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Cognitive Map Formation in a 3D Visual Virtual World |
Frank H. Tong, Stuart G. Marlin, and Barrie J. FrostDept. Psychology, Queen's University, Kingston, Ontario (Canada) K7L 3N6Poster presented at the IRIS/PRECARN Workshop (1995) | |
IntroductionActive movement is important for spatial memory formation in both animals (O'Keefe & Nadel, 1978) and humans (e.g. Feldman & Acredolo, 1979). This experiment tested spatial memory in a 3D visual virtual environment in order to:
MethodSubjects travelled through a large-scale virtual world under one of four interface conditions. Mouse condition subjects directed their movement with a mouse controller and received visual feedback from a monitor. In the three bike conditions, subjects received visual information from a head-mounted display and used an immersion VR bike interface. Fully interactive subjects could control their speed and direction by pedalling and steering as on a real bike. Limited locomotion subjects could steer but could only travel at a fixed speed by pedalling beyond a low threshold rate, otherwise they remained at a standstill; therefore visual feedback regarding speed was decoupled from pedalling rate. Passive subjects were guided along a preprogrammed path obtained from yoked fully interactive subjects. After visiting five recognizable objects in the virtual world, subjects marked remembered object locations on a 2D map test. For the 3D navigational test, subjects had to manoeuvre through the virtual world with the five objects deleted, stopping where they believed each object was previously located.
Technical SpecificationsVirtual worlds were rendered on a 4d/310GTX Silicon Graphics Workstation using custom-made software (Cerebral Voyager) and were presented via a monitor or a Cyberface 3 light weight head-mounted LCD display. The bike interface consisted of a stationary mountain bike with an optical sensor attached to the rear wheel and a potentiometer connected to the handlebars to respectively convey peddling rate and angle of steering information to the computer. Dynamic real-time viewpoints were presented based upon actions on the mouse or bike interface such that movement appeared self-controlled.
ResultsAll subjects easily adopted the modified bike as a familiar mode of self movement within the virtual environment. The subjects reported that their motion within the virtual world was similar to motion in the real world and the occurrence of motion sickness was rare. Active (interactive) exploration resulted in significantly better scores in the memory tests than passive (non-interactive) exploration. Performance on these two measures were highly correlated. Subjects could often recall that some object was in a particular location, but failed to recall its identity.
Conclusions
Supported by IRIS-NCE Canada.
Updated December 2004 |
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