Orientation and metacognition in virtual space
Allbwn ymchwil: Cyfraniad at gyfnodolyn › Erthygl › adolygiad gan gymheiriaid
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Yn: Journal of Experimental Psychology: Human Perception and Performance, Cyfrol 42, Rhif 5, 01.05.2016, t. 683-705.
Allbwn ymchwil: Cyfraniad at gyfnodolyn › Erthygl › adolygiad gan gymheiriaid
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TY - JOUR
T1 - Orientation and metacognition in virtual space
AU - Tenbrink, T.
AU - Salwiczek, L.
N1 - 'This article may not exactly replicate the final version published in the APA journal. It is not the copy of record.'
PY - 2016/5/1
Y1 - 2016/5/1
N2 - 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 verbalisability of spatial concepts relevant in this regard, along with the conscious strategies reported by participants. Behavioural 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 verbalisations known from the earlier literature only to a limited extent, but instead reveal complex cognitive mechanisms and strategies. Orientation in desktop VR appears to pose considerable challenges, which participants react to by conceptualising the task in individual ways that do not systematically relate to the generic concepts of egocentric and allocentric reference frames.
AB - 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 verbalisability of spatial concepts relevant in this regard, along with the conscious strategies reported by participants. Behavioural 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 verbalisations known from the earlier literature only to a limited extent, but instead reveal complex cognitive mechanisms and strategies. Orientation in desktop VR appears to pose considerable challenges, which participants react to by conceptualising the task in individual ways that do not systematically relate to the generic concepts of egocentric and allocentric reference frames.
U2 - 10.1037/xhp0000178
DO - 10.1037/xhp0000178
M3 - Article
VL - 42
SP - 683
EP - 705
JO - Journal of Experimental Psychology: Human Perception and Performance
JF - Journal of Experimental Psychology: Human Perception and Performance
SN - 0096-1523
IS - 5
ER -