Department of Psychology, University of Arizona, Tucson, AZ, United States of America.
Department of Mathematics and Statistics, Auburn University, Auburn, AL, United States of America.
PLoS One. 2023 Feb 10;18(2):e0281739. doi: 10.1371/journal.pone.0281739. eCollection 2023.
An important question regards the nature of our spatial memories for the paths that we have walked and, in particular, whether such distortions might violate the topological properties of the shape of the paths (i.e., creating an intersection when two paths did not intersect or vice versa). To investigate whether and how this might occur, we tested humans in situations in which they walked simple paths and idiothetic and visual cues either matched or mismatched, with the mismatching cues creating the greatest potential for topological distortions. Participants walked four-segment paths with 90° turns in immersive virtual reality and pointed to their start location when they arrived at the end of the path. In paths with a crossing, when the intersection was not presented, participants pointed to a novel start location suggesting a topological distortion involving non-crossed paths. In paths without a crossing, when a false intersection was presented, participants pointed to a novel start location suggesting a topological distortion involving crossed paths. In paths without crossings and without false intersections, participants showed reduced pointing errors that typically did not involve topological distortions. Distortions more generally, as indicated by pointing errors to the start location, were significantly reduced for walked paths involving primarily idiothetic cues with limited visual cues; conversely, distortions were significantly increased when idiothetic cues were diminished and navigation relied primarily on visual cues. Our findings suggest that our spatial memories for walked paths sometimes involve topological distortions, particularly when resolving the competition between idiothetic and visual cues.
一个重要的问题涉及我们对走过的路径的空间记忆的本质,特别是这种扭曲是否可能违反路径形状的拓扑性质(即,在两条路径没有相交的情况下创建交点,或者反之亦然)。为了研究这种情况是否会发生以及如何发生,我们在人类走简单路径的情况下进行了测试,他们的本体感觉和视觉线索匹配或不匹配,不匹配的线索为拓扑扭曲创造了最大的可能性。参与者在沉浸式虚拟现实中走四段 90 度转弯的路径,并在到达路径末端时指向他们的起始位置。在有交叉的路径中,当没有呈现交点时,参与者指向一个新的起始位置,这表明涉及未交叉路径的拓扑扭曲。在没有交叉且没有虚假交叉的路径中,参与者指向一个新的起始位置,表明涉及交叉路径的拓扑扭曲。在没有交叉和虚假交叉的路径中,参与者的指向误差较小,通常不涉及拓扑扭曲。更一般地说,如指向起始位置的错误所示,当主要涉及本体感觉线索且视觉线索有限的步行路径时,扭曲明显减少;相反,当本体感觉线索减少且主要依赖视觉线索进行导航时,扭曲显著增加。我们的发现表明,我们对走过的路径的空间记忆有时会涉及拓扑扭曲,特别是在解决本体感觉和视觉线索之间的竞争时。