Orientation and metacognition in virtual space
Research output: Contribution to journal › Article › peer-review
Electronic versions
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.
Original language | English |
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Pages (from-to) | 683-705 |
Journal | Journal of Experimental Psychology: Human Perception and Performance |
Volume | 42 |
Issue number | 5 |
Early online date | 23 Nov 2015 |
DOIs | |
Publication status | Published - 1 May 2016 |
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