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虚拟空间中的定向与元认知。

Orientation and metacognition in virtual space.

作者信息

Tenbrink Thora, Salwiczek Lucie H

机构信息

School of Linguistics & English Language, Bangor University.

Department of Behavioural Neurobiology, Max Planck Institute for Ornithology.

出版信息

J Exp Psychol Hum Percept Perform. 2016 May;42(5):683-705. doi: 10.1037/xhp0000178. Epub 2015 Nov 23.

Abstract

Cognitive scientists increasingly use virtual reality scenarios to address spatial perception, orientation, and navigation. If based on desktops rather than mobile immersive environments, this involves a discrepancy between the physically experienced static position and the visually perceived dynamic scene, leading to cognitive challenges that users of virtual worlds may or may not be aware of. The frequently reported loss of orientation and worse performance in point-to-origin tasks relate to the difficulty of establishing a consistent reference system on an allocentric or egocentric basis. We address the verbalizability of spatial concepts relevant in this regard, along with the conscious strategies reported by participants. Behavioral and verbal data were collected using a perceptually sparse virtual tunnel scenario that has frequently been used to differentiate between humans' preferred reference systems. Surprisingly, the linguistic data we collected relate to reference system verbalizations known from the earlier literature only to a limited extent, but instead reveal complex cognitive mechanisms and strategies. Orientation in desktop virtual reality appears to pose considerable challenges, which participants react to by conceptualizing the task in individual ways that do not systematically relate to the generic concepts of egocentric and allocentric reference frames.

摘要

认知科学家越来越多地使用虚拟现实场景来研究空间感知、方向感和导航能力。如果是基于桌面而非移动沉浸式环境,这就会在身体体验到的静态位置和视觉感知到的动态场景之间产生差异,从而带来认知挑战,而虚拟世界的用户可能意识到了这些挑战,也可能没有意识到。经常被报道的方向迷失以及在指向原点任务中表现更差,与在以空间为中心或自我为中心的基础上建立一致的参考系统的困难有关。我们探讨了这方面相关空间概念的可言语化程度,以及参与者报告的有意识策略。行为和言语数据是通过一个感知上稀疏的虚拟隧道场景收集的,该场景经常被用于区分人类偏好的参考系统。令人惊讶的是,我们收集的语言数据仅在有限程度上与早期文献中已知的参考系统言语化相关,反而揭示了复杂的认知机制和策略。桌面虚拟现实中的方向感似乎带来了相当大的挑战,参与者通过以个体方式对任务进行概念化来应对这些挑战,而这些方式与以自我为中心和以空间为中心的参考框架的通用概念没有系统的关联。

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