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从外部有利位置进行空间视角采择时的对齐效应。

Alignment Effects in Spatial Perspective Taking from an External Vantage Point.

作者信息

Hatzipanayioti Adamantini, Avraamides Marios N

机构信息

Centre for Tactile Internet with Human-in-the-Loop (CeTI), Technische Universität, 01062 Dresden, Germany.

Chair of Lifespan Developmental Neuroscience, Faculty of Psychology, Technische Universität, 01062 Dresden, Germany.

出版信息

Brain Sci. 2021 Feb 7;11(2):204. doi: 10.3390/brainsci11020204.

Abstract

In three experiments, we examined, using a perceptual task, the difficulties of spatial perspective taking. Participants imagined adopting perspectives around a table and pointed from them towards the positions of a target. Depending on the condition, the scene was presented on a virtual screen in Virtual Reality or projected on an actual screen in the real world (Experiment 1), or viewed as immediate in Virtual Reality (Experiment 2). Furthermore, participants pointed with their arm (Experiments 1 and 2) vs. a joystick (Experiment 3). Results showed a greater alignment effect (i.e., a larger difference in performance between trials with imagined perspectives that were aligned vs. misaligned with the orientation of the participant) when executing the task in a virtual rather than in the real environment, suggesting that visual access to body information and room geometry, which is typically lacking in Virtual Reality, influences perspective taking performance. The alignment effect was equal across the Virtual Reality conditions of Experiment 1 and Experiment 2, suggesting that being an internal (compared to an external) observer to the scene induces no additional difficulties for perspective taking. Equal alignment effects were also found when pointing with the arm vs. a joystick, indicating that a body-dependent response mode such as pointing with the arm creates no further difficulties for reasoning from imagined perspectives.

摘要

在三项实验中,我们使用一项感知任务来研究空间视角采择的困难程度。参与者想象围绕一张桌子采取不同视角,并从这些视角指向一个目标的位置。根据实验条件,场景通过虚拟现实技术呈现在虚拟屏幕上,或投射到现实世界的实际屏幕上(实验1),或者在虚拟现实中直接观看(实验2)。此外,参与者使用手臂(实验1和2)与使用操纵杆(实验3)进行指向操作。结果显示,在虚拟环境而非现实环境中执行任务时,对齐效应更大(即,想象视角与参与者自身方向对齐的试验与未对齐的试验之间的表现差异更大),这表明在虚拟现实中通常缺乏的对身体信息和房间几何形状的视觉获取会影响视角采择表现。实验1和实验2的虚拟现实条件下的对齐效应相同,这表明作为场景的内部(相对于外部)观察者不会给视角采择带来额外困难。使用手臂与使用操纵杆进行指向操作时也发现了相同的对齐效应,这表明诸如用手臂指向这样依赖身体的反应模式不会给从想象视角进行推理带来更多困难。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/27e4/7915451/c1272052cb0c/brainsci-11-00204-g001.jpg

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