共查询到20条相似文献,搜索用时 15 毫秒
1.
Petra Jansen-Osmann Gunnar Wiedenbauer Juliane Schmid Martin Heil 《Spatial Cognition & Computation》2013,13(3):267-285
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
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Jan M. Wiener Simon J. Büchner Christoph Hölscher 《Spatial Cognition & Computation》2013,13(2):152-165
Abstract Although the term “Wayfinding” has been defined by several authors, it subsumes a whole set of tasks that involve different cognitive processes, drawing on different cognitive components. Research on wayfinding has been conducted with different paradigms using a variety of wayfinding tasks. This makes it difficult to compare the results and implications of many studies. A systematic classification is needed in order to determine and investigate the cognitive processes and structural components of how humans solve wayfinding problems. Current classifications of wayfinding distinguish tasks on a rather coarse level or do not take the navigator's knowledge, a key factor in wayfinding, into account. We present an extended taxonomy of wayfinding that distinguishes tasks by external constraints as well as by the level of spatial knowledge that is available to the navigator. The taxonomy will help to decrease ambiguity of wayfinding tasks and it will facilitate understanding of the differentiated demands a navigator faces when solving wayfinding problems. 相似文献
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Waller David Loomis Jack M. Golledge Reginald G. Beall Andrew C. 《Spatial Cognition & Computation》2000,2(4):333-354
Although the process of establishing a memoryof a location is necessary for navigation,relatively little is known about theinformation that humans use when forming placememories. We examined the relative importanceof distance and angular information aboutlandmarks in place learning. Participantsrepeatedly learned a target location inrelation to three distinct landmarks in animmersive computer-generated (virtual)environment. Later, during testing, theyattempted to return to that location. Theconfigurations of landmarks used during testingwere altered from those participants learned inorder to separate the effects of metricdistance information and information aboutinter-landmark angles. In general,participants showed greater reliance ondistance information than angular information. This reliance was affected by nonmetricrelationships present during learning, as wellas by the degree to which the learnedenvironment contained right or straightangles. 相似文献
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Aaron L. Gardony Tad T. Brunyé Caroline R. Mahoney Holly A. Taylor 《Spatial Cognition & Computation》2013,13(4):319-350
Abstract Research has demonstrated navigational aids impair spatial memory, but has not considered important spatial cognitive concepts. For example, impairment may stem from spatial perspective switches between route-based aids and survey-based memory assessments. Further, the verbal format of aid instructions may selectively interfere with verbal working memory (VWM). To address these potential explanations, participants navigated desktop virtual environments in a goal-directed manner. In each within-participants condition, participants either navigated with a verbal or tonal aid that presented mixed spatial perspective instructions or without aid. Both aids yielded slight navigational advantages and steep spatial memory costs despite their mixed perspective instructions. The equivalent impairment between information formats suggests navigational aids impair spatial memory by dividing attention rather than selective interference of VWM. 相似文献
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Navigational aids impair spatial memory for experienced environments, but the cognitive mechanisms underlying impairment remain an open question. Recent evidence implicates divided attention, but to date no study has directly manipulated divided attention in navigational aid contexts. The present study addresses this need. Participants navigated virtual towns with aid presence and divided attention factorially crossed in a within-participants design. They then completed spatial memory assessments. Divided attention alone impaired spatial memory. Navigational aid presence impaired spatial memory when attention was undivided, replicating previous findings, but did not to a greater extent when attention was divided. These findings suggest that navigational aids divide attention sufficiently to impair spatial memory. 相似文献
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This study investigated novices' “lived experiences” of navigation within the sport of orienteering from an enactive and phenomenological approach. The objective was to qualitatively characterize elements of task-related situations that were meaningful for orienteers. The results showed that the participants continuously made judgments about the reliability of their estimations about whether they were on “the right route” on the course. When the participants judged that they were only approximately on the right route or were unable to locate themselves, elements of the situation other than map and terrain features became meaningful for them. These results demonstrate that, for novice orienteers, navigation activity must extend beyond navigation as a logical, computational way-finding problem to include embodied, social, cultural and situated dimensions. 相似文献
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Abstract Active exploration is reportedly better than passive observation of spatial displacements in real environments, for the acquisition of relational spatial information, especially by children. However, a previous study using a virtual environment (VE) showed that children in a passive observation condition performed better than actives when asked to reconstruct in reality the environment explored virtually. Active children were unpractised in using the input device, which may have detracted from any active advantage, since input device operation may be regarded as a concurrent task, increasing cognitive load and spatial working memory demands. To examine this possibility, 7–8-year-old children in the present study were given 5 minutes of training with the joystick input device. When compared with passive participants for spatial learning, active participants gave a better performance than passives, placing objects significantly more accurately. The importance of interface training when using VEs for assessment and training was discussed. 相似文献
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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
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Empirical relations among age, general spatialability as assessed by psychometric tests,wayfinding-related skills as assessed byexperimental tasks in the laboratory,environmental layout learning as assessed in afield experiment, and wayfinding behavior asobserved in a field experiment were modeled ina study involving 120 younger and 120 olderadults. The best-fitting model showed thatage-related differences in learningenvironmental layout were significantly, butnot exclusively, mediated by a single abilityfactor defined by psychometric tests. Knowledge of environmental layout was theexclusive mediator between general spatialability and wayfinding behavior. Thus, agedifferences in psychometric test performancewere found to be a major factor in accountingfor aging-related decline in learningenvironmental layout, but other variables notassessed in this study also play a significantrole. 相似文献
13.
Albert William S. Rensink Ronald A. Beusmans Jack M. 《Spatial Cognition & Computation》1999,1(2):131-144
This study presents two experiments that examine howindividuals learn relative directions betweenlandmarks in a desktop virtual environment. Subjectswere presented snapshot images of different virtualenvironments containing distinguishing landmarks anda road network. Following the presentation of eachvirtual environment, subjects were given a relativedirection test. The relative direction test involvedindicating the direction of hidden landmarks fromdifferent vantage points in the environment. Half ofthese vantage points were presented during thelearning phase, while the other half were novel.Results showed that subjects learned relativedirections between landmarks equally well when sceneswere presented in either a sequential or random order.Furthermore, viewing a configuration of landmarks ina desktop virtual environment from multipleperspectives produced a viewpoint dependentrepresentation in memory. Subjects had significantlygreater response times for new viewing perspectives,as compared to previously viewed scenes. Thisviewpoint dependent representation of the environmentpersisted despite learning under conditions ofspatio-temporal discontinuity and changes to anenvironmental frame of reference. 相似文献
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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
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The least-angle strategy is a common wayfinding method that can be applied in unknown environments if the target direction is known. The strategy is based on the navigator's heuristic to select the street segment at an intersection which is most in line with the target direction. To use this strategy, the navigator needs to know the angles between the target direction and the street segments leading out from the intersection. If the direct view to the target is blocked and the target vector cannot be perceived, the target direction that is needed for the decision process is based on the agent's believed position and orientation (estimated through path integration). The agent's believed position and target direction are distorted by human errors in estimation of distances and directions, mainly affecting the path integration process. In this paper we examine how human estimation errors of distance and rotation influence the decision behavior in the wayfinding process in an unknown street environment. To demonstrate the geometrical consequences for a specific test case, we use a simulated software agent which navigates in a simulated street environment. 相似文献
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Angela Schwering Jakub Krukar Rui Li Vanessa Joy Anacta Stefan Fuest 《Spatial Cognition & Computation》2017,17(4):273-303
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
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Abstract This paper addresses changes of spatial granularity in route directions in relation to information needs in multimodal traveling. We outline a model of variability in granularity and apply this model to empirical data. Results reveal that linguistic route directions produced by humans as well as automatically generated web-based services provide the most crucial route elements in hierarchically structured ways that reflect the salient structure imposed by multimodal traveling. However, although the web-based information is impressively comprehensive, human route directions exhibit more flexibility regarding switches of place-related granularity, and they provide more detailed information at complex locations or decision points. 相似文献
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This study addressed the issue of collaborative navigation by examining the types of information communicated in the processes of direction giving and receiving between people who guided each other simultaneously to a destination over the cell phone in a novel environment. When paired with a partner whose sense of direction differed greatly from their own, people found the collaboration difficult and took a longer time to verbally direct the partner to the destination. Landmarks that people used in giving navigational instructions differed depending on sense of direction. People with a good sense of direction adjusted route directions to their partners' wayfinding ability. Results from a detailed qualitative analysis of participants' verbal protocols and implications for personalized navigation tools are discussed. 相似文献
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Two experiments investigated how people develop different landmark knowledge at decision points. Participants learned a route in a virtual city once or five times. One distinctive landmark was placed at each intersection of the route. At test, participants were released at each intersection according to the learning order and were required to determine the turning direction. At each intersection, the landmark was removed (no landmark), correctly placed (one landmark), duplicated on the other side (two identical landmarks), or misplaced from another intersection (two different landmarks) to disrupt the landmark sequence. The results suggested that humans develop different landmark knowledge (landmark knowledge for guidance, landmark knowledge for place recognition and knowledge of landmark sequence) with different navigation experience. 相似文献