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虚拟3D迷宫中的重力与空间定向

Gravity and spatial orientation in virtual 3D-mazes.

作者信息

Vidal Manuel, Lipshits Mark, McIntyre Joseph, Berthoz Alain

机构信息

Laboratoire de Physiologie de la Perception et de l'Action, CNRS, Collège de France, Paris, France.

出版信息

J Vestib Res. 2003;13(4-6):273-86.

Abstract

In order to bring new insights into the processing of 3D spatial information, we conducted experiments on the capacity of human subjects to memorize 3D-structured environments, such as buildings with several floors or the potentially complex 3D structure of an orbital space station. We had subjects move passively in one of two different exploration modes, through a visual virtual environment that consisted of a series of connected tunnels. In upright displacement, self-rotation when going around corners in the tunnels was limited to yaw rotations. For horizontal translations, subjects faced forward in the direction of motion. When moving up or down through vertical segments of the 3D tunnels, however, subjects facing the tunnel wall, remaining upright as if moving up and down in a glass elevator. In the unconstrained displacement mode, subjects would appear to climb or dive face-forward when moving vertically; thus, in this mode subjects could experience visual flow consistent with rotations about any of the 3 canonical axes. In a previous experiment, subjects were asked to determine whether a static, outside view of a test tunnel corresponded or not to the tunnel through which they had just passed. Results showed that performance was better on this task for the upright than for the unconstrained displacement mode; i.e. when subjects remained "upright" with respect to the virtual environment as defined by subject's posture in the first segment. This effect suggests that gravity may provide a key reference frame used in the shift between egocentric and allocentric representations of the 3D virtual world. To check whether it is the polarizing effects of gravity that leads to the favoring of the upright displacement mode, the experimental paradigm was adapted for orbital flight and performed by cosmonauts onboard the International Space Station. For these flight experiments the previous recognition task was replaced by a computerized reconstruction task, which proved to be more efficient in terms of the time required to achieve reliable results. Suppressing gravity did not immediately affect relative performance between the two modes, indicating that on-line graviceptor information is not directly responsible for this differential effect. Trends in the evolution of responses over the course of a 10-day mission, however, suggest that human subjects might adapt their ability to represent internally complex 3D displacements.

摘要

为了对三维空间信息的处理获得新的见解,我们对人类受试者记忆三维结构化环境的能力进行了实验,比如有多层的建筑物或轨道空间站潜在的复杂三维结构。我们让受试者在两种不同的探索模式之一中被动移动,通过一个由一系列相连隧道组成的视觉虚拟环境。在直立位移模式下,当在隧道中转弯时的自身旋转仅限于偏航旋转。对于水平平移,受试者面向运动方向向前。然而,当通过三维隧道的垂直部分向上或向下移动时,受试者面向隧道壁,保持直立,就好像在玻璃电梯中上下移动一样。在无约束位移模式下,受试者在垂直移动时会向前攀爬或俯冲;因此,在这种模式下,受试者可以体验到与绕三个标准轴中任何一个轴旋转一致的视觉流。在之前的一项实验中,要求受试者确定测试隧道的静态外部视图是否与他们刚刚经过的隧道相对应。结果表明,在这项任务中,直立位移模式的表现优于无约束位移模式;也就是说,当受试者相对于虚拟环境保持“直立”时,这是由受试者在第一段中的姿势所定义的。这种效应表明,重力可能提供了一个关键的参考框架,用于在三维虚拟世界的自我中心和异我中心表征之间进行转换。为了检验是否是重力的极化效应导致了对直立位移模式的偏好,实验范式被调整用于轨道飞行,并由国际空间站上的宇航员进行。对于这些飞行实验,之前的识别任务被一个计算机化的重建任务所取代,事实证明,就获得可靠结果所需的时间而言,这个任务效率更高。抑制重力并没有立即影响两种模式之间的相对表现,这表明在线重力感受器信息并不是这种差异效应的直接原因。然而,在为期10天的任务过程中反应演变的趋势表明,人类受试者可能会调整他们在内部表征复杂三维位移的能力。

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