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1.
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   

2.
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   

3.
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   

4.
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   

5.
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   

6.
We tested the hypothesis that a route's memorability is dependent on the frequency with which people are exposed to visual landmarks. Undergraduates learned either a route through an urban area lacking visually salient features, or a route in a neighborhood with many shops and urban objects. They were then asked to recall the learned route in the form of route directions and sketch maps. The results showed higher recall performance for the richer environment. When presented with photographs depicting scenes along the route, participants exposed to the richer environment had higher recognition scores and shorter response times than the others. The data confirm the functional role of landmarks in route memory and wayfinding.  相似文献   

7.
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   

8.
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   

9.
10.
There is a general agreement that landmarks in route directions should be perceptually salient and stable objects. Yet, other attributes, such as (animated) motion, can also attract visual attention and make entities salient. In the present study, we investigate if and when speakers refer to moving entities in route directions and how listeners evaluate such instructions. We asked speakers to watch short videos of different crossroads with and without moving landmarks and give directions to listeners, who in turn had to choose a street on which to continue (Experiment 1) or choose the instruction they most preferred among three route directions (Experiment 2). Results reveal that speakers mentioned moving entities, especially when the trajectory was informative for the place where a turn should be taken (Experiment 1). Listeners had no problem understanding instructions with moving landmarks (Experiment 1). Yet, participants chose instructions with stable landmarks more often (Experiment 2). These results are discussed in relation to automatic route directions generation.  相似文献   

11.
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   

12.
Abstract

The present work explores an interactive model of spatial and temporal information in map memory. In four experiments, participants learned a map with temporal and spatial information confounded or unconfounded. Attentional and representational levels of information were made apparent through tasks that tap spatial, temporal, or other information. Learning criteria emphasizing sequential order or location imposed differential weighting of the information types in memory. Results indicate that map memory is spatial, but also interacts with the order in which map locations are encountered. Findings show flexibility in allocating attention and information indexing of location and sequential order information in map learning.  相似文献   

13.
Wayfinding Through Orientation   总被引:1,自引:1,他引:0  
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   

14.
15.
The study reported here investigates the effect color has on the performance in a wayfinding task,the wayfinding strategies used and the acquisition of survey knowledge of a total of sixty participants: twenty second graders,sixth graders, and adults each. All participants had to find their way to a goal in a virtual environment with either a colored or a gray ground. After that,they had to find the shortest way from the start position to the goal in two consecutive trials,to draw a sketch map of the maze,and to mark the position of the goal figure in an overview of the maze. The results showed that color helped all participants to improve their performance in the wayfinding task, influenced the use of some wayfinding strategies but did not improve the acquisition of survey knowledge. Furthermore, there was a developmental achievement from second graders to adults. The results implicate firstly that children and adults similarly rely on the structuring of space through color when navigating through an unfamiliar large-scale environment,and secondly that there is a dissociation between wayfinding behavior and spatial knowledge.  相似文献   

16.
Abstract

The nature of route learning in terms of the memorizing of landmarks was investigated. In Experiment 1, participants memorized landmarks while being guided through a computer-simulated hallway (dynamic, with spatial context), or while viewing the landmarks one by one in front of a black background (static, without context). Two more conditions completed the 2 × 2 design. One condition preserved the dynamic landmark viewing properties (observers approached each object, passed it, turned to the next object, and so on), but the background was black (dynamic, without context). In the other condition the observer saw a stationary display of each object within a hallway, but did not approach the object (static, with context). Serial recall was much better after viewing the landmarks in the dynamic presentation format with spatial context than in the other conditions. Experiment 2 showed that the superior performance in the dynamic condition with context was abolished when all hallway segments were equally long. This implies that metric information is a component of route knowledge at a very early stage, which is incompatible with the dominant framework, but is compatible with the alternative framework for spatial microgenesis.  相似文献   

17.
Dysfunctions of Spatial Cognition in Schizophrenic Patients   总被引:1,自引:1,他引:0  
ABSTRACT

Twenty outpatients who fulfilled the criteria for a diagnosis of schizophrenia and 28 control participants were invited to learn a route through a complex outdoor environment. They were then tested in tasks intended to explore various aspects of their memorized representation of the navigational episode. Compared to controls, the patients showed significant impairment in both the verbal production of route directions and the drawing of sketch maps. They referred to fewer landmarks and provided fewer directional instructions than the controls, while making a greater number of irrelevant comments. When invited to distinguish between photographs showing views of landmarks encountered along the route and distractors, they performed as well as the controls, and they had similar response times. However, when they were presented with pairs of actual photographs taken along the route, they displayed special difficulty in deciding which of the two landmarks was encountered first along the route. This difficulty in retrieving the sequential structure of the navigational episode suggests that the patients' memories were not accurately linked to one another in their mental representation of the route. These findings are interpreted in the context of current hypotheses about the hippocampal impairment that affects schizophrenic patients.  相似文献   

18.
How do people describe the location of a target object to another? This task requires a reference object or frame and terms of reference. Traditional linguistic analyses have loosely organized perspectives around people, objects, or environments as reference objects, using reference terms based on a viewpoint or the intrinsic sides of an object, such as left, right, front, and back or based on the environment, such as north, south, east, and west. In actual communication, social, spatial, and cognitive factors may also affect perspective choice. We examine those factors by varying the spatial information (landmarks and cardinal directions), the communication task (relative cognitive burden to speakers and addressees), and the culture of participants (American and Japanese). Speakers used addressees' perspectives more when addressees had the greater cognitive burden. They also used landmarks and cardinal directions when they were available, especially to avoid difficult discriminations like left/right. Some cases appearing to be perspective taking can be interpreted as using a person as a landmark. Finally, terms like near indicating close proximity were preferred to far and to terms requiring projection of directions. Globally, perspective choices of American and Japanese samples were strikingly similar; that is, Japanese did not select addressees' perspectives more than Americans. The traditional linguistic analyses need to be enhanced to account for effects of cognitive, situational, and social factors.  相似文献   

19.
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   

20.
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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