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Perspective switch and spatial knowledge acquisition: effects of age, mental rotation ability and visuospatial memory capacity on route learning in virtual environments with different levels of realism

机译:透视开关和空间知识获取:年龄,精神旋转能力和探测能力在具有不同现实水平的虚拟环境中的路线学习

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ABSTRACT We report on a study in which we examine if the visual design of virtual environments (VEs) affects visuospatial knowledge acquisition in younger and older adults with varying cognitive abilities in the context of navigational learning, specifically when a perspective switch is involved. Perspective switch between first-person and aerial-views is an important and commonly executed task in navigation; and it is a special case in studying the effects of aging on navigational performance as well, because, reportedly, it is particularly harder for older people. In a controlled experiment, our participants learned a route in first-person view VE, and reproduced what they learned in an aerial-perspective view in immediate and delayed recall stages. To examine the effects of (and interactions between) multiple factors involved in the experiment in relation to the given task, we provide an in-depth investigation of group differences in spatial knowledge acquisition when a perspective switch is required based on age, mental rotation abilities, and visuospatial memory capacity with three VE designs that differ in levels of realism. Our findings based on the recall accuracy of 81 (42 younger, 39 older) participants in sketching tasks demonstrate significant differences across VE types, overall, in favor of our custom-designed VE in this demanding task. Furthermore, we demonstrate that age and visuospatial memory abilities are strong moderating factors, explicitly in this sketching task that requires a perspective switch, irrespective of VE types.
机译:摘要我们报告了我们检查虚拟环境的视觉设计(VES)影响年龄和老年人的探索知识获取,特别是在导航学习的背景下具有不同的认知能力,特别是当涉及透视开关时。第一人和鸟瞰图之间的透视切换是导航中的重要且常见的任务;据报道,这是一个特别的案例,研究了老龄化对导航性能的影响,因为,老年人来说尤其困难。在一个受控实验中,我们的参与者在第一人称View Ve中学到了一条路线,并在立即和延迟召回阶段重现了他们在空中透视图中学到的内容。为了检查与给定任务相关的实验中涉及的多个因素的效果,我们在基于年龄,精神旋转能力所需的透视切换时,我们对空间知识获取的群体差异进行了深入的调查以及具有三维设计的探测空间内存容量,在现实主义水平方面不同。我们的调查结果基于召回精度为81(42岁以下,较旧的39岁)参与者的速写任务,总体而言,在VE类型中表现出显着的差异,总体而言,有利于我们在这个苛刻的任务中的定制设计。此外,我们证明年龄和探索空间内存能力是强大的调节因素,在这种草图任务中明确,需要透视开关,而不管VE类型如何。

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