957 research outputs found

    Interface familiarity restores active advantage in a virtual exploration and reconstruction task in children.

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    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

    Spatial demands of concurrent tasks can compromise spatial learning of a virtual environment: implications for active input control

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    While active explorers in a real-world environment typically remember more about its spatial layout than participants who passively observe that exploration, this does not reliably occur when the exploration takes place in a virtual environment (VE). We argue that this may be because an active explorer in a VE is effectively performing a secondary interfering concurrent task by virtue of having to operate a manual input device to control their virtual displacements. Six groups of participants explored a virtual room containing six distributed objects, either actively or passively while performing concurrent tasks that were simple (such as card turning) or that made more complex cognitive and motoric demands comparable with those typically imposed by input device control. Tested for their memory for virtual object locations, passive controls (with no concurrent task) demonstrated the best spatial learning, arithmetically (but not significantly) better than the active group. Passive groups given complex concurrent tasks performed as poorly as the active group. A concurrent articulatory suppression task reduced memory for object names but not spatial location memory. It was concluded that spatial demands imposed by input device control should be minimized when training or testing spatial memory in VEs, and should be recognized as competing for cognitive capacity in spatial working memory

    Spatial demands of concurrent tasks can compromise spatial learning of a virtual environment: implications for active input control

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    While active explorers in a real-world environment typically remember more about its spatial layout than participants who passively observe that exploration, this does not reliably occur when the exploration takes place in a virtual environment (VE). We argue that this may be because an active explorer in a VE is effectively performing a secondary interfering concurrent task by virtue of having to operate a manual input device to control their virtual displacements. Six groups of participants explored a virtual room containing six distributed objects, either actively or passively while performing concurrent tasks that were simple (such as card turning) or that made more complex cognitive and motoric demands comparable with those typically imposed by input device control. Tested for their memory for virtual object locations, passive controls (with no concurrent task) demonstrated the best spatial learning, arithmetically (but not significantly) better than the active group. Passive groups given complex concurrent tasks performed as poorly as the active group. A concurrent articulatory suppression task reduced memory for object names but not spatial location memory. It was concluded that spatial demands imposed by input device control should be minimized when training or testing spatial memory in VEs, and should be recognized as competing for cognitive capacity in spatial working memory

    Active versus passive acquisition of spatial knowledge while controlling a vehicle in a virtual urban space in drivers and non-drivers

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    Historically real world studies have indicated a spatial learning advantage for active explorers of environments over those whose experience is more passive; a common contrast is made between car drivers and passengers. An experiment was conducted to explore the dual hypotheses that active explorers learn more about the layout of a virtual environment than passive observers and that real world car drivers will learn more regardless of their experimental Active/Passive status. Consistent with earlier studies in VEs, there was no benefit from activity (controlling exploration/movement), arguably because input control competes with spatial information acquisition. However, the results showed that Drivers were more accurate than Non-Drivers at indicating the positions of target locations on a map, in both active and passive conditions and had better route scores than Non-Drivers in the passive condition. It is argued that driving experience may convey a spatial learning advantage over and above activity per se

    Active versus passive acquisition of spatial knowledge while controlling a vehicle in a virtual urban space in drivers and non-drivers

    Get PDF
    Historically real world studies have indicated a spatial learning advantage for active explorers of environments over those whose experience is more passive; a common contrast is made between car drivers and passengers. An experiment was conducted to explore the dual hypotheses that active explorers learn more about the layout of a virtual environment than passive observers and that real world car drivers will learn more regardless of their experimental Active/Passive status. Consistent with earlier studies in VEs, there was no benefit from activity (controlling exploration/movement), arguably because input control competes with spatial information acquisition. However, the results showed that Drivers were more accurate than Non-Drivers at indicating the positions of target locations on a map, in both active and passive conditions and had better route scores than Non-Drivers in the passive condition. It is argued that driving experience may convey a spatial learning advantage over and above activity per se

    A virtual object-location task for children: Gender and videogame experience influence navigation; age impacts memory and completion time

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    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120" stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables

    Use of virtual reality environments to improve the learning of historical chronology.

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    Past evidence suggest that people acquire poor understanding of chronology during their education, and studies such as that of Masterman and Rogers (Instructional Science, 30, 2002) have suggested that technology might be employed to improve history teaching. The difficulty that children have with the concepts of time and chronology arise probably because of their abstract nature, and teachers indicated in questionnaire responses that they would welcome the availability of effective history teaching paradigms. A pioneering attempt was made to exploit a new paradigm, Virtual Environment (VE) technology that ought to engage high-capacity spatial memory, to improve participants’ learning of chronology. Three age groups (undergraduates, middle school, and primary school children) were trained in virtual space to learn sequences of events, visited successively as though travelling in a time machine. Controls saw the same events but as paper text/pictures or as PowerPoint slides. In the initial part of the project one nine-item time line was used. Undergraduates remembered more when tested immediately after training with a VE, especially when challenged to remember each up-coming event. Primary school children in UK, and Ukraine, (with, and without, regular computer experience) also did so, when provided with adequate pre-training with the medium. Only middle school children persistently failed to benefit from VE training, despite the use of a variety of materials and despite repeated training after one month on one occasion. Two and three parallel timelines were employed, depicting music and art history, and the history of psychology, art and general history, respectively. A substantial benefit was seen when undergraduates used a large spatial environment which allowed them to view across three parallel timelines. It was concluded that VEs have potential as a means of imparting better chronological knowledge than other media so long as they are sufficiently challenging. Alternative paradigms need to be developed which improve the longevity of historical learning from VEs

    Map learning and working memory: multimodal learning strategies

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    The current research investigated whether learning spatial information from a map involves different modalities, which are managed by discrete components in working memory. In four experiments, participants studied a map either while performing a simultaneous interference task (high cognitive load) or without interference (low cognitive load). The modality of interference varied between experiments. Experiment 1 used a tapping task (visuospatial), Experiment 2 a backward counting task (verbal), Experiment 3 an articulatory suppression task (verbal) and Experiment 4 an n-back task (central executive). Spatial recall was assessed in two tests: directional judgements and map drawing. Cognitive load was found to affect spatial recall detrimentally regardless of interference modality. The findings suggest that when learning maps, people use a multimodal learning strategy, utilising resources from all components of working memory.Matthew James Knight and Michael Tlauk
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