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Learning route and survey representations from a virtual reality environment.

机译:从虚拟现实环境中学习路线和调查表示。

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摘要

Two experiments investigated the impact of a transparent visualization of a building on spatial learning from an immersive virtual reality (VR) environment, and demonstrated a methodology for measuring the extent of participants' acquisition of spatial knowledge. Participants learned the location of twenty-one objects within a VR building, to criteria, in one of two training conditions---one with transparent walls and floors, the other with opaque walls and floors. In Experiment 1 walkthroughs of the building were followed by a speeded response task, to test the accessibility of mental objects. Participants responded to pictures of two objects from the building, and were asked to indicate whether the objects were from the same room, or from different rooms. A regression analysis revealed that the route distance between objects predicted participants' response times for same/different decisions, for both the Opaque and Transparent training groups. However, drawings of the building indicated that participants in the Transparent training condition had a better understanding of spatial relationships in the building than participants in the Opaque training condition did.; In Experiment 2, following the building walkthroughs, participants performed a speeded response task in which they were asked to indicate the direction of one building object, relative to another. A regression analysis revealed that route distance predicted directional response times for participants in the Opaque training condition, and Euclidean (straight line) distance predicted directional response times for participants trained in the Transparent model. In addition, a ""room-effect"" was evident for participants trained in the Opaque group, in which error rates for directional responses were higher, when object pairs were from different rooms. There was no difference in accuracy of directional responses between same-room and different-room object pairs, for participants trained in the Transparency model. These results are discussed within the context of the Landmark-Route-Survey taxonomy of spatial learning (Siegel and White, 1975).
机译:两项实验研究了建筑物的透明可视化对沉浸式虚拟现实(VR)环境中空间学习的影响,并演示了一种用于测量参与者获取空间知识的程度的方法。参与者根据两种训练条件之一来学习了VR建筑物内二十一个对象的位置-一种是透明的墙壁和地板,另一种是透明的墙壁和地板。在实验1中,对建筑物的漫游通过了快速响应任务,以测试心理对象的可访问性。与会者回答了建筑物中两个物体的图片,并被要求指出物体是来自同一房间还是来自不同房间。回归分析表明,对于不透明和透明训练组,对象之间的路由距离可以预测参与者对相同/不同决策的响应时间。但是,建筑物的图纸显示,与不透明训练条件的参与者相比,透明训练条件的参与者对建筑物中的空间关系有更好的了解。在实验2中,在完成建筑物漫游之后,参与者执行了快速响应任务,其中要求他们指示一个建筑物对象相对于另一个建筑物对象的方向。回归分析显示,路线距离预测了不透明训练条件下参与者的定向响应时间,而欧几里德(直线)距离预测了透明模型中训练的参与者的定向响应时间。另外,对于“不透明”小组中的受训者来说,“房间效应”是显而易见的,其中当对象对来自不同房间时,方向响应的错误率更高。对于在透明模式下训练的参与者,同一个房间和不同房间的对象对之间定向响应的准确性没有差异。这些结果在空间学习的地标-路线-调查分类法的背景下进行了讨论(Siegel和White,1975年)。

著录项

  • 作者

    Knott, Benjamin Anthony.;

  • 作者单位

    The Catholic University of America.;

  • 授予单位 The Catholic University of America.;
  • 学科 Psychology Experimental.; Education Technology.
  • 学位 Ph.D.
  • 年度 2000
  • 页码 159 p.
  • 总页数 159
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 心理学;
  • 关键词

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