• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

用于评估自我中心空间认知的虚拟现实导航(VRN)实验设计。

Design of a Virtual Reality Navigational (VRN) experiment for assessment of egocentric spatial cognition.

作者信息

Byagowi Ahmad, Moussavi Zahra

机构信息

Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, MB R3T 5V6, Canada.

出版信息

Annu Int Conf IEEE Eng Med Biol Soc. 2012;2012:4812-5. doi: 10.1109/EMBC.2012.6347070.

DOI:10.1109/EMBC.2012.6347070
PMID:23367004
Abstract

Virtual reality (VR) experiments are commonly used to assess human brain functions. We orient ourselves in an environment by computing precise self-to-object spatial relations (egocentric orientation) as well as object-to-object spatial relations (allocentric orientation). Egocentric orientation involves cues that depend on the position of the observer (i.e. left-right, front-behind), whereas allocentric orientation is maintained through the use of environmental features such as landmarks. As such, allocentric orientation involves short-term memory, whereas egocentric orientation does not. This paper presents a Virtual Reality Navigational (VRN) experiment specifically designed to assess egocentric spatial cognition. The design aimed to minimize the effect of spatial cues or landmarks for human navigation in a naturalistic VR environment. The VRN experiment designed for this study, called the Virtual House, is a symmetric three story cubic building, with 3 windows on each side on every floor, and one entrance on each side of the building. In each trial, a window is marked by a pseudo-random sequence as the objective. The marked window is shown to the participant from an outdoor view. The task is to reach the objective window using the shortest path through the building. The experiment entails 2 sets of 8 trials to cover all possibilities. The participants' performance error is measured by the difference between their traversed distance trajectory and the shortest natural distance (calculated using the VR engine), normalized by the shortest distance, in each trial. Fifty-two cognitively healthy adults participated in the study. The results show no learning effect during the 16 trails, implying that the experiment does not rely on short-term memory. Furthermore, the subjects' normalized performance error showed an almost linear increase with age, implying that egocentric spatial cognition ability declines with age.

摘要

虚拟现实(VR)实验常用于评估人类大脑功能。我们通过计算精确的自我与物体空间关系(自我中心定向)以及物体与物体空间关系(他我中心定向)来在环境中定位自己。自我中心定向涉及依赖观察者位置的线索(即左右、前后),而他我中心定向则通过使用地标的环境特征来维持。因此,他我中心定向涉及短期记忆,而自我中心定向则不涉及。本文介绍了一项专门设计用于评估自我中心空间认知的虚拟现实导航(VRN)实验。该设计旨在最小化自然主义VR环境中空间线索或地标的影响对人类导航的作用。为该研究设计的VRN实验,称为虚拟房屋,是一个对称的三层立方体建筑,每层每侧有3扇窗户,建筑每侧有一个入口。在每次试验中,一个窗户被伪随机序列标记为目标。从室外视角向参与者展示标记的窗户。任务是通过建筑物中最短的路径到达目标窗户。该实验需要进行2组,每组8次试验以涵盖所有可能性。参与者的表现误差通过他们的行进距离轨迹与最短自然距离(使用VR引擎计算)之间的差异来衡量,在每次试验中按最短距离进行归一化。52名认知健康的成年人参与了该研究。结果表明在16次试验中没有学习效应,这意味着该实验不依赖短期记忆。此外,受试者的归一化表现误差随年龄几乎呈线性增加,这意味着自我中心空间认知能力随年龄下降。

相似文献

1
Design of a Virtual Reality Navigational (VRN) experiment for assessment of egocentric spatial cognition.用于评估自我中心空间认知的虚拟现实导航(VRN)实验设计。
Annu Int Conf IEEE Eng Med Biol Soc. 2012;2012:4812-5. doi: 10.1109/EMBC.2012.6347070.
2
Introducing a new age-and-cognition-sensitive measurement for assessing spatial orientation using a landmark-less virtual reality navigational task.引入一种新的年龄和认知敏感测量方法,用于通过无地标虚拟现实导航任务评估空间定向。
Q J Exp Psychol (Hove). 2017 Jul;70(7):1406-1419. doi: 10.1080/17470218.2016.1187181. Epub 2016 Jun 10.
3
Evaluation of a conceptual framework for predicting navigation performance in virtual reality.用于预测虚拟现实中导航性能的概念框架评估。
PLoS One. 2017 Sep 15;12(9):e0184682. doi: 10.1371/journal.pone.0184682. eCollection 2017.
4
Egocentric and allocentric memory as assessed by virtual reality in individuals with amnestic mild cognitive impairment.以虚拟现实评估遗忘型轻度认知障碍个体的自我中心和非自我中心记忆。
Neuropsychologia. 2011 Feb;49(3):518-27. doi: 10.1016/j.neuropsychologia.2010.12.031. Epub 2010 Dec 24.
5
Differential diagnosis of schizophrenia and schizoaffective disorder from normal subjects using virtual reality.使用虚拟现实技术对精神分裂症和分裂情感障碍与正常受试者进行鉴别诊断。
Psychiatry Res. 2019 Mar;273:378-386. doi: 10.1016/j.psychres.2019.01.037. Epub 2019 Jan 11.
6
Simple gaze analysis and special design of a virtual Morris water maze provides a new method for differentiating egocentric and allocentric navigational strategy choice.简单的注视分析和虚拟 Morris 水迷宫的特殊设计为区分自我中心和客体中心导航策略选择提供了一种新方法。
Behav Brain Res. 2011 Nov 20;225(1):117-25. doi: 10.1016/j.bbr.2011.07.005. Epub 2011 Jul 8.
7
Virtual reality in neurologic rehabilitation of spatial disorientation.虚拟现实在空间定向障碍神经康复中的应用。
J Neuroeng Rehabil. 2013 Feb 8;10:17. doi: 10.1186/1743-0003-10-17.
8
Allocentric versus egocentric spatial memory after unilateral temporal lobectomy in humans.人类单侧颞叶切除术后的自我中心与他我中心空间记忆
Neuropsychology. 2004 Jul;18(3):462-72. doi: 10.1037/0894-4105.18.3.462.
9
Spatial memory assessment reveals age-related differences in egocentric and allocentric memory performance.空间记忆评估揭示了以自我为中心和以环境为中心的记忆表现中与年龄相关的差异。
Behav Brain Res. 2020 Jun 18;388:112646. doi: 10.1016/j.bbr.2020.112646. Epub 2020 Apr 25.
10
Developmental time course of the acquisition of sequential egocentric and allocentric navigation strategies.先后自我中心和相对导航策略习得的发展时间过程。
J Exp Child Psychol. 2010 Nov;107(3):337-50. doi: 10.1016/j.jecp.2010.05.010. Epub 2010 Jul 3.

引用本文的文献

1
Applicability of an immersive virtual reality system for assessing route learning in older adults.沉浸式虚拟现实系统在评估老年人路径学习方面的适用性。
Dement Neuropsychol. 2022 Apr-Jun;16(2):220-227. doi: 10.1590/1980-5764-DN-2021-0006. Epub 2022 Apr 29.
2
Effects of virtual reality technology locomotive multi-sensory motion stimuli on a user simulator sickness and controller intuitiveness during a navigation task.虚拟现实技术机车多感官运动刺激对用户模拟器疾病和控制器直观性在导航任务中的影响。
Med Biol Eng Comput. 2020 Jan;58(1):143-154. doi: 10.1007/s11517-019-02070-2. Epub 2019 Nov 22.
3
Neurocognitive Treatment Using Virtual Reality.
使用虚拟现实的神经认知治疗
J Exp Neurosci. 2017 Jul 21;11:1179069517717734. doi: 10.1177/1179069517717734. eCollection 2017.
4
Neurocognitive Treatment for a Patient with Alzheimer's Disease Using a Virtual Reality Navigational Environment.使用虚拟现实导航环境对一名阿尔茨海默病患者进行神经认知治疗。
J Exp Neurosci. 2016 Nov 8;10:129-135. doi: 10.4137/JEN.S40827. eCollection 2016.
5
Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair).一种新型虚拟现实导航技术(VRNChair)的设计与应用
J Exp Neurosci. 2014 Mar 2;8:7-14. doi: 10.4137/JEN.S13448. eCollection 2014.