicomponent nature of visuospatial working memory, to date there is no general consensus on the distinction of its components. A difference is usually proposed between visual and spatial components of working memory, but the individual roles of these components in mathematical learning disabilities remains unclear. The present study aimed to examine the involvement of visual and spatial working memory in poor problem-solvers compared with children with normal level of achievement. Fourth-grade participants were presented with tasks measuring phonological loop, central executive, and visual versus spatial memory. In two separate experiments, both designed to distinguish visual and spatial component involvement, poor problem-solvers specifically failed on spatial—but not visual or phonological—working memory tasks. Results are discussed in the light of possible working memory models, and specifically demonstrate that problem-solving ability can benefit from analysis of spatial processes, which involves ability to manipulate and transform relevant information; instead, no benefit is gained from the analysis of visual pictorial detail.  相似文献   

19.
College students were trained on problems similar to the water jar problems developed by Luchins (1942). Some students were instructed that a particular rule would solve all the problems, others had the same problems but were not instructed about the rule, and a third set of students had a series of novel problems in which no single rule operated throughout. In two experiments students in the instructed rule group not only performed best in training but also performed best when transferred to a condition in which a single novel rule was appropriate. Although results from the set of conditions most similar to those of Luchins suggested that students sometimes inappropriately persisted in rule usage, the overall results suggest that rigidity is not a necessary outcome of instructed problem solving. Indeed, many of the results were consistent with the notion that instructed problem solving is flexible problem solving.  相似文献   

20.
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