Encoding Height: Egocentric Spatial Memory of Adults and Teens in a Virtual Stairwell

G. Narasimham, Haley Adams, J. Rieser, Bobby Bodenheimer
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引用次数: 2

Abstract

Commodity-level virtual reality equipment is now available to all ages. To better understand how cognitive development affects people’s spatial memory in virtual reality, we assess how adults (20-29 years old) and teenagers (14-17 years old) represent their spatial memory of objects in an immersive virtual environment (IVE) where height is encoded. Despite virtual reality being a favorable conduit for the study of egocentric spatial memory, prior studies have predominately looked at objects placed at similar heights. Within a stairwell environment, participants learned the positions of nine target objects. In one condition, all objects were placed near eye height. In another, they were placed at varying heights. Our results indicate that participants’ errors and latencies were similar in both environments, and across age groups. Our results have implications for the development of IVEs and the expansion of immersive technology to a more diverse, younger audience.
编码高度:虚拟楼梯井中成人与青少年的自我中心空间记忆
商品级别的虚拟现实设备现在适用于所有年龄层。为了更好地理解认知发展如何影响虚拟现实中人们的空间记忆,我们评估了成年人(20-29岁)和青少年(14-17岁)在高度编码的沉浸式虚拟环境(IVE)中如何表达他们对物体的空间记忆。尽管虚拟现实是研究自我中心空间记忆的一个有利渠道,但之前的研究主要关注放置在相似高度的物体。在一个楼梯井环境中,参与者学习了九个目标物体的位置。在一种情况下,所有物体都被放置在接近眼睛高度的地方。在另一个实验中,他们被放置在不同的高度。我们的研究结果表明,参与者的错误和延迟在两种环境中都是相似的,在不同的年龄组中也是如此。我们的研究结果对虚拟现实的发展和沉浸式技术向更多样化、更年轻的受众的扩展具有启示意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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