Orientation and metacognition in virtual space

Allbwn ymchwil: Cyfraniad at gyfnodolynErthygladolygiad gan gymheiriaid

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Orientation and metacognition in virtual space. / Tenbrink, T.; Salwiczek, L.
Yn: Journal of Experimental Psychology: Human Perception and Performance, Cyfrol 42, Rhif 5, 01.05.2016, t. 683-705.

Allbwn ymchwil: Cyfraniad at gyfnodolynErthygladolygiad gan gymheiriaid

HarvardHarvard

Tenbrink, T & Salwiczek, L 2016, 'Orientation and metacognition in virtual space', Journal of Experimental Psychology: Human Perception and Performance, cyfrol. 42, rhif 5, tt. 683-705. https://doi.org/10.1037/xhp0000178

APA

Tenbrink, T., & Salwiczek, L. (2016). Orientation and metacognition in virtual space. Journal of Experimental Psychology: Human Perception and Performance, 42(5), 683-705. https://doi.org/10.1037/xhp0000178

CBE

Tenbrink T, Salwiczek L. 2016. Orientation and metacognition in virtual space. Journal of Experimental Psychology: Human Perception and Performance. 42(5):683-705. https://doi.org/10.1037/xhp0000178

MLA

Tenbrink, T. a L. Salwiczek. "Orientation and metacognition in virtual space". Journal of Experimental Psychology: Human Perception and Performance. 2016, 42(5). 683-705. https://doi.org/10.1037/xhp0000178

VancouverVancouver

Tenbrink T, Salwiczek L. Orientation and metacognition in virtual space. Journal of Experimental Psychology: Human Perception and Performance. 2016 Mai 1;42(5):683-705. Epub 2015 Tach 23. doi: 10.1037/xhp0000178

Author

Tenbrink, T. ; Salwiczek, L. / Orientation and metacognition in virtual space. Yn: Journal of Experimental Psychology: Human Perception and Performance. 2016 ; Cyfrol 42, Rhif 5. tt. 683-705.

RIS

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 -