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通过虚拟导航发展的空间知识中的动作兼容性。

Action compatibility in spatial knowledge developed through virtual navigation.

机构信息

Department of Psychology, Sun Yat-Sen University, 132 Waihuan Donglu, Higher Education Mega Center, Guangzhou, 510275, China.

Department of Psychology, Tufts University, 490 Boston Ave., Medford, MA, 02155, USA.

出版信息

Psychol Res. 2020 Feb;84(1):177-191. doi: 10.1007/s00426-018-0972-0. Epub 2018 Jan 9.

DOI:10.1007/s00426-018-0972-0
PMID:29318375
Abstract

Action-compatibility effects (ACEs) arise due to incongruity between perceptuo-motor traces stored in memory and the perceptuo-motor demands of a retrieval task. Recent research has suggested that ACEs arising during spatial memory retrieval are additionally modulated by individual differences in how experienced participants are with a college campus environment. However, the extent and nature of experience with a real-world environment is difficult to assess and control, and characteristics of the retrieval task itself might modulate ACEs during spatial memory retrieval. The present study provides a more controlled and in-depth examination of how individual differences and task-based factors interact to shape ACEs when participants retrieve spatial memories. In two experiments, participants with varied video game experience learned a virtual environment and then used the computer mouse to verify spatial relationships from different perspectives. Mouse trajectories demonstrated ACEs, differing by retrieval perspective and video game experience. Videogame experts demonstrated the ACE based on learned spatial relationships during egocentric retrieval only, whereas videogame novices showed the ACE based on semantic processing of directional terms only. Specifically, gaming experts invoke perspective-specific perceptuo-motor associations to retrieve spatial knowledge, whereas non-experts are influenced by semantically based associations specific to the retrieval task. Results are discussed in the context of action-compatibility effects, the intentional weighting hypothesis, and the flexible encoding and retrieval of spatial information.

摘要

动作兼容性效应(ACEs)是由于存储在记忆中的知觉运动痕迹与检索任务的知觉运动需求之间的不和谐而产生的。最近的研究表明,在空间记忆检索过程中产生的 ACEs 还受到参与者对大学校园环境的经验差异的调节。然而,对真实环境的经验的程度和性质很难评估和控制,并且检索任务本身的特征可能会在空间记忆检索过程中调节 ACEs。本研究更深入地考察了参与者在检索空间记忆时,个体差异和基于任务的因素如何相互作用来塑造 ACEs。在两项实验中,具有不同视频游戏经验的参与者学习了一个虚拟环境,然后使用计算机鼠标从不同视角验证空间关系。鼠标轨迹表现出 ACE,因检索视角和视频游戏经验而异。电子游戏专家仅在自我中心检索时基于学习的空间关系表现出 ACE,而电子游戏新手仅基于方向术语的语义处理表现出 ACE。具体来说,游戏专家调用特定于视角的知觉运动关联来检索空间知识,而非专家则受到特定于检索任务的基于语义的关联的影响。结果在动作兼容性效应、有意加权假设以及空间信息的灵活编码和检索的背景下进行了讨论。

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The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects.虚拟现实头戴式显示器Oculus Rift会引发晕动病,且其影响存在性别差异。
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