Laboratory of Brain and Cognitive Development, Department of Medicine, Unit of Physiology, University of Fribourg, Chemin du Musée 5, 1700 Fribourg, Switzerland.
Behav Brain Res. 2011 May 16;219(1):132-41. doi: 10.1016/j.bbr.2010.12.035. Epub 2011 Jan 12.
We aimed to determine whether human subjects' reliance on different sources of spatial information encoded in different frames of reference (i.e., egocentric versus allocentric) affects their performance, decision time and memory capacity in a short-term spatial memory task performed in the real world. Subjects were asked to play the Memory game (a.k.a. the Concentration game) without an opponent, in four different conditions that controlled for the subjects' reliance on egocentric and/or allocentric frames of reference for the elaboration of a spatial representation of the image locations enabling maximal efficiency. We report experimental data from young adult men and women, and describe a mathematical model to estimate human short-term spatial memory capacity. We found that short-term spatial memory capacity was greatest when an egocentric spatial frame of reference enabled subjects to encode and remember the image locations. However, when egocentric information was not reliable, short-term spatial memory capacity was greater and decision time shorter when an allocentric representation of the image locations with respect to distant objects in the surrounding environment was available, as compared to when only a spatial representation encoding the relationships between the individual images, independent of the surrounding environment, was available. Our findings thus further demonstrate that changes in viewpoint produced by the movement of images placed in front of a stationary subject is not equivalent to the movement of the subject around stationary images. We discuss possible limitations of classical neuropsychological and virtual reality experiments of spatial memory, which typically restrict the sensory information normally available to human subjects in the real world.
我们旨在确定人类主体在不同参考系(即自我中心与客体中心)中编码的不同空间信息源的依赖程度是否会影响他们在现实世界中进行的短期空间记忆任务中的表现、决策时间和记忆容量。要求主体在没有对手的情况下,在四种不同条件下玩记忆游戏(又名注意力游戏),这些条件控制了主体对自我中心和/或客体中心参考系的依赖程度,以最大程度地提高对图像位置的空间表示的阐述效率。我们报告了来自年轻成年男性和女性的实验数据,并描述了一种用于估计人类短期空间记忆容量的数学模型。我们发现,当自我中心空间参考系使主体能够编码和记住图像位置时,短期空间记忆容量最大。然而,当自我中心信息不可靠时,当可以使用相对于周围环境中的远距离物体的图像位置的客体中心表示,而不是仅可以使用独立于周围环境的个体图像之间的关系的空间表示时,短期空间记忆容量更大,决策时间更短。因此,我们的发现进一步证明,放置在固定主体前面的图像的视点变化与主体围绕固定图像的移动并不等同。我们讨论了空间记忆的经典神经心理学和虚拟现实实验的可能局限性,这些实验通常限制了人类主体在现实世界中可获得的感官信息。