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1.
When one moves, the spatial relationship between oneself and the entire world changes. Spatial updating refers to the cognitive
process that computes these relationships as one moves. In two experiments, we tested whether spatial updating occurs automatically
for multiple environments simultaneously. Participants turned relative to either a room or the surrounding campus buildings
and then pointed to targets in both the environment in which they turned (updated environment) and the other environment (nonupdated
environment). The participants automatically updated the room targets when they moved relative to the campus, but they did
not update the campus targets when they moved relative to the room. Thus, automatic spatial updating depends on the nature
of the environment. Implications for theories of spatial learning and the structure of human spatial representations are discussed. 相似文献
2.
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
3.
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
4.
Jinsun Hahm Kanghee Lee Seung-Lark Lim Sei-Young Kim Hyun-Taek Kim Jang-Han Lee 《Cyberpsychology & behavior》2007,10(2):305-308
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
5.
Spatial knowledge acquisition from maps and from navigation in real and virtual environments 总被引:9,自引:0,他引:9
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 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
7.
Spatial navigation within a real 3-D maze was investigated to study space perception on the sole basis of tactile information transmitted by means of a 'tactile vision substitution system' (TVSS) allowing the conversion of optical images-collected by a micro camera-into 'tactile images' via a matrix in contact with the skin. The development of such a device is based on concepts of cerebral and functional plasticity, enabling subjective reproduction of visual images from tactile data processing. Blindfolded sighted subjects had to remotely control the movements of a robot on which the TVSS camera was mounted. Once familiarised with the cues in the maze, the subjects were given two exploration sessions. Performance was analysed according to an objective point of view (exploration time, discrimination capacity), as well as a subjective one (speech). The task was successfully carried out from the very first session. As the subjects took a different path during each navigation, a gradual improvement in performance (discrimination and exploration time) was noted, generating a phenomenon of learning. Moreover, subjective analysis revealed an evolution of the spatialisation process towards distal attribution. Finally, some emotional expressions seemed to reflect the genesis of 'qualia' (emotional qualities of stimulation). 相似文献
8.
Active navigation research examines how physiological and psychological involvement in navigation benefits spatial learning. However, existing conceptualizations of active navigation comprise separable, distinct factors. This research disentangles the contributions of movement control (i.e., self-contained vs. observed movement) as a central factor from learning intention (Experiment 1), instruction specificity and instruction control (Experiment 2), as well as navigation control (Experiment 3) to spatial learning in virtual environments. We tested the effects of these factors on landmark recognition (landmark knowledge), tour-integration and route navigation (route knowledge). Our findings suggest that movement control leads to robust advantages in landmark knowledge as compared to observed movement. Advantages in route knowledge do not depend on learning intention, but on the need to elaborate spatial information. Whenever the necessary level of elaboration is assured for observed movement, too, the development of route knowledge is not inferior to that for self-contained movement. 相似文献
9.
Laura Waddell Ekstrom 《Australasian journal of philosophy》2013,91(4):574-578
Book Information Singer and His Critics. Singer and His Critics Dale Jamieson Oxford Blackwell Press 1999 368 Hardback £50.00 Paperback £15.99 Edited by Dale Jamieson. Blackwell Press. Oxford. Pp. 368. Hardback:£50.00; Paperback:£15.99, 相似文献
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11.
The spatial framework model proposes that people use the extensions of their body axes as a reference frame for encoding spatial
layouts in memory, and that the physical and functional properties of our bodies and the world determine the accessibility
of egocentric locations from memory representations. The present experiment provides evidence that spatial framework results
can be obtained even with perceptual scenes that contain no objects to be held in memory. Using a paradigm in which participants
interpreted direction and distance information to follow a mental path within a checkerboard grid, the present study shows
that spatial framework results are obtained when reasoning occurs from a perspective that is misaligned with respect to the
physical reference frame of the participant. The theoretical implications of these results are discussed. 相似文献
12.
This project investigated the ways in which visual cues and bodily cues from self-motion are combined in spatial navigation. Participants completed a homing task in an immersive virtual environment. In Experiments 1A and 1B, the reliability of visual cues and self-motion cues was manipulated independently and within-participants. Results showed that participants weighted visual cues and self-motion cues based on their relative reliability and integrated these two cue types optimally or near-optimally according to Bayesian principles under most conditions. In Experiment 2, the stability of visual cues was manipulated across trials. Results indicated that cue instability affected cue weights indirectly by influencing cue reliability. Experiment 3 was designed to mislead participants about cue reliability by providing distorted feedback on the accuracy of their performance. Participants received feedback that their performance with visual cues was better and that their performance with self-motion cues was worse than it actually was or received the inverse feedback. Positive feedback on the accuracy of performance with a given cue improved the relative precision of performance with that cue. Bayesian principles still held for the most part. Experiment 4 examined the relations among the variability of performance, rated confidence in performance, cue weights, and spatial abilities. Participants took part in the homing task over two days and rated confidence in their performance after every trial. Cue relative confidence and cue relative reliability had unique contributions to observed cue weights. The variability of performance was less stable than rated confidence over time. Participants with higher mental rotation scores performed relatively better with self-motion cues than visual cues. Across all four experiments, consistent correlations were found between observed weights assigned to cues and relative reliability of cues, demonstrating that the cue-weighting process followed Bayesian principles. Results also pointed to the important role of subjective evaluation of performance in the cue-weighting process and led to a new conceptualization of cue reliability in human spatial navigation. 相似文献
13.
Updating egocentric representations in human navigation 总被引:20,自引:0,他引:20
Seven experiments tested whether human navigation depends on enduring representations, or on momentary egocentric representations that are updated as one moves. Human subjects pointed to unseen targets, either while remaining oriented or after they had been disoriented by self-rotation. Disorientation reduced not only the absolute accuracy of pointing to all objects ('heading error') but also the relative accuracy of pointing to different objects ('configuration error'). A single light providing a directional cue reduced both heading and configuration errors if it was present throughout the experiment. If the light was present during learning and test but absent during the disorientation procedure, however, subjects showed low heading errors (indicating that they reoriented by the light) but high configuration errors (indicating that they failed to retrieve an accurate cognitive map of their surroundings). These findings provide evidence that object locations are represented egocentrically. Nevertheless, disorientation had little effect on the coherence of pointing to different room corners, suggesting both (a) that the disorientation effect on representations of object locations is not due to the experimental paradigm and (b) that room geometry is captured by an enduring representation. These findings cast doubt on the view that accurate navigation depends primarily on an enduring, observer-free cognitive map, for humans construct such a representation of extended surfaces but not of objects. Like insects, humans represent the egocentric distances and directions of objects and continuously update these representations as they move. The principal evolutionary advance in animal navigation may concern the number of unseen targets whose egocentric directions and distances can be represented and updated simultaneously, rather than a qualitative shift in navigation toward reliance on an allocentric map. 相似文献
14.
Navigational behavior on the Web can be analyzed with different methods. Log file data are an important source of behavioral traces of navigation. In this paper, we first discuss existing approaches to the classification and visualization of movement sequences that are important for understanding Web navigation. We then present STRATDYN, a tool that provides meaningful quantitative and qualitative measures from server-generatedlog files, as well as easy-to-follow visualizations of navigational paths of individual users. We demonstrate the usefulness of this new approach by reporting the results of two studies (with 44 students in education and vocational training), which show that navigational effectiveness is positively related to the ability to concentrate and selectivelyfocus attention, as measuredby the D2 Test of Attention and the FWIT, a German version of the Stroop test. Finally, we discuss implications for further research in this area and for the continuing development of the approach presented. 相似文献
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17.
Feinberg TE 《Consciousness and cognition》2011,20(1):4-15
In spite of enormous recent interest in the neurobiology of the self, we currently have no global models of the brain that explain how its anatomical structure, connectivity, and physiological functioning create a unified self. In this article I present a triadic neurohierarchical model of the self that proposes that the self can be understood as the product of three hierarchical anatomical systems: The interoself system, the integrative self system, and the exterosensorimotor system. An analysis of these three systems and their functional features indicates that the neural hierarchy possesses features of both non-nested and nested hierarchies that are necessary for the creation of a unified consciousness and self. These functional properties also make the central nervous system a biologically unique entity unlike anything else in nature. 相似文献
18.
Research on human navigation has indicated that males and females differ in self-reported navigation strategy as well as objective measures of navigation efficiency. In two experiments, we investigated sex differences in navigation strategy and efficiency using an objective measure of strategy, the dual-solution paradigm (DSP; Marchette, Bakker, & Shelton, 2011). Although navigation by shortcuts and learned routes were the primary strategies used in both experiments, as in previous research on the DSP, individuals also utilized route reversals and sometimes found the goal location as a result of wandering. Importantly, sex differences were found in measures of both route selection and navigation efficiency. In particular, males were more likely to take shortcuts and reached their goal location faster than females, while females were more likely to follow learned routes and wander. Self-report measures of strategy were only weakly correlated with objective measures of strategy, casting doubt on their usefulness. This research indicates that the sex difference in navigation efficiency is large, and only partially related to an individual’s navigation strategy as measured by the dual-solution paradigm. 相似文献
19.
J R Lackner 《Perception》1992,21(6):803-812
Illusions of body inversion and of vehicle inversion can be evoked by exposure to weightlessness in the microgravity conditions of orbital and parabolic flight. Such illusions can involve all possible combinations of self-inversion and vehicle inversion. In the absence of any patterns of external stimulation, individuals may lose all sense of body orientation to their surroundings while retaining a sense of their overall body configuration and cognitive awareness of their actual position. Touch and pressure cues provide a perceptual 'down' in the absence of visual input. When vision is allowed, apparent orientation is influenced by a variety of factors including the direction of gaze, the architectural layout of the vehicle, and sight of the body. The relative importance of the various factors affecting orientation changes with repeated exposure. The virtual absence of sensations of falling during exposure to free-fall emphasizes the role of cognitive factors in experienced orientation. 相似文献
20.
McDowell JJ 《The Behavior analyst / MABA》1988,11(2):95-109
Matching theory is a mathematical account of behavior, many aspects of which have been confirmed in laboratory experiments with nonhuman and human subjects. The theory asserts that behavior is distributed across concurrently available response alternatives in the same proportion that reinforcement is distributed across those alternatives. The theory also asserts that behavior on a single response alternative is a function not only of reinforcement contingent on that behavior, but also of reinforcement contingent on other behaviors and of reinforcement delivered independently of behavior. These assertions constitute important advances in our understanding of the effects of reinforcement on behavior. Evidence from the applied literature suggests that matching theory holds not only in laboratory environments, but also in natural human environments. In addition, the theory has important therapeutic implications. For example, it suggests four new intervention strategies, and it can be used to improve treatment planning and management. Research on matching theory illustrates the progression from laboratory experimentation with nonhuman subjects to therapeutic applications in natural human environments. 相似文献