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1.
Cognition ; 218: 104923, 2022 01.
Article in English | MEDLINE | ID: mdl-34638034

ABSTRACT

Navigation and representations of the spatial environment are central to human survival. It has often been debated whether spatial representations follow Euclidean principles, and a number of studies challenged the Euclidean hypothesis. Two experiments examined the geometry of human navigation system using true non-Euclidean environments, i.e., curved spaces with non-Euclidean geometry at every point of the space. Participants walked along two legs in an outbound journey, then pointed to the direction of the starting point (home). The homing behavior was examined in three virtual environments, Euclidean space, hyperbolic space, and spherical space. The results showed that people's responses matched the direction of Euclidean origin, regardless of the curvature of the space itself. Moreover, participants still responded as if the space were Euclidean when a learning period was added for them to explore the spatial properties of the environment before performing the homing task to ensure violations of Euclidean geometry were readily detected. These data suggest that the path integration / spatial updating system operates on Euclidean geometry, even when curvature violations are clearly present.


Subject(s)
Spatial Navigation , Walking , Animals , Humans , Mathematics , Space Perception
2.
Hum Factors ; 63(2): 296-311, 2021 03.
Article in English | MEDLINE | ID: mdl-31651196

ABSTRACT

OBJECTIVE: To examine the hypothesis that constant speed is more comfortable than variable speed profiles and may minimize cybersickness. BACKGROUND: Current best practices for virtual reality (VR) content creation suggest keeping any form of acceleration as short and infrequent as possible to mitigate cybersickness. METHODS: In Experiment 1, participants experienced repetitions of simulated linear motion, and in Experiment 2, they experienced repetitions of a circular motion. Three speed profiles were tested in each experiment. Each trial lasted 2 min while standing. Cybersickness was measured using the Simulator Sickness Questionnaire (SSQ) and operationally defined in terms of total severity scores. Postural stability was measured using a Wii Balance Board and operationally defined in terms of center of pressure (COP) path length. Postural measures were decomposed into anterior-posterior and medial-lateral axes and subjected to detrended fluctuation analysis. RESULTS: For both experiments, no significant differences were observed between the three speed profiles in terms of cybersickness or postural stability, and none of the baseline postural measures could predict SSQ scores for the speed profile conditions. An axis effect was observed in both experiments such that normalized COP movement was significantly greater along the anterior-posterior axis than the medial-lateral axis. CONCLUSION: Results showed no convincing evidence to support the common belief that constant speed is more comfortable than variable speed profiles for scenarios typical of VR applications. APPLICATION: The present findings offer guidelines for the design of locomotion techniques involving traversal in VR environments.


Subject(s)
Motion Sickness , Virtual Reality , Humans , Movement , Standing Position , Surveys and Questionnaires
3.
Annu Int Conf IEEE Eng Med Biol Soc ; 2016: 33-36, 2016 Aug.
Article in English | MEDLINE | ID: mdl-28268274

ABSTRACT

Falls are a leading cause of injury and mortality among adults over the age of 65 years. Given the strong relation between fear of falling and fall risk, identification of the mechanisms that underlie anxiety-related changes in postural control may pave the way to the development of novel therapeutic strategies aimed at reducing fall risk in older adults. First, we review potential mechanisms underlying anxiety-mediated changes in postural control in older adults with and without neurological conditions. We then present a system that allows for the simultaneous recording of neural, physiological, and behavioral data in an immersive virtual reality (VR) environment while implementing sensory and mechanical perturbations to evaluate alterations in sensorimotor integration under conditions with high postural threat. We also discuss applications of VR in minimizing falls in older adults and potential future studies.


Subject(s)
Accidental Falls , Anxiety/physiopathology , Postural Balance/physiology , Virtual Reality Exposure Therapy/methods , Accidental Falls/prevention & control , Aged , Anxiety/psychology , Electroencephalography , Electromyography , Fear , Humans , Nervous System Physiological Phenomena , Virtual Reality Exposure Therapy/instrumentation
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