The virtual reality mental rotation/spatial skills project

Author(s):  
Albert A. Rizzo ◽  
J. Galen Buckwalter ◽  
Ulrich Neumann ◽  
Carl Kesselman ◽  
Marcus Thiebaux
Author(s):  
Cigdem Uz Bilgin ◽  
Melat R. Anteneh ◽  
Meredith Thompson

Virtual reality (VR) technology has been steadily used for research purposes over the past few decades and is now gaining attraction in educational settings. Spatial understanding of learners is one of these research topics. Although there are plenty of studies focusing on VR and spatial abilities separately, there has not been a comprehensive review of papers that focus specifically on both VR and spatial ability. To address this question, an electronic search of articles from 2015 to 2019 was conducted that found 923 articles, 26 of which met the criteria of specifically discussing 'spatial abilities' and 'VR environments'. Eleven out of 26 articles reported the reason for using VR as a spatial assessment tool. The most frequently-mentioned spatial ability that was studied was mental rotation ability. This review revealed a special link between spatial ability and VR. VR can be both diagnostic and therapeutic for spatial skills; VR is an excellent tool for examining spatial ability in individuals and also individuals can enhance their spatial abilities through using virtual reality.


1998 ◽  
Vol 1 (2) ◽  
pp. 113-119 ◽  
Author(s):  
ALBERT A. RIZZO ◽  
J. GALEN BUCKWALTER ◽  
ULRICH NEUMANN ◽  
CARL KESSELMAN ◽  
MARCUS THIEBAUX ◽  
...  

2021 ◽  
Author(s):  
Tibor Guzsvinecz ◽  
Éva Orbán-Mihálykó ◽  
Cecília Sik-Lányi ◽  
Erika Perge

AbstractThe interaction time of students who did spatial ability tests in a virtual reality environment is analyzed. The spatial ability test completion times of 240 and 61 students were measured. A desktop display as well as the Gear VR were used by the former group and by the latter one, respectively. Logistic regression analysis was used to investigate the relationship between the probability of correct answers and completion times, while linear regression was used to evaluate effects and interactions of following factors on test completion times: the users’ gender and primary hand, test type and device used. The findings were that while the completion times are not significantly affected by the users’ primary hand, other factors have significant effects on them: they are decreased by the male gender in itself, while they are increased by solving Mental Rotation Tests or by using the Gear VR. The largest significant increment in interaction time in virtual reality during spatial ability tests is when Mental Rotation Tests are accomplished by males with the Gear VR, while the largest significant decrease in interaction time is when Mental Cutting Tests are completed with a desktop display.


Author(s):  
Dawn G. Blasko ◽  
Heather C. Lum ◽  
Mason McGuire ◽  
Tiffany Eichler ◽  
Kameron Landers ◽  
...  

Researchers in spatial navigation have the difficult task of finding ecologically valid measures while maintaining a reasonable degree of internal validity. This often means simulating wayfinding and navigation task in the laboratory which increases control but eliminates the experience of walking around a natural environment. Augmented reality games like Pokémon Go allow researchers a novel way to study individual differences in cognitive and social factors in wayfinding with a game already designed to motivate players to move around in the real world. In the current study, Pokémon Go was played either individually or socially (2 players) while a map of the player’ speed and location was created in real time. We measured play style preference, game experience and basic spatial skills (mental rotation). Mental rotation performance was correlated with enjoying the game and being more motivated to play. Although games scores and distances traveled did not differ between the individual and cooperative groups, participates reported a strong preference for playing with a group over playing alone.


2020 ◽  
Author(s):  
Tian Ye ◽  
Fumikazu Furumi ◽  
Daniel Catarino da Silva ◽  
Antonia Hamilton

In a busy space, people encounter many other people with different viewpoints, but classic studies of VPT examine only one agent at a time. This paper explores the issue of selectivity in VPT when different people are available to interact with. We consider the hypothesis that humanisation impacts on VPT in four studies using virtual reality methods. Experiment 1 & 2 use the Director Task to show that for more humanised agents (an in-group member or a virtual human agent), participants were more likely to use VPT to achieve lower error rate. Experiment 3 & 4 used a two-agent social mental rotation task to show that participants are faster and more accurate to recognise items which are oriented towards a more humanised agent (an in-group member or a naturally-moving agent). All results support the claim that humanisation alters the propensity to engage in VPT in rich social contexts.


Author(s):  
Nora S. Newcombe ◽  
David H. Uttal ◽  
Megan Sauter

This chapter is a selective review of spatial development, stressing several points. First, we suggest that spatial development can be usefully considered to have two strands: (a) the development of intraobject (or intrinsic) representations along with the ability to transform them (e.g., in mental rotation) and (b) the development of interobject (or extrinsic) representations and the ability to use them to navigate. Second, we argue that both lines of development begin from strong starting points, but also undergo considerable development. They are far from innately specified, nor do they have a modular architecture. Third, we discuss the amplification of spatial skills by human symbolic capabilities, including language, use of maps and models, and gesture. Fourth, we identify areas where research is lacking, most notably the formal description of intraobject skills and the charting of their normative development, the exploration of the sources of individual differences in navigation-relevant skills, and the applications of research to education.


Author(s):  
Stefan Zorn ◽  
Kilian Gericke

Abstract Spatial ability is one of the critical components of human intelligence. It has been proven that it is particularly crucial for success, especially in engineering, where interpreting views of an object presented by drawings, visualizing parts, or manipulating geometry in CAD are fundamental skills. Research has confirmed that spatial skills can be improved through instruction and teaching, for example, sketching and technical drawing, which are also included in the basic engineering classes. This study tested the hypothesis that the development of spatial skills during the fundamental design engineering class can be positively influenced due to the use of different visualization media for sketching and technical drawing tasks, whereas the used visualization media offer varying possibilities of interaction. Seventy students were pre- and post-tested with the Mental Rotation Test. All participants received the same training during the class but were given individual tasks with varying media. The analysis revealed a significant increase in mental rotation performance for all participants throughout the semester with a big effect size. Moreover, the mean performance improvement differed considerably depending on the visualization media and its offered interaction possibilities.


2021 ◽  
Vol 114 (7) ◽  
pp. 536-544
Author(s):  
Atara Shriki ◽  
Dorit Patkin

Success in STEM fields depends largely on robust spatial skills, in particular on the ability to perform a mental rotation. Given that this ability can be nurtured, this article includes examples of diverse relevant tasks appropriate for grades 6–8 students.


Sign in / Sign up

Export Citation Format

Share Document