scholarly journals Implementation of the Heinrich Spatial Visualization Test in a Virtual Environment

Author(s):  
Tibor Guzsvinecz ◽  
Cecilia Sik-Lanyi ◽  
Eva Orban-Mihalyko ◽  
Erika Perge

A virtual environment was developed for PC and Android to be used with a desktop display and the Gear VR, respectively. The goal with it is to measure and enhance the spatial skills of people, because the latter can be achieved by solving simple geometric problems. Originally, this virtual environment consisted only of three such tests, namely the Mental Rotation Test, Mental Cutting Test and Purdue Spatial Visualization Test. Measurements were done in the past with these tests, but now the Heinrich Spatial Visualization Test is also included in the virtual environment. In this paper, its implementation and future measurement plan are presented.

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.


Author(s):  
Marlissa Omar ◽  
Dayana Farzeeha Ali ◽  
Mahani Mokhtar ◽  
Norasykin Mohd Zaid ◽  
Hanifah Jambari ◽  
...  

Recent study shows an increasing interest towards the implementation of augmented reality in teaching and learning. Majority of the studies in this area focuses on how this technology could impact students’ performance and various skills including visualization skills. Hence, the purpose of this study was to examine the differences in students’ visualization skills after utilizing Mobile Augmented Reality (MAR) and conventional learning in orthographic projection classroom. This study involved 60 students and was conducted in Universiti Teknologi Malaysia: 30 students in experimental group used MAR; 30 students in control group used conventional learning. In this study, mental rotation skills were measured using Purdue Spatial Visualization Test of Rotation (PSVT:R) due to its importance to ensure students understanding in orthographic projection. Results from this study showed a significant difference between students in both group where students in experimental group displayed a significantly higher level of visualization skills in terms of mental rotation skills compared to students in control group. At the end of their study, respondents were given a set of questionnaires to obtain their feedback on the use of MAR. Based on students’ positive feedback on MAR, the result proved that it can be an effective spatial visualization tool. MAR is also practical to be used in classrooms since it has low production cost.


2012 ◽  
Vol 33 (2) ◽  
pp. 83-88 ◽  
Author(s):  
David Moreau ◽  
Jérome Clerc ◽  
Annie Mansy-Dannay ◽  
Alain Guerrien

This experiment investigated the relationship between mental rotation and sport training. Undergraduate university students (n = 62) completed the Mental Rotation Test ( Vandenberg & Kuse, 1978 ), before and after a 10-month training in two different sports, which either involved extensive mental rotation ability (wrestling group) or did not (running group). Both groups showed comparable results in the pretest, but the wrestling group outperformed the running group in the posttest. As expected from previous studies, males outperformed women in the pretest and the posttest. Besides, self-reported data gathered after both sessions indicated an increase in adaptive strategies following training in wrestling, but not subsequent to training in running. These findings demonstrate the significant effect of training in particular sports on mental rotation performance, thus showing consistency with the notion of cognitive plasticity induced from motor training involving manipulation of spatial representations. They are discussed within an embodied cognition framework.


2010 ◽  
pp. 47-63
Author(s):  
Carolina Mega ◽  
Alessia Canella ◽  
Francesca Pazzaglia

La presente ricerca si č proposta di esaminare, su un campione italiano, le relazioni esistenti tra stili cognitivi, abilitŕ immaginative e spaziali, e di verificare l'esistenza di differenze di genere. Hanno partecipato all'indagine 86 studenti (52 femmine e 34 maschi) di un Liceo Scientifico di Padova. Lo stile cognitivo č stato valutato attraverso tre strumenti: Verbalizer-Visualizer Questionnaire (Richardson, 1977), Object-Spatial Imagery Questionnaire (Blajenkova O., Kozhevnikov M. e Motes M.A., 2006a), Questionario sullo Stile Cognitivo (Kozhevnikov, Kosslyn e Shepard, 2005). Le abilitŕ immaginative e spaziali sono state indagate attraverso il Questionario sulla Vividezza delle immagini mentali (Marks, 1973) e il Mental Rotation Test (Vandenberg e Kuse, 1978). I risultati hanno evidenziato l'esistenza di due differenti tipologie di stile cognitivo visualizzatore, che presentano specifiche abilitŕ nell'elaborazione delle informazioni: i soggetti spatial, che preferiscono immagini schematiche delle relazioni spaziali tra oggetti, riescono meglio in compiti di abilitŕ spaziale. I soggetti object, invece, ottengono punteggi piů elevati nelle misure di vividezza delle immagini mentali. Inoltre differenze di genere sono state rinvenute nello stile cognitivo spatial, con punteggi piů elevati dei maschi.


Author(s):  
Sanchit Ingale ◽  
Anirudh Srinivasan ◽  
Diana Bairaktarova

Spatial visualization is the ability of an individual to imagine an object mentally and understand its spatial orientation. There have been multiple works proving that spatial visualization skills can be improved with an appropriate training. Such training warrant a critical place in the undergraduate engineering curricula in many engineering schools as spatial skills are considered vital for students’ success in the technical and design fields [1–4]. Enhanced spatial skills help not only professionals in the engineering field but also everyone in the 21st century environment. Drawing sectional views requires mental manipulation and visual thinking. To enhance students spatial reasoning, one of the authors of this study, conducted a class in spatial visualization. The course-learning goal aimed at improving first-year engineering students’ spatial reasoning through instruction on freehand drawings of sectional view. During the semester, two teaching assistants had to grade more than 500 assignments that consisted of sectional views of mechanical objects. This was a tedious and a time consuming task. Motivated by this experience, this paper proposes a software aiming at automating grading of students’ sectional view drawings. The proposed software will also give live feedback to students while they are working on the drawings. This interactive tool aims to 1) improve the learning experience of first year students, with limited CAD knowledge, and 2) introduce a pedagogical tool that can enhance spatial visualization training.


Gesture ◽  
2007 ◽  
Vol 7 (1) ◽  
pp. 73-95 ◽  
Author(s):  
Autumn B. Hostetter ◽  
Martha W. Alibali

Individuals differ greatly in how often they gesture when they speak. This study investigated relations between speakers’ verbal and spatial skills and their gesture rates. Two types of verbal skill were measured: semantic fluency, which is thought to index efficiency with lexical access, and phonemic fluency, which is thought to index efficiency with organizing the lexicon in novel ways. Spatial skill was measured with a visualization task. We hypothesized that individuals with low verbal skill but high spatial visualization skill would gesture most often, due to having mental images not closely linked to verbal forms. This hypothesis was supported for phonemic fluency, but not for semantic fluency. We also found that individuals with low phonemic fluency and individuals with high phonemic fluency produced representational gestures at higher rates than individuals with average phonemic fluency. The findings indicate that individual differences in gesture production are associated with individual differences in cognitive skills.


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.


Author(s):  
Mustafa Aydın ◽  
Mehmet Tuğrul Yılmaz ◽  
Muzaffer Şeker

Objectives: The aim of this study was to examine the relationship between the spatial abilities of medical school students and their learning in anatomy. Methods: The spatial abilities of the 120 students (74 females, 46 males) were examined using Mental Rotation Test (MRT). The relationship between the mental rotation scores and the mean scores of their practical and theoretical anatomy examinations was determined in terms of gender. Results: The study revealed that mental rotation skills of female participants were lower than males; however, there was no significant difference in their exam (theoretical and practical anatomy examinations) scores in terms of gender. The spatial ability of the students had a low level significant effect on their anatomy scores, regarding practical applications. Conclusion: The results of the study revealed a significant relationship between students’ spatial ability and their success in practical anatomy examinations. This suggests that improving spatial ability skills may have a significant contribution to practical anatomy learning and may be considered as a part of anatomy education.


2021 ◽  
pp. 104687812110351
Author(s):  
Jared M. Kutzin ◽  
Jenny E. Sanders ◽  
Christopher G. Strother

Escape room games have gained in popularity in both entertainment and education venues over the past several year. The global health pandemic put an abrupt end to in-person escape room programs due to the enclosed space in which they take place. In an attempt to continue to utilize the escape room concept we set about to create a virtual escape room using commonly available software and assessed its usability and participant feelings about the experience. The results indicated that the participants thought the escape room was engaging (88%), that they had to work as a team (95%), and that they overall enjoyed the experience (85%). Virtual experiences cannot completely replace in-person experiences, but there are ways to introduce important teamwork and communication concepts to participants and make online meetings and conferences more engaging.


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