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1.
Sci Rep ; 13(1): 18852, 2023 11 01.
Article in English | MEDLINE | ID: mdl-37914809

ABSTRACT

We examined theories of cross-cultural differences in cognitive style on a sample of 242 participants representing five cultural groups (Czechia, Ghana, eastern and western Turkey, and Taiwan). The experiment involved immersive virtual environments consisting of two salient focal objects and a complex background as stimuli, which were presented using virtual reality headsets with integrated eye-tracking devices. The oculomotor patterns confirmed previous general conclusions that Eastern cultures have a more holistic cognitive style, while Western cultures predominantly have an analytic cognitive style. The differences were particularly noticeable between Taiwan and the other samples. However, we found that the broader cultural background of each group was perhaps just as important as geographical location or national boundaries. For example, observed differences between Eastern (more holistic style) and Western Turkey (more analytic style), suggest the possible influence of varying historical and cultural characteristics on the cognitive processing of complex visual stimuli.


Subject(s)
Cross-Cultural Comparison , Virtual Reality , Humans , Eye Movements , Culture , Cultural Characteristics
2.
PLoS One ; 17(10): e0276267, 2022.
Article in English | MEDLINE | ID: mdl-36256672

ABSTRACT

Many university-taught courses moved to online form since the outbreak of the global pandemic of coronavirus disease (COVID-19). Distance learning has become broadly used as a result of the widely applied lockdowns, however, many students lack personal contact in the learning process. A classical web-based distance learning does not provide means for natural interpersonal interaction. The technology of immersive virtual reality (iVR) may mitigate this problem. Current research has been aimed mainly at specific instances of collaborative immersive virtual environment (CIVE) applications for learning. The fields utilizing iVR for knowledge construction and skills training with the use of spatial visualizations show promising results. The objective of this study was to assess the effectiveness of collaborative and individual use of iVR for learning geography, specifically training in hypsography. Furthermore, the study's goals were to determine whether collaborative learning would be more effective and to investigate the key elements in which collaborative and individual learning were expected to differ-motivation and use of cognitive resources. The CIVE application developed at Masaryk University was utilized to train 80 participants in inferring conclusions from cartographic visualizations. The collaborative and individual experimental group underwent a research procedure consisting of a pretest, training in iVR, posttest, and questionnaires. A statistical comparison between the geography pretest and posttest for the individual learning showed a significant increase in the score (p = 0.024, ES = 0.128) and speed (p = 0.027, ES = 0.123), while for the collaborative learning, there was a significant increase in the score (p<0.001, ES = 0.333) but not in speed (p = 1.000, ES = 0.000). Thus, iVR as a medium proved to be an effective tool for learning geography. However, comparing the collaborative and individual learning showed no significant difference in the learning gain (p = 0.303, ES = 0.115), speed gain (p = 0.098, ES = 0.185), or performance motivation (p = 0.368, ES = 0.101). Nevertheless, the collaborative learning group had significantly higher use of cognitive resources (p = 0.046, ES = 0.223) than the individual learning group. The results were discussed in relation to the cognitive load theories, and future research directions for iVR learning were proposed.


Subject(s)
COVID-19 , Virtual Reality , Humans , COVID-19/epidemiology , COVID-19/prevention & control , Communicable Disease Control , Learning , Geography
3.
PLoS One ; 16(4): e0250164, 2021.
Article in English | MEDLINE | ID: mdl-33882074

ABSTRACT

The aim of this study was to compare the performance of two bivariate visualizations by measuring response correctness (error rate) and response time, and to identify the differences in cognitive processes involved in map-reading tasks by using eye-tracking methods. The present study is based on our previous research and the hypothesis that the use of different visualization methods may lead to significant cognitive-processing differences. We applied extrinsic and intrinsic visualizations in the study. Participants in the experiment were presented maps which depicted two variables (soil moisture and soil depth) and asked to identify the areas which displayed either a single condition (e.g., "find an area with low soil depth") or both conditions (e.g., "find an area with high soil moisture and low soil depth"). The research sample was composed of 31 social sciences and humanities university students. The experiment was performed under laboratory conditions, and Hypothesis software was used for data collection. Eye-tracking data were collected for 23 of the participants. An SMI RED-m eye-tracker was used to determine whether either of the two visualization methods was more efficient for solving the given map-reading tasks. Our results showed that with the intrinsic visualization method, the participants spent significantly more time with the map legend. This result suggests that extrinsic and intrinsic visualizations induce different cognitive processes. The intrinsic method was observed to generally require more time and led to higher error rates. In summary, the extrinsic method was found to be more efficient than the intrinsic method, although the difference was less pronounced in the tasks which contained two variables, which proved to be better suited to intrinsic visualization.


Subject(s)
Cognition/physiology , Reaction Time/physiology , Adult , Female , Humanities/psychology , Humans , Male , Reading , Young Adult
4.
Behav Res Methods ; 53(4): 1581-1591, 2021 08.
Article in English | MEDLINE | ID: mdl-33409983

ABSTRACT

This article presents and offers Toggle Toolkit, which is an original collection of Unity scripts designed to control various aspects of interactive 3D experiments. The toolkit enables researchers in different fields to design, conduct and evaluate experiments and include interactive elements in immersive virtual environments. This was achieved by using the internal functionalities of the Unity engine and solutions of our own design. The structure of Toggle Toolkit allows triggers and toggles to be allocated to existing virtual objects and throughout the Unity scene. Once a trigger is executed (with a pre-described action, such as colliding with a virtual object, pressing a key, gazing at an object, etc.), the toggles associated with the trigger are activated and then change the attributes or behaviors of linked objects. All interactive behavior is logged and made available for further statistical analysis. Examples of applications in research are presented and discussed. The Toggle Toolkit's utility lies in its simplicity and modularity. The Toolkit was especially produced for experimenters with few coding skills and high customization requirements in their experiments. The tool is freely available for use in research and can be enhanced with custom scripts. A video tutorial is provided to facilitate use of the tool. The paper aims to not only introduce beginners to experimentation with VR but also offers more experienced researchers who are potentially interested in using and adjusting the features the Toolkit a deeper insight into its structure.


Subject(s)
Virtual Reality , Humans , User-Computer Interface
5.
PLoS One ; 15(5): e0233353, 2020.
Article in English | MEDLINE | ID: mdl-32437375

ABSTRACT

The use of 3D visualization technologies has increased rapidly in many applied fields, including geovisualization, and has been researched from many different perspectives. However, the findings for the benefits of 3D visualization, especially in stereoscopic 3D forms, remain inconclusive and disputed. Stereoscopic "real" 3D visualization was proposed as encouraging the visual perception of shapes and volume of displayed content yet criticised as problematic and limited in a number of ways, particularly in visual discomfort and increased response time in tasks. In order to assess the potential of real 3D visualization for geo-applications, 91 participants were engaged in this study to work with digital terrain models in different 3D settings. The researchers examined the effectivity of stereoscopic real 3D visualization compared to monoscopic 3D (or pseudo 3D) visualization under static and interactive conditions and applied three tasks with experimental stimuli representing different geo-related phenomena, i.e. objects in the terrain, flat areas marked in the terrain and terrain elevation profiles. The authors explored the significant effects of real 3D visualization and interactivity factors in terms of response time and correctness. Researchers observed that the option to interact (t = -10.849, p < 0.001) with a virtual terrain and its depiction with real 3D visualization (t = 4.64, p < 0.001) extended the participants' response times. Counterintuitively, the data demonstrated that the static condition increased response correctness (z = 5.38, p < 0.001). Regarding detailed analysis of data, an interactivity factor was proposed as a potential substitute for real 3D visualization in 3D geographical tasks.


Subject(s)
Geographic Mapping , Geography/methods , Imaging, Three-Dimensional/methods , Adult , Computer Graphics , Female , Geography/statistics & numerical data , Humans , Imaging, Three-Dimensional/statistics & numerical data , Linear Models , Male , Middle Aged , Reaction Time , Visual Perception , Young Adult
6.
PLoS One ; 13(3): e0193786, 2018.
Article in English | MEDLINE | ID: mdl-29561857

ABSTRACT

Early in the Ptolemaic era, Egyptian cults, particularly those of Isis and Sarapis, spread successfully to ports across the ancient Aegean Sea. Leading researchers in the field claim that the spread of these cults was influenced by multiple factors, ones that were mainly economic or political in character. However, the question of which factors had more weight or impact than others in the process of the early spread of Egyptian cults has not yet been answered in academic discussion. This could be related to the fact that the issue of the spread of religious innovations in the ancient Mediterranean has been addressed mainly by established historiographical methods such as the collection and critical analysis of archaeological and literary sources. Hypotheses and conclusions derived from these methods are, however, often unable to reflect the complexity of historical processes. A possible solution can be found in supplementing this established methodological apparatus by formalized methods, e.g. the coding of relevant datasets, statistics, geospatial modeling, and network analysis. To be able to compare the possible impacts of different factors on the spread of Egyptian cults in the Aegean Sea region, we 1) constructed a model of the ancient maritime transportation network as a platform for quantitative analysis, 2) transformed selected factors of possible influence into georeferenced parameters of the network, and 3) defined a mathematical model that allowed us to determine which parameters of the network explain the spatial dissemination of archaeological evidence connected to Egyptian cults. The results suggest that the most significant correlation is between the placement of Ptolemaic garrisons and the distribution of Egyptian temples and artefacts in the early Hellenistic Aegean Sea region. The interpretation would be that Egyptian military forces potentially played a significant role in the spread of Egyptian cults.


Subject(s)
Culture , Military Facilities/history , Egypt, Ancient , Food Supply/history , History, Ancient , Human Migration , Humans , Islands , Mediterranean Sea , Military Personnel , Models, Theoretical , Religion/history , Ships , Warfare
7.
Comput Intell Neurosci ; 2016: 9172506, 2016.
Article in English | MEDLINE | ID: mdl-27087805

ABSTRACT

The mixed research design is a progressive methodological discourse that combines the advantages of quantitative and qualitative methods. Its possibilities of application are, however, dependent on the efficiency with which the particular research techniques are used and combined. The aim of the paper is to introduce the possible combination of Hypothesis with EyeTribe tracker. The Hypothesis is intended for quantitative data acquisition and the EyeTribe is intended for qualitative (eye-tracking) data recording. In the first part of the paper, Hypothesis software is described. The Hypothesis platform provides an environment for web-based computerized experiment design and mass data collection. Then, evaluation of the accuracy of data recorded by EyeTribe tracker was performed with the use of concurrent recording together with the SMI RED 250 eye-tracker. Both qualitative and quantitative results showed that data accuracy is sufficient for cartographic research. In the third part of the paper, a system for connecting EyeTribe tracker and Hypothesis software is presented. The interconnection was performed with the help of developed web application HypOgama. The created system uses open-source software OGAMA for recording the eye-movements of participants together with quantitative data from Hypothesis. The final part of the paper describes the integrated research system combining Hypothesis and EyeTribe.


Subject(s)
Eye Movements , Software , Data Accuracy , Humans
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