Landmarks and Time-Pressure in Virtual Navigation: Towards Designing Gender-Neutral Virtual Environments

Author(s):  
Elena Gavrielidou ◽  
Maarten H. Lamers
2010 ◽  
Vol 19 (1) ◽  
pp. 71-81 ◽  
Author(s):  
Francisco Velasco-Álvarez ◽  
Ricardo Ron-Angevin ◽  
Maria José Blanca-Mena

In this paper, an asynchronous brain–computer interface is presented that enables the control of a wheelchair in virtual environments using only one motor imagery task. The control is achieved through a graphical intentional control interface with three navigation commands (move forward, turn right, and turn left) which are displayed surrounding a circle. A bar is rotating in the center of the circle, so it points successively to the three possible commands. The user can, by motor imagery, extend this bar length to select the command at which the bar is pointing. Once a command is selected, the virtual wheelchair moves in a continuous way, so the user controls the length of the advance or the amplitude of the turns. Users can voluntarily switch from this interface to a noncontrol interface (and vice versa) when they do not want to generate any command. After performing a cue-based feedback training, three subjects carried out an experiment in which they had to navigate through the same fixed path to reach an objective. The results obtained support the viability of the system.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


1996 ◽  
Vol 12 (1) ◽  
pp. 14-22
Author(s):  
R. Esteve ◽  
A. Godoy

The aim of the present paper was to test the effects of response mode (choice vs. judgment) on decision-making strategies when subjects were faced with the task of deciding the adequacy of a set of tests for a specific assessment situation. Compared with choice, judgment was predicted to lead to more information sought, more time spent on the task, a less variable pattern of search, and a greater amount of interdimensional search. Three variables hypothesized as potential moderators of the response mode effects are also studied: time pressure, information load and decision importance. Using an information board, 300 subjects made decisions (choices and judgments) on tests for a concrete assessment situation, under high or low time pressure, high or low information load, and high or low decision importance. Response mode produced strong effects on all measures of decision behavior except for pattern of search. Moderator effects occurred for time pressure and information load.


2008 ◽  
Vol 29 (4) ◽  
pp. 205-216 ◽  
Author(s):  
Stefan Krumm ◽  
Lothar Schmidt-Atzert ◽  
Kurt Michalczyk ◽  
Vanessa Danthiir

Mental speed (MS) and sustained attention (SA) are theoretically distinct constructs. However, tests of MS are very similar to SA tests that use time pressure as an impeding condition. The performance in such tasks largely relies on the participants’ speed of task processing (i.e., how quickly and correctly one can perform the simple cognitive tasks). The present study examined whether SA and MS are empirically the same or different constructs. To this end, 24 paper-pencil and computerized tests were administered to 199 students. SA turned out to be highly related to MS task classes: substitution and perceptual speed. Furthermore, SA showed a very close relationship with the paper-pencil MS factor. The correlation between SA and computerized speed was considerably lower but still high. In a higher-order general speed factor model, SA had the highest loading on the higher-order factor; the higher-order factor explained 88% of SA variance. It is argued that SA (as operationalized with tests using time pressure as an impeding condition) and MS cannot be differentiated, at the level of broad constructs. Implications for neuropsychological assessment and future research are discussed.


2018 ◽  
Vol 17 (4) ◽  
pp. 193-203 ◽  
Author(s):  
Tanja Hentschel ◽  
Lisa Kristina Horvath ◽  
Claudia Peus ◽  
Sabine Sczesny

Abstract. Entrepreneurship programs often aim at increasing women’s lower entrepreneurial activities. We investigate how advertisements for entrepreneurship programs can be designed to increase women’s application intentions. Results of an experiment with 156 women showed that women indicate (1) lower self-ascribed fit to and interest in the program after viewing a male-typed image (compared to a gender-neutral or female-typed image) in the advertisement; and (2) lower self-ascribed fit to and interest in the program as well as lower application intentions if the German masculine linguistic form of the term “entrepreneur” (compared to the gender-fair word pair “female and male entrepreneur”) is used in the recruitment advertisement. Women’s reactions are most negative when both a male-typed image and the masculine linguistic form appear in the advertisement. Self-ascribed fit and program interest mediate the relationship of advertisement characteristics on application intentions.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Sandra Ohly ◽  
Sabine Sonnentag
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document