The Laboratory for Visual Neuroplasticity, Department of Ophthalmology, Massachusetts Eye and Ear Infirmary, Harvard Medical School Boston, MA, USA.
Department of Psychology, Center for Memory and Brain, Boston University Boston, MA, USA.
Front Hum Neurosci. 2014 May 1;8:223. doi: 10.3389/fnhum.2014.00223. eCollection 2014.
For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation.
对于深度失明者来说,在不熟悉的建筑物中导航可能是一项重大挑战。我们研究了一种名为基于音频的虚拟环境模拟器(AbES)的音频基础环境,该环境可用于探索不熟悉的复杂室内环境的布局。此外,我们比较了两种与 AbES 交互的模式。在一组中,盲参与者在玩探索性的有目标的视频游戏时隐式地学习目标环境的布局。相比之下,第二组在由有视力的指导者提供的标准路线和说明下,明确地学习相同的布局。作为对照,第三组在玩探索性的有目标的视频游戏时与 AbES 交互,但探索的环境与目标布局不对应。在与 AbES 交互之后,在虚拟和物理建筑物中进行了一系列路线导航任务,以评估所获得的空间信息的转移。我们发现,两种交互模式的参与者都能够通过成功的路线导航表现来转移所获得的空间知识。控制组的参与者则没有表现出这种转移。值得注意的是,基于游戏的学习策略还与参与者在目标建筑物中寻找替代路线和捷径时的增强表现相关,这表明基于游戏的培训方法可能为环境提供更灵活的心理表现。此外,早期和晚期失明者之间的结果比较表明,在训练后,更多的先前视觉体验对整体导航表现没有显著影响。最后,表现似乎与其他感兴趣的因素(如年龄、性别和言语记忆回忆)无关。我们的结论是,对虚拟环境的高度互动和沉浸式探索极大地吸引了盲人用户,以发展类似于学习的积极近迁移的技能。通过游戏策略进行学习似乎在获取和最终操纵空间信息以进行导航方面具有某些行为优势。