scholarly journals Looking at the map – or navigating in a virtual city interaction of visuospatial display and spatial strategies in VR

2018 ◽  
Author(s):  
Zsolt Gyozo Török ◽  
Ágoston Török

AbstractTo study geo-visualization processes a Cognitive Cartography Lab was established at Eötvös University, and the “Virtual Tourist” experiment was designed for the better understanding of actual map use during navigation. In this paper we present some preliminary results of the experiment. We explored the use of a static, north-oriented city map during navigation in an interactive, 3D town. Participants explored the virtual environment or followed verbal instructions before they completed spatial tasks. Their spatial behavior, verbal reactions were recorded, and also eye tracking data from 64 participants was collected. The experiment was designed by a multidisciplinary research group, including students of Eötvös Loránd University.

2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2011 ◽  
Vol 91 (4) ◽  
pp. 1245-1279 ◽  
Author(s):  
James J. Knierim ◽  
Derek A. Hamilton

The most common behavioral test of hippocampus-dependent, spatial learning and memory is the Morris water task, and the most commonly studied behavioral correlate of hippocampal neurons is the spatial specificity of place cells. Despite decades of intensive research, it is not completely understood how animals solve the water task and how place cells generate their spatially specific firing fields. Based on early work, it has become the accepted wisdom in the general neuroscience community that distal spatial cues are the primary sources of information used by animals to solve the water task (and similar spatial tasks) and by place cells to generate their spatial specificity. More recent research, along with earlier studies that were overshadowed by the emphasis on distal cues, put this common view into question by demonstrating primary influences of local cues and local boundaries on spatial behavior and place-cell firing. This paper first reviews the historical underpinnings of the “standard” view from a behavioral perspective, and then reviews newer results demonstrating that an animal's behavior in such spatial tasks is more strongly controlled by a local-apparatus frame of reference than by distal landmarks. The paper then reviews similar findings from the literature on the neurophysiological correlates of place cells and other spatially correlated cells from related brain areas. A model is proposed by which distal cues primarily set the orientation of the animal's internal spatial coordinate system, via the head direction cell system, whereas local cues and apparatus boundaries primarily set the translation and scale of that coordinate system.


2000 ◽  
Vol 9 (5) ◽  
pp. 435-447 ◽  
Author(s):  
Craig D. Murray ◽  
John M. Bowers ◽  
Adrian J. West ◽  
Steve Pettifer ◽  
Simon Gibson

We report a qualitative study of navigation, wayfinding, and place experience within a virtual city. “Cityscape” is a virtual environment (VE), partially algorithmically generated and intended to be redolent of the aggregate forms of real cities. In the present study, we observed and interviewed participants during and following exploration of a desktop implementation of Cityscape. A number of emergent themes were identified and are presented and discussed. Observing the interaction with the virtual city suggested a continuous relationship between real and virtual worlds. Participants were seen to attribute real-world properties and expectations to the contents of the virtual world. The implications of these themes for the construction of virtual environments modeled on real-world forms are considered.


2018 ◽  
Vol 6 (6) ◽  
pp. 835-847 ◽  
Author(s):  
Robin Welsch ◽  
Heiko Hecht ◽  
Christoph von Castell

Psychopathic traits are often associated with interpersonal and affective deficits. This study examined the impact of psychopathy on judgments of comfortable egocentric interpersonal distance (Experiment 1) and exocentric interpersonal distance (Experiment 2). We selected a student sample and measured psychopathy via self-report. To study spatial behavior under highly controlled conditions, these participants were immersed in a virtual environment. In Experiment 1, they approached a virtual person with angry or happy facial expression until a comfortable distance for conversation was reached. In Experiment 2, participants adjusted a comfortable distance between two avatars. Our results suggest that psychopathy alters the regulation of interpersonal distance with respect to facial expression of the approached as well as between avatars of mixed sex.


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