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1.
Sci Rep ; 14(1): 1043, 2024 01 10.
Article in English | MEDLINE | ID: mdl-38200108

ABSTRACT

The impact of adverse listening conditions on spoken language perception is well established, but the role of suboptimal viewing conditions on signed language processing is less clear. Viewing angle, i.e. the physical orientation of a perceiver relative to a signer, varies in many everyday deaf community settings for L1 signers and may impact comprehension. Further, processing from various viewing angles may be more difficult for late L2 learners of a signed language, with less variation in sign input while learning. Using a semantic decision task in a distance priming paradigm, we show that British Sign Language signers are slower and less accurate to comprehend signs shown from side viewing angles, with L2 learners in particular making disproportionately more errors when viewing signs from side angles. We also investigated how individual differences in mental rotation ability modulate processing signs from different angles. Speed and accuracy on the BSL task correlated with mental rotation ability, suggesting that signers may mentally represent signs from a frontal view, and use mental rotation to process signs from other viewing angles. Our results extend the literature on viewpoint specificity in visual recognition to linguistic stimuli. The data suggests that L2 signed language learners should maximise their exposure to diverse signed language input, both in terms of viewing angle and other difficult viewing conditions to maximise comprehension.


Subject(s)
Learning , Sign Language , Humans , Individuality , Linguistics , Physical Examination
2.
Behav Res Methods ; 56(2): 1052-1063, 2024 Feb.
Article in English | MEDLINE | ID: mdl-36781700

ABSTRACT

Optical markerless hand-tracking systems incorporated into virtual reality (VR) headsets are transforming the ability to assess fine motor skills in VR. This promises to have far-reaching implications for the increased applicability of VR across scientific, industrial, and clinical settings. However, so far, there are little data regarding the accuracy, delay, and overall performance of these types of hand-tracking systems. Here we present a novel methodological framework based on a fixed grid of targets, which can be easily applied to measure these systems' absolute positional error and delay. We also demonstrate a method to assess finger joint-angle accuracy. We used this framework to evaluate the Meta Quest 2 hand-tracking system. Our results showed an average fingertip positional error of 1.1cm, an average finger joint angle error of 9.6∘ and an average temporal delay of 45.0 ms. This methodological framework provides a powerful tool to ensure the reliability and validity of data originating from VR-based, markerless hand-tracking systems.


Subject(s)
Hand , Virtual Reality , Humans , Reproducibility of Results , Fingers , User-Computer Interface
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