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1.
People often remember relatively novel environments from the first perspective encountered or the first direction of travel. This initial perspective can determine a preferred orientation that facilitates the efficiency of spatial judgements at multiple recalled locations. The present study examined this “first-perspective alignment effect” (FPA effect). In three experiments, university students explored three-path routes through computer-simulated spaces presented on a desktop computer screen. Spatial memory was then tested employing a “judgement of relative direction” task. Contrary to the predictions of a previous account, Experiment 1 found a reliable FPA effect in barren and complex environments. Experiment 2 strongly implicated the importance of complete novelty of the space surrounding the route in producing the effect. Experiment 3 found that, while familiarity with the surrounding space greatly attenuated the FPA effect with immediate testing, the effect reemerged following a 7-day delay to testing. The implications for the encoding and retrieval of spatial reference frames are discussed.  相似文献   

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Two experiments examined spatial knowledge access after imagined perspective switches in everyday environments. Blindfolded volunteers had to point to target objects in a well-known surrounding while imagining being repositioned into different spatial perspectives defined as self-rotations of the observer in the horizontal plane (0 degrees , 45 degrees , and 135 degrees ). Testing was either conducted in the space the target locations had been learned in (actual room testing), or while participants were away from this room, but should imagine being situated there (remote room testing). Experiment 1, in which perspective switches were tested on a trial-to-trial basis, revealed increases in pointing latency and error as a function of the amount of angular disparity between real and imagined perspective under actual and remote room conditions. Experiment 2, in which knowledge access was tested in blocks of multiple trials per perspective, showed increases in pointing latency with angular disparity for actual space testing, and to a much lesser degree for remote space testing. Implications of both findings for theoretical accounts of knowledge access after imaginal perspective switches are discussed, and recommendations for using different testing methods and settings are given.  相似文献   

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Kelly, Avraamides和Loomis (2007)发现被试在新环境中空间更新失败, 而肖承丽和刘传军(2014)发现被试在新环境中可使用想象平移等策略来实现空间更新。为了探索该两项研究的异同, 本研究采用与Kelly等相同的实验范式进行研究。实验1被试在原学习环境中完成实验任务。实验2被试记忆完物体空间位置后, 转移至新环境, 在只依靠离线表征、离线表征与在线表征相协调和离线表征与在线表征相矛盾三种条件下完成相同的实验任务。结果发现, 被试在原环境中通过躯体运动和记忆两种方式促进空间更新, 具有同等有效性, 而在新环境中躯体运动显著差于记忆对空间更新的促进作用; 躯体运动和记忆对空间更新的促进作用在两种环境中均高度相关。研究表明, 躯体运动促进空间更新具有环境依赖效应, 与记忆对空间更新的促进作用相比, 躯体运动对空间更新的促进作用会随着环境的改变而降低。  相似文献   

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肖承丽  刘传军 《心理学报》2014,46(9):1289-1300
学界传统上将空间更新定义为个体随着身体运动对其所处真实环境空间表征的自动更新过程, 然而近年来有研究发现个体还可以对想象环境进行空间更新, 但其机制尚不明确。本研究实验1被试站在场景内学习物体空间位置之后, 保持学习朝向直线走到测试位置。其中, 0度组保持学习朝向站立, 180度组原地转动180度, 面对学习朝向的相反方向站立。两组被试均想象自己仍然站在学习位置, 面对学习朝向。然后被试旋转90度, 从3个想象朝向(记忆一致朝向、感觉运动一致朝向和不一致朝向)完成空间判断任务。结果发现0度组记忆一致朝向和感觉运动一致朝向成绩均优于不一致朝向, 而180度组无此优势。实验2被试从学习空间移动到测试空间过程中被迷向, 其他条件与实验1的180度组相同。但是, 实验2被试在记忆一致朝向和感觉运动一致朝向的成绩均优于不一致朝向。结果证明人们可以通过对在线空间表征进行想象平移或将离线记忆与空间更新系统相联结两种方式, 对想象环境进行空间更新。  相似文献   

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Environmental slant is known to improve navigation performance in humans and other animals. Successful navigation relies on accurate spatial orientation and accurate spatial memory retrieval. The role of environmental slant in spatial orientation has been established, but its role in spatial memory organization is unclear. Two experiments using immersive virtual reality explored the influence of environmental slant on reference frame selection during spatial learning. Participants studied object locations on a sloped surface. When no additional environmental cues were present (Experiment 1), spatial memory retrieval was best from the studied perspective aligned with the direction of slope. When the direction of slope was placed in competition with the axis of the surrounding room (Experiment 2), spatial memory retrieval was best from the initially studied perspective. The latter finding contrasts with the results of research showing that pigeons preferentially rely on environmental slant over room shape. The findings are discussed in the context of spatial memory theory.  相似文献   

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运用移动窗口技术考察情境模型中时间和空间维度同时或序列转变时二者间的相互关系。结果发现:(1)时间和空间同时转变时, 二者存在易化关系, 但时间对空间的易化作用更大; (2)当二者序列转变时, 以中文为材料的结果只发现时间对空间的易化关系, 而以英语为材料的结果则发现存在双向易化关系, 但时间对空间的易化作用更大。据此, 情境模型中的时间和空间维度更新的捆绑-预期假设得到证明。  相似文献   

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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   

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Spatial perspective can be directed by various reference frames, as well as by the direction of motion. In the present study, we explored how ambiguity in spatial tasks can be resolved. Participants were presented with virtual reality environments in order to stimulate a spatialreference frame based on motion. They interacted with an ego-moving spatial system in Experiment 1 and an object-moving spatial system in Experiment 2. While interacting with the virtual environment, the participants were presented with either a question representing a motion system different from that of the virtual environment or a nonspatial question relating to physical features of the virtual environment. They then performed the target task assign the label front in an ambiguous spatial task. The findings indicate that the disambiguation of spatial terms can be influenced by embodied experiences, as represented by the virtual environment, as well as by linguistic context.  相似文献   

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In three experiments, we tested whether sequentially coding two visual stimuli can create a spatial misperception of a visual moving stimulus. In Experiment 1, we showed that a spatial misperception, the flash-lag effect, is accompanied by a similar temporal misperception of first perceiving the flash and only then a change of the moving stimulus, when in fact the two events were exactly simultaneous. In Experiment 2, we demonstrated that when the spatial misperception of a flash-lag effect is absent, the temporal misperception is also absent. In Experiment 3, we extended these findings and showed that if the stimulus conditions require coding first a flash and subsequently a nearby moving stimulus, a spatial flash-lag effect is found, with the position of the moving stimulus being misperceived as shifted in the direction of its motion, whereas this spatial misperception is reversed so that the moving stimulus is misperceived as shifted in a direction opposite to its motion when the conditions require coding first the moving stimulus and then the flash. Together, the results demonstrate that sequential coding of two stimuli can lead to a spatial misperception whose direction can be predicted from the order of coding the moving object versus the flash. We propose an attentional sequential-coding explanation for the flash-lag effect and discuss its explanatory power with respect to related illusions (e.g., the Fr?hlich effect) and other explanations.  相似文献   

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Li X  Mou W  McNamara TP 《Cognition》2012,124(2):143-155
Four experiments tested whether there are enduring spatial representations of objects' locations in memory. Previous studies have shown that under certain conditions the internal consistency of pointing to objects using memory is disrupted by disorientation. This disorientation effect has been attributed to an absence of or to imprecise enduring spatial representations of objects' locations. Experiment 1 replicated the standard disorientation effect. Participants learned locations of objects in an irregular layout and then pointed to objects after physically turning to face an object and after disorientation. The expected disorientation was observed. In Experiment 2, after disorientation, participants were asked to imagine they were facing the original learning direction and then physically turned to adopt the test orientation. In Experiment 3, after disorientation, participants turned to adopt the test orientation and then were informed of the original viewing direction by the experimenter. A disorientation effect was not observed in Experiment 2 or 3. In Experiment 4, after disorientation, participants turned to face the test orientation but were not told the original learning orientation. As in Experiment 1, a disorientation effect was observed. These results suggest that there are enduring spatial representations of objects' locations specified in terms of a spatial reference direction parallel to the learning view, and that the disorientation effect is caused by uncertainty in recovering the spatial reference direction relative to the testing orientation following disorientation.  相似文献   

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Lister hooded rats were trained on a forced-sample T-maze alternation task in an environment lacking spatial landmarks. An early study of spontaneous alternation on the T-maze had shown that rats use a "spatial sense" to select alternate maze arms across mazes. As this phenomenon may provide a useful tool for studying the neural substrates of a directional sense, we wished to confirm this finding on a different version of the T-maze task, with well-trained animals. We found that rats successfully selected the appropriate maze arm when the choice phase of the task was presented on a second maze, oriented in the same direction, and located in an adjacent room. However, choice performance fell to chance level when the second maze was oriented 90° relative to the first. This result suggests that the rats do not simply alternate turns across the two environments, but rather that they rely on a sense of direction that is carried across environments. Electronic Publication  相似文献   

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Effects of opiate antagonists on spatial memory in young and aged rats   总被引:1,自引:0,他引:1  
The effects of post-training opiate antagonist administration on spatial memory were assessed in young and aged male Long Evans rats. In Experiment I rats were trained to visit each arm of an eight-arm radial maze once in a session to obtain a food reward placed at the end of each arm. During training aged rats required significantly more trials to achieve criterion performance when compared to young mature rats. However, administration of the opiate antagonist naloxone (2.0 mg/kg) immediately after each training trial did not significantly alter the rate of achieving accurate performance in either age group. In Experiment II young and aged rats that were previously trained to a comparable criterion on the radial maze were tested on the same maze apparatus in novel spatial environments. When animals were exposed to novel spatial information, the effects of post-trial opiate antagonists were examined using a within-subjects counter-balanced design. In Experiment IIa naloxone (2 mg/kg) enhanced the performance of both young and aged rats. In Experiment IIB naltrexone (1.0 mg/kg) was found to have a comparable effect of enhancing the performance of both age groups. In addition, in Experiment IIb a significant age-related deficit was found in rats tested in novel spatial environments. These results indicate that opiate antagonists are capable of improving memory for new spatial information in both young and aged rats on a task that is sensitive to behavioral deficits during normal aging.  相似文献   

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An important, but as yet incompletely resolved, issue is whether spatial knowledge acquired during navigation differs significantly from that acquired by studying a cartographic map. This, in turn, is relevant to understanding the generalizability of the concept of a “cognitive map,” which is often likened to a cartographic map. On the basis of previous theoretical proposals, we hypothesized that route and cartographic map learning would produce differences in the dynamics of acquisition of landmark-referenced (allocentric) knowledge, relative to view-referenced (egocentric) knowledge. We compared this model with competing predictions from two other models linked to route versus map learning. To test these ideas, participants repeatedly performed a judgment of relative direction (JRD) and a scene- and orientation-dependent pointing (SOP) task while undergoing route and cartographic map learning of virtual spatial environments. In Experiment 1, we found that map learning led to significantly faster improvements in JRD pointing accuracy than did route learning. In Experiment 2, in contrast, we found that route learning led to more immediate and greater improvements overall in SOP accuracy, as compared to map learning. Comparing Experiments 1 and 2, we found a significant three-way interaction effect, indicating that improvements in performance differed for the JRD versus the SOP task as a function of route versus map learning. We interpreted these findings as suggesting that the learning modality differentially affects the dynamics of how we utilize primarily landmark-referenced versus view-referenced knowledge, suggesting potential differences in how we utilize spatial representations acquired from routes versus cartographic maps.  相似文献   

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The authors describe 3 human spatial navigation experiments that investigate how limitations of perception, memory, uncertainty, and decision strategy affect human spatial navigation performance. To better understand the effect of these variables on human navigation performance, the authors developed an ideal-navigator model for indoor navigation whose optimizing algorithm uses a partially observable Markov decision process. The model minimizes the number of actions (translations and rotations) required to move from an unknown starting state to a specific goal state in indoor environments that have perceptual ambiguity. The authors compared the model's performance with that of the human observer to measure human navigation efficiency. Experiment 1 investigated the effect of increasing the layout size on spatial way-finding efficiency and found that participants' efficiencies decreased as layout size increased. The authors investigated whether this reduction in navigation efficiency was due to visual perception (Experiment 2), memory, spatial updating strategy, or decision strategy (Experiment 3).  相似文献   

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