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We examined the use of hand gestures while people solved spatial reasoning problem in which they had to infer motion from static diagrams (mental animation problems). In Experiment 1, participants were asked to think aloud while solving mental animation problems. They gestured on more than 90% of problems, and most gestures expressed information about the component motions that was not stated in words. Two further experiments examined whether the gestures functioned in the mechanical inference process, or whether they merely served functions of expressing or communicating the results of this process. In these experiments, we examined the effects of instructions to think aloud, restricting participants' hand motions, and secondary tasks on mental animation performance. Although participants who were instructed to think aloud gestured more than control groups, some gestures occurred even in control conditions. A concurrent spatial tapping task impaired performance on mechanical reasoning, whereas a simple tapping task and restricting hand motions did not. These results indicate that gestures are a natural way of expressing the results of mental animation processes and suggest that spatial working memory and premotor representations are involved in mental animation. They provide no direct evidence that gestures are functional in the thought process itself, but do not rule out a role for overt gestures in this type of spatial thinking.  相似文献   

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This study employed an information accumulation model of choice reaction times to investigate alignment effects in mental representations of maps. University students studied a map from a single orientation (with north at the top). In a subsequent two-choice reaction time task, the students’ spatial knowledge of the map was assessed employing spatial left/right judgments, which were made from imagined perspectives that were either north-aligned or south-aligned. Data showed a standard alignment effect, favoring north- over south-aligned trials. To examine the locus of this effect, data were fit using the Linear Ballistic Accumulator (LBA) model of speeded decisions (Brown & Heathcote, 2008). Of interest were three model parameters: drift rate, the speed at which evidence accumulates toward a response; response threshold, the amount of evidence demanded from the decision maker before selecting a response; and non-decision time, the time consumed by pre- and postdecisional processes. The best-fitting model suggested that non-decision time accounted for the alignment effect. The difference in non-decision time between north and south-aligned judgments suggests a mental alignment stage on south-aligned trials, accounting for the longer reaction times for judgements misaligned with the presented north orientation of the map.  相似文献   

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Environments that are divided into regions lead to hierarchical encoding of space. Such memory structures are known to systematically distort estimates of distance and direction and affect spatial priming and memory recall. Here we present two navigation experiments in virtual environments that reveal an influence of environmental regions on human route planning and navigation behaviour. Following the hierarchical theories of spatial representations, it is argued that environmental regions are explicitly represented in spatial memory and that human route planning takes into account region-connectivity and is not based on place-connectivity alone. We also propose a fine-to-coarse planning heuristic that could account for the empirical data by planning in a representation that uses fine-space information for close locations and coarse-space information for distant locations simultaneously.  相似文献   

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Abstract

Many neuro-imaging studies have provided evidence that the parietal cortex plays a key role in reasoning based on mental models, which are supposed to be of abstract spatial nature. However, these studies have also shown concurrent activation in vision-related cortical areas which have often been interpreted as evidence for the role of visual mental imagery in reasoning. The aim of the paper is to resolve the inconsistencies in the previous literature on reasoning and imagery and to develop a neurally and cognitively plausible theory of human relational reasoning. The main assumption is that visual brain areas are only involved if the problem information is easy to visualize and when this information must be processed and maintained in visual working memory. A regular reasoning process, however, does not involve visual images but more abstract spatial representations—spatial mental models—held in parietal cortices. Only these spatial representations are crucial for the genuine reasoning processes.  相似文献   

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针对雷达回波信号波达方向估计精度差和时频分析方法运算量大的问题,以极化敏感阵列为模型,结合时频分析方法,充分利用回波信号的空域、时频域和极化域信息,对雷达回波信号进行更准确的估计,并简化其计算量。分析基于空间极化时频分布的多重信号分类(MUSIC)和旋转不变子空间(ESPRIT)算法,并结合两者的优缺点提出了一种改进算法。改进算法用极化时频ESPRIT算法对来波信号确定大致的方位角,以每个方位角为中心确定一个小角度范围,在此范围内用MUSIC算法进行谱峰搜索,得到较准确的波达方向(DOA)估计值,在确保DOA估计精度的基础上节省大部分运算时间。仿真试验验证了该改进算法的有效性。  相似文献   

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ABSTRACT

Spatially disoriented adults flexibly conjoin geometric information (macroscopic shape) and nongeometric information (e.g., the color of a wall) to re-establish their bearings. It has been proposed that non-geometric information is incorporated into a geometric frame of reference through the use of spatial language. Support for this assumption comes from dual-task studies in which participants failed to use non-geometric features when they shadowed a verbal message concurrent to the reorientation task. These studies were performed in small rectangular spaces. In contrast, our study was performed in a large square room. Experiment 1 showed that verbal shadowing did not disrupt non-geometric feature use in this environment. In Experiment 2, we found that a spatial shadowing task that required the encoding of frequently changing spatial directions impaired reorientation behavior. Our study shows that nongeometric information can be used for reorientation without recourse to linguistic processes, and suggests that the use of non-geometric features is dependent upon a spatial coding process.  相似文献   

10.
Do hand gestures play a role in spatial cognition? This paper reviews literature addressing the roles of gestures in (1) expressing spatial information, (2) communicating about spatial information, and (3) thinking about spatial information. Speakers tend to produce gestures when they produce linguistic units that contain spatial information, and they gesture more when talking about spatial topics than when talking about abstract or verbal ones. Thus, gestures are commonly used to express spatial information. Speakers use gestures more in situations when those gestures could contribute to communication, suggesting that they intend those gestures to communicate. Further, gestures influence addressees' comprehension of the speech they accompany, and addressees also detect information that is conveyed uniquely in gestures. Thus, gestures contribute to effective communication of spatial information. Gestures also play multiple roles in thinking about spatial information. There is evidence that gestures activate lexical and spatial representations, promote a focus on spatial information, and facilitate the packaging of spatial information in speech. Finally, some of the observed variation across tasks in gesture production is associated with task differences in demands on spatial cognitive processes, and individual differences in gesture production are associated with individual differences in spatial and verbal abilities. In sum, gestures appear to play multiple roles in spatial cognition. Central challenges for future research include: (1) better specification of the mental representations that give rise to gestures, (2) deeper understanding of the mechanisms by which gestures play a role in spatial thinking, and (3) greater knowledge of the sources of task and individual differences in gesture production.  相似文献   

11.
One of the central questions of spatial reasoning research is whether the underlying processes are inherently visual, spatial, or logical. We applied the dual task interference paradigm to spatial reasoning problems in one dimension, using Allen's interval calculus, in order to make progress towards resolving this argument. Our results indicate that spatial reasoning with interval relations is largely based on the construction and inspection of qualitative spatial representations, or mental models, while no evidence for logical proofs of derivations or the involvement of visual representations and processes was found.  相似文献   

12.
In this paper, we explore the situation where no cardinal directions or globally available orientations are available and no metric estimates are given. This corresponds to the way many people perceive their environment and carry out spatial reasoning tasks. We consider three kinds of locally available information – proximity (nearest neighbor), relevance (different sets of neighbors) and distribution (alignments) – and we limit our interest to a universe of point objects. We show how the theory of manifolds and sheaves can be applied to the problem of combining locally available information of a qualitative nature into a global model of an environmental space. We then explore the limitations of the resulting global model if information capture is incomplete or uncertain. Finally, we note that some indeterminacy in the global model does not entail difficulties for a user, provided the reasoning task is appropriately constrained or appropriate additional information is used, such as an external reference.  相似文献   

13.
Environmental reference systems for large-scale spaces   总被引:1,自引:1,他引:0  
Human navigation in well-known environments is guided by stored memory representations of spatial information. In three experiments (N = 43) we investigated the role of different spatial reference systems when accessing information about familiar objects at different locations in the city in which the participants lived. Our results indicate that two independent reference systems underly the retrieval of spatial knowledge. Environmental characteristics, e.g., the streets at an intersection, determine which headings are easier to imagine at a given location and lead to differences in accessibility of spatial information (orientation-specific behavior). In addition, access to spatial information depends on the relative direction of a location with respect to the imagined heading, such that information about locations imagined in front of oneself is easier to access than about locations towards the back. This influence of an egocentric reference system was found for environmental knowledge as well as map-based knowledge. In light of these reference system effects, position-dependent models of spatial memory for large-scale environments are discussed. To account for the simultaneous effect of an environmental and an egocentric reference system, we present a 2-level model of spatial memory access.  相似文献   

14.
In order to maintain valid situation awareness, people need to update the spatial representations of their surroundings as objects, including themselves, move. The present study investigates the properties of spatial updating in the intrinsic frame of reference, where spatial relations are represented with respect to an external object (other than the viewer self) with an intrinsic reference direction. Three experiments were conducted using a task of direction pointing. It was found that given a relatively stable intrinsic reference direction, responses to a small number of salient objects were faster than responses to non-salient objects (Experiment 1 and Experiment 3). The salience effect disappeared when the intrinsic reference direction was no longer stable (Experiment 2). Furthermore, all three experiments revealed a type of orientation dependence similar to that found in egocentric spatial updating. Our results indicate that spatial updating in the intrinsic reference system can be easy only if a fixed reference direction is maintained and the number of objects that need to be tracked is limited.  相似文献   

15.
How does gesturing during route learning relate to subsequent spatial performance? We examined the relationship between gestures produced spontaneously while studying route directions and spatial representations of the navigated environment. Participants studied route directions, then navigated those routes from memory in a virtual environment, and finally had their memory of the environment assessed. We found that, for navigators with low spatial perspective-taking performance on the Spatial Orientation Test, more gesturing from a survey perspective predicted more accurate memory following navigation. Thus, co-thought gestures accompanying route learning relate to performance selectively, depending on the gesturers’ spatial ability and the perspective of their gestures. Survey gestures may help some individuals visualize an overall route that they can retain in memory.  相似文献   

16.
Abstract

Three experiments were conducted to examine whether people can adopt and maintain imagined perspectives in the absence of target information. The task used entailed providing information about an imagined perspective in advance of target information to examine whether this would facilitate perspective-taking performance and reduce or eliminate alignment effects that are commonly reported in the literature. The three experiments employed different types of spatial environments: an environment learned from navigating a computer screen (Experiment 1), and an immersive environment that was either remote (Experiment 2) or immediate (Experiment 3) at the time of retrieval. Across the three experiments, results showed that information about an imagined perspective can be utilized ahead of target information. Furthermore, they suggested that alignment effects can be reduced as a result of processing information about perspective ahead of target information, but only when reasoning about specific nonimmediate spatial relations (Experiments 1 and 2). Results are discussed in connection with previous findings on spatial updating and the organizational structure of spatial memory.  相似文献   

17.
Abstract

In this paper we investigate the application of qualitative spatial reasoning methods for learning the topological map of an unknown environment. We develop a topological mapping framework that achieves robustness against ambiguity in the available information by tracking all possible graph hypotheses simultaneously. We then exploit spatial reasoning to reduce the space of possible hypotheses. The considered constraints are qualitative direction information and the assumption that the map is planar. We investigate the effects of absolute and relative direction information using two different spatial calculi and combine the approach with a real mapping system based on Voronoi graphs.  相似文献   

18.
The influence of stress states on cognition is widely recognized. However, the manner in which stress affects survey knowledge acquisition is still unresolved. For the present study, we investigated whether survey knowledge acquisition during a stressful task (i.e., under time pressure) is more accurate for the mental representation of global or local landmarks. Participants navigated through virtual cities with a navigation aid and explicit learning instructions for different landmark configurations. Participants’ judgments of relative direction (JRDs) suggest that global landmark configurations were not represented more accurately than local landmark configurations and that survey knowledge acquisition was not impaired under time pressure. In contrast to prior findings, our results indicate the limitations of the utility of global landmarks for spatial knowledge acquisition.  相似文献   

19.
Abstract

An experiment was conducted to examine the impact of communication methods (text-only, audio-only, and audio-plus-video) on communication patterns and effectiveness in a 2-person remote spatial orientation task. The task required a pair of participants to figure out the cardinal direction of a target object by communicating spatial information and perspectives. Results showed that overall effectiveness in the audio-only condition was better than the text-only and audio-plus-video conditions, and communication patterns were more predictive of errors than individual differences in spatial abilities. Discourse analysis showed that participants in the audio-plus-video condition performed less mental transformation of spatial information when communicating, which led to more interpretation errors by the listener. Participants in the text-only conditions performed less confirmation and made more errors by misreading their own display. Results suggested that speakers in the audio-plus-video condition minimized effort by communicating spatial information based on their own perspective but speakers in the audio-only and text-only conditions would more likely communicate transformed spatial information. Analysis of gestures in the audio-plus-video condition confirmed that iconic gestures tended to co-occur with spatial transformation. Iconic gesture rates were negatively correlated with transformation errors, indicating that iconic gestures more likely co-occurred with successful communication of spatial transformation. Results show that when visual interactive feedback is available, speakers tend to adopt egocentric spatial perspectives to minimize effort in mental transformation and rely on the feedback to ensure that the hearer correctly interprets the information. When visual interactive feedback is not available, speakers will put more effort in transforming spatial information to help the hearer to understand the information. The current result demonstrated that allowing two persons to see and communicate with each other during a remote spatial reasoning task can lead to more errors because of the use of a suboptimal communication strategy.  相似文献   

20.
Abstract

Human navigation in an unknown environment requires an understanding of the spatial relationships of the terrain. For example, a soldier who is on a reconnaissance mission in a new city needs to “know” the spatial layout of the surroundings with high confidence. Oftentimes, this understanding must be acquired within a very short amount of time and with limited sensory inputs. The soldier would benefit from a digital avatar that draws inferences about the spatial layout of the city based on an initial set of observations and guides the soldier either in further exploring the environment or in making decisions based on these inferences. In this paper, we present and evaluate an inductive approach to learning spatial associations using sensory data that is available from the simulation environment of a computer game, Unreal Tournament. We study two kinds of spatial relationships between nodes on a level of a game map: nodes that are placed near each other to satisfy some spatial requirement and nodes that are placed near each other to satisfy the design preferences of a level architect. We show that we can infer both kinds of relationships using an association rule mining algorithm. Furthermore, we show how to use an ontology to distinguish between these relationships in order to discover different types of spatial arrangements on a specific map. We discuss how the inferred associations can be used to control an avatar that makes recommendations for navigating unexplored areas on a map. We conclude with some thoughts on the applicability of our methods to scenarios in the real world, beyond the simulation environment of a game, and on how the learned associations can be represented and queried by a simple question-answer type system.  相似文献   

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