首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 46 毫秒
1.
The present study investigated cognitive map development in multilevel built environments. Three experiments were conducted in complex virtual buildings to examine the effects of five between-floor structural factors that may impede the accuracy of humans’ ability to build multilevel cognitive maps. Results from Experiments 1 and 2 (of three experiments) revealed that difficulties in developing multilevel cognitive maps are not solely caused by the z-axis offset, as is suggested in the literature, but are due to the factorial combination of a between-floor overlap and a z-axis offset. Results from Experiment 2 showed that this process becomes substantially more difficult when the reference directions between different floors have an angular offset from each other. Finally, results from Experiment 3 demonstrated that confusing between-floor heading shifts in aligned buildings did not make it reliably harder to build multilevel cognitive maps. The implications of these findings are discussed in terms of theories of mental representations in multilayered three-dimensional spaces, as well as for architectural design.  相似文献   

2.
3.
In the GRAAD Project we aimed at creatinga system which could generate route directions thatare comparable to route directions created by humanparticipants. With this goal in mind, we started froma linguistic and cognitive study of route directionsproduced by people and the study of cognitive modelsof mental maps. We proposed a new qualitative spatialmodel that can support the spatial properties of humanroute directions. This model is based on the notion ofobject's influence area which is used to modelneighborhood, orientation and distance. The proposedapproach relies on the manipulation of spatialentities in a spatial conceptual map (SCM) which isthe computarized analog of a mental map used bypeople. We developped the GRAAD System, software thatgenerates routes in a SCM and describes them innatural language. Finally, we conducted an experimentin order to compare GRAAD's route directions androutes described by human participants in similarexperimental conditions. GRAAD's output was notdistinguishable from route directions created by humanparticipants. In this paper we present the mainresults obtained during all phases of the GRAADProject.  相似文献   

4.
Dominant approaches in computer-assisted wayfinding support adhere to the deeply problematic principles of turn-by-turn navigation. In this article, we suggest a new approach called “Wayfinding Through Orientation,” which supports the acquisition of spatial knowledge and cognitive mapping for advancing the user’s spatial orientation. Being oriented on one’s way is a prerequisite to enabling people to verify instructions and to incorporate new spatial information into their existing knowledge structure. In three studies described in this article we first present empirical evidence that people can be supported in survey knowledge acquisition through suitable wayfinding instructions. Consequently, we explore orientation information in human wayfinding instructions. Finally, we outline how orientation information can be communicated within a prototypically implemented navigation assistance system.  相似文献   

5.
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   

6.
The hypothesis that active learning is beneficial relative to passive observation was assessed in the context of spatial knowledge derived from maps. Active and passive participants studied a map either while performing a simultaneous spatial tapping task (high cognitive load) or in the absence of this task (low cognitive load). Active participants controlled how the map was learned, with passive participants observing map learning without exercising control. Spatial recall was assessed in two tests, directional judgements and map drawing. Map drawing and directional judgments showed a similar pattern of results, with performance detrimentally affected by a high load for active participants, but not for passive participants. The results indicate that activity and cognitive load interact, suggesting that active learning can be detrimental to spatial learning in cognitively demanding tasks.  相似文献   

7.
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   

8.
9.
10.
天基雷达预警系统星座设计方法   总被引:4,自引:2,他引:4  
于泽  周荫清  陈杰  李春升 《宇航学报》2006,27(1):103-107
介绍了天基预警系统的发展现状,阐述了天基雷达预警系统的基本概念和工作原理,研究了天基雷达预警系统的星座设计方法,提出了确定各项参数的方法。该方法适朋于天基雷达全球和区域预警系统的星座设汁。最后设计了天基雷达区域预警系统星座,并利用STK软件加以分析,证明了提出的设计方法是可行的。  相似文献   

11.
12.
Two experiments are reported that use a ``point-to-unseen-targets' task to study the role of egocentric reference frames in the retrieval of survey knowledge learned from either studying a map or navigating an environment. In Experiment 1, performance was generally consistent with the hypothesis that map knowledge is retrieved using a frame of reference centered on the eye, characterized by (a) a fixed orientation in a ``frontal representational plane' and (b) equal access to spatial relations both in front of, or above, and behind, or below, a right-left retrieval axis. The results of Experiment 2 were consistent with the hypothesis that environment knowledge is retrieved within a frame of reference centered on the body, characterized by (a) flexible orientation within a ``transverse representational plane' and (b) privileged access to spatial relations located in front of the right-left retrieval axis in representational space. Both types of knowledge function as if they preserve information about the Euclidean angles connecting elements in physical space.  相似文献   

13.
ABSTRACT

This study investigated the effects of featural information (landmarks) and geometric information (pre-exposure to a structural map) and their possible interaction during the process of spatial knowledge acquisition of 8- and 11-year-old children and adults in a virtual environment. The study confirmed the well-known result of a developmental achievement in spatial cognition from childhood to adulthood. Although landmarks and the pre-exposure to a structural map did not affect the time to learn a specific route, they influenced the use of behavior in spatial learning and eased the acquisition of spatial knowledge measured by a route reversal and map-drawing tasks. Children and adults are able to integrate featural and geometric information in the spatial knowledge acquisition process in an environmental space, but their integration depends on the spatial processing stages that are investigated. Moreover, it was successfully demonstrated that the use of desktop virtual environments seems to be appropriate to investigate the development of spatial cognition.  相似文献   

14.
This study presents an experimentthat investigates how individuals perform anavigation test in a desktop virtualenvironment. The participants were randomlyassigned to one of the five test conditions:(C1) a map as information material during theentire test, (C2) the map only visible beforethe test, (C3) textual information during theentire test, (C4) textual information onlybefore the test and (C5) no additionalnavigational cues. The results were thatadditional information during the entire testwas more effective than short periods ofstudying the map or textual information onlybefore the test. However, participants weremore accurate in finding their route when anykind of navigational cues were used than whenno navigational cues were used. The results ofan additional questionnaire indicate thatbetween the test groups there were nodifferences in estimating the travelleddistances. The performance to draw the coveredpath into a sketch map of the landscape did notdiffer significantly between the test groupswith additional navigational cues. Theseresults indicate that in certain environmentstextual information may provide an effectivealternative to navigation training with a map.  相似文献   

15.
Understanding of the space debris environment and accuracy of its observation-validated models are essential for optimal design and safe operation of satellite systems. Existing ground-based optical telescopes and radars are not capable of observing debris smaller than several millimeters in size. A new experimental and instrumental approach – the space-based Local Orbital Debris Environment (LODE) detector – aims at in situ measuring of debris with sizes from 0.2–10 mm near the satellite orbit. The LODE concept relies on a passive optical photon-counting time-tagging imaging system detecting solar photons (in the visible spectral range) reflected by debris crossing the sensor field of view. In contrast, prior feasibility studies of space-based optical sensors considered frame detectors in the focal plane. The article describes the new experimental concept, discusses top-level system parameters and design tradeoffs, outlines an approach to identifying and extracting rare debris detection events from the background, and presents an example of performance characteristics of a LODE sensor with a 6-cm diameter aperture. The article concludes with a discussion of possible sensor applications on satellites.  相似文献   

16.
17.
基于推力加速度模板的主动段弹道跟踪方法   总被引:2,自引:0,他引:2  
张涛  安玮  周一宇  李骏 《宇航学报》2006,27(3):385-389
对弹道导弹的主动段跟踪是导弹防御中重要的环节。针对此问题提出了一种基于推力加速度模板的主动段跟踪算法,该算法需要主动段推力加速度信息支持。给出了一种简捷的推力加速度模板构建方法。利用近常速运动模型描述了导弹运动特性,解决了对导弹发射时间的估计问题和模板概率的递推计算问题,并将该方法应用到空间预警系统中,通过仿真验证了该方法具有较好的识别效果,位置和速度估计误差都接近于CRLB限。  相似文献   

18.
Qualitative spatial reasoning (QSR) is often claimed to be cognitively more plausible than conventional numerical approaches to spatial reasoning, because it copes with the indeterminacy of spatial data and allows inferences based on incomplete spatial knowledge. The paper reports experimental results concerning the cognitive adequacy of an important approach used in QSR, namely the spatial interpretation of the interval calculus introduced by Allen (1983). Knauff, Rauh and Schlieder (1995) distinguished between the conceptual and inferential cognitive adequacy of Allen's interval calculus. The former refers to the thirteen base relations as a representational system and the latter to the compositions of these relations as a tool for reasoning. The results of two memory experiments on conceptual adequacy show that people use ordinal information similar to the interval relations when representing and remembering spatial arrangements. Furthermore, symmetry transformations on the interval relations were found to be responsible for most of the errors, whereas conceptualneighborhood theory did not appear to correspond to cognitively relevant concepts. Inferential adequacy was investigated by two reasoning experiments and the results show that in inference tasks where the number of possible interval relations for the composition is more than one, subjects ignore numerous possibilities and interindividually prefer the same relations. Reorientations and transpositions operating on the relations seem to be important for reasoning performance as well, whereas conceptual neighborhood did not appear to affect the difficulty of reasoning tasks based on the interval relations.  相似文献   

19.
考虑到天基信息网络独具的网络拓扑周期性动态变化、星载网络设备难以按需替换、空间环境安全威胁复杂多样等特点,为了对网络故障、环境挑战或敌对行动时天基信息网络的弹性能力进行有效评估,提出了一种改进的天基信息网络弹性评估方法。首先,简述了一种包含时间、概率、系统能力的三维弹性分析模型;考虑到各种不利事件以及各种能力适变方法及其具体措施对天基网络弹性能力的影响,分别提出了在采用单能力适变方法、多能力适变方法时的天基信息网络弹性计算方法,并进一步给出了确定场景下的天基信息网络弹性计算方法。实例分析表明,所提方法可以定量的方式对天基信息网络弹性能力进行有效评估,为天基信息网络各种能力适变方法及其具体措施的选择提供有益参考。  相似文献   

20.
逆合成孔径激光雷达(ISAL)是一种主动式成像雷达,是合成孔径技术和激光雷达技术相结合的产物,具有极高的成像分辨率。由于无大气干扰,因此天基成像的环境十分有利于ISAL系统的部署,然而探测灵敏度不够,难以实现远距离探测的问题极大地制约了天基ISAL系统的应用。针对这一难点,提出使用高灵敏度相干平衡探测实现ISAL的空间远距离探测,计算了ISAL平衡探测的信噪比。在此基础上,提出了一种基于频率上转换的高灵敏度平衡探测接收方法,即信号光和本振光先经过频率上转换,再进行平衡探测,并实验验证了该方法的可行性。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号