Riecke Bernhard E, Sigurdarson Salvar, Milne Andrew P
Simon Fraser University, 250-13450 102nd Avenue, Surrey, BC, V3T 0A3, Canada.
Cogn Process. 2012 Aug;13 Suppl 1:S293-7. doi: 10.1007/s10339-012-0491-7.
Virtual reality (VR) technology is increasingly used in spatial cognition research, as it offers high experimental control and interactivity in naturalistic multi-modal environments, something that is difficult to achieve in real-world settings. Even in the most sophisticated and costly VR systems, people do not necessarily perceive and behave as they would in the real world. This might be related to our inability to use embodied (and thus often highly automated and effective) spatial orientation processes in VR. While real-world locomotion affords automatic and obligatory spatial updating of our self-to-surrounding relationships, such that we easily remain oriented during simple perspective changes, the same is not necessarily true in VR. This can lead to striking systematic and qualitative errors such as failures to update rotations ("Nonturner" behavior). Here, we investigated whether rich naturalistic visual stimuli in immersive VR might be sufficient to compensate for the lack of physical motion. To this end, 24 participants performed point-to-origin tasks after visually simulated excursions along streets of varying curvature in a naturalistic virtual city. Most (21/24) participants properly updated simulated self-motions and showed only moderate regression toward mean pointing responses. 3/24 participants, however, exhibited striking "Nonturner" behavior in that they pointed as if they did not update the visually simulated turns and their heading had not changed. This suggests that our immersive naturalistic VR stimuli were an improvement over prior optic flow stimuli, but still insufficient in eliciting obligatory spatial updating that supported correct point-to-origin responses in all participants.
虚拟现实(VR)技术越来越多地应用于空间认知研究,因为它在自然主义的多模态环境中提供了高度的实验控制和交互性,而这在现实世界环境中很难实现。即使在最复杂、成本最高的VR系统中,人们的感知和行为也不一定与在现实世界中相同。这可能与我们无法在VR中使用具身化(因此通常是高度自动化且有效的)空间定向过程有关。在现实世界中移动时,我们与周围环境的关系会自动且必然地进行空间更新,这样在简单的视角变化过程中我们就能轻松保持方向感,但在VR中情况不一定如此。这可能导致明显的系统性和质性错误,比如无法更新旋转方向(“不转向”行为)。在此,我们研究了沉浸式VR中丰富的自然主义视觉刺激是否足以弥补缺乏身体运动的问题。为此,24名参与者在一个自然主义的虚拟城市中沿着不同曲率的街道进行视觉模拟游览后,执行了指向原点的任务。大多数(21/24)参与者正确地更新了模拟的自我运动,并且仅表现出向平均指向反应的适度回归。然而,3/24的参与者表现出明显的“不转向”行为,他们的指向方式就好像没有更新视觉模拟的转弯,并且他们的航向没有改变。这表明我们的沉浸式自然主义VR刺激比之前的光流刺激有所改进,但在引发支持所有参与者正确指向原点反应的强制性空间更新方面仍然不足。