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1.
Sci Rep ; 13(1): 15995, 2023 09 25.
Artigo em Inglês | MEDLINE | ID: mdl-37749312

RESUMO

Gender differences in navigation performance are a recurrent and controversial topic. Previous research suggests that men outperform women in navigation tasks and that men and women exhibit different navigation strategies. Here, we investigate whether motivation to complete the task moderates the relationship between navigation performance and gender. Participants learned the locations of landmarks in a novel virtual city. During learning, participants could trigger a top-down map that depicted their current position and the locations of the landmarks. During testing, participants were divided into control and treatment groups and were not allowed to consult the map. All participants were given 16 minutes to navigate to the landmarks, but those in the treatment group were monetarily penalized for every second they spent completing the task. Results revealed a negative relationship between physiological arousal and the time required to locate the landmarks. In addition, gender differences in strategy were found during learning, with women spending more time with the map and taking 40% longer than men to locate the landmarks. Interestingly, an interaction between gender and treatment group revealed that women in the control group required more time than men and women in the treatment group to retrieve the landmarks. During testing, women in the control group also took more circuitous routes compared to men in the control group and women in the treatment group. These results suggest that a concurrent and relevant stressor can motivate women to perform similarly to men, helping to diminish pervasive gender differences found in the navigation literature.


Assuntos
Aprendizagem , Motivação , Masculino , Humanos , Feminino , Fatores Sexuais , Encaminhamento e Consulta
2.
IEEE Trans Vis Comput Graph ; 29(8): 3535-3549, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-35358048

RESUMO

Human path-planning operates differently from deterministic AI-based path-planning algorithms due to the decay and distortion in a human's spatial memory and the lack of complete scene knowledge. Here, we present a cognitive model of path-planning that simulates human-like learning of unfamiliar environments, supports systematic degradation in spatial memory, and distorts spatial recall during path-planning. We propose a Dynamic Hierarchical Cognitive Graph (DHCG) representation to encode the environment structure by incorporating two critical spatial memory biases during exploration: categorical adjustment and sequence order effect. We then extend the "Fine-To-Coarse" (FTC), the most prevalent path-planning heuristic, to incorporate spatial uncertainty during recall through the DHCG. We conducted a lab-based Virtual Reality (VR) experiment to validate the proposed cognitive path-planning model and made three observations: (1) a statistically significant impact of sequence order effect on participants' route-choices, (2) approximately three hierarchical levels in the DHCG according to participants' recall data, and (3) similar trajectories and significantly similar wayfinding performances between participants and simulated cognitive agents on identical path-planning tasks. Furthermore, we performed two detailed simulation experiments with different FTC variants on a Manhattan-style grid. Experimental results demonstrate that the proposed cognitive path-planning model successfully produces human-like paths and can capture human wayfinding's complex and dynamic nature, which traditional AI-based path-planning algorithms cannot capture.


Assuntos
Gráficos por Computador , Memória Espacial , Humanos , Rememoração Mental , Simulação por Computador , Cognição
3.
Appl Plant Sci ; 10(6): e11502, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36518945

RESUMO

Premise: With modern advances in genetic sequencing technology, plant phenotyping has become a substantial bottleneck in crop improvement programs. Traditionally, researchers have manually measured phenotypic traits to help determine genotype-phenotype relationships, but manual measurements can be time consuming and expensive. Recently, automated phenotyping systems have increased the spatial and temporal density of measurements, but most of these systems are extremely expensive and require specialized expertise. In the present paper, we develop and validate a low-cost, scalable, high-throughput phenotyping (HTP) system for automating the measurement of foliar area and greenness. Methods: During a greenhouse experiment on the effects of abiotic stress on Brassica rapa, we collected images of hundreds of plants every hour for over a month with a system that cost approximately US$1000. Results: In comparison with manually acquired images, this HTP system was able to produce similar estimates of foliar area and greenness, developmental trends, and treatment effects. Foliar area was correlated between the two image sets, but greenness was not. Discussion: These findings highlight the potential of HTP systems built from low-cost hardware and freely available software. Future work can use this system to investigate genotype-environment interactions and the genetic loci underlying morphological changes resulting from abiotic stress.

4.
PLoS One ; 16(12): e0259977, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34874931

RESUMO

Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and reduce simulator sickness compared to more traditional handheld interfaces (e.g., gamepads). We present a novel embodied interface called the Limbic Chair. The chair is composed of two separate shells that allow the user's legs to move independently while sitting. We demonstrate the suitability of the Limbic Chair in two VR scenarios: city navigation and flight simulation. We compare the Limbic Chair to a gamepad using performance measures (i.e., time and accuracy), head movements, body sway, and standard questionnaires for measuring presence, usability, workload, and simulator sickness. In the city navigation scenario, the gamepad was associated with better presence, usability, and workload scores. In the flight simulation scenario, the chair was associated with less body sway (i.e., less simulator sickness) and fewer head movements but also slower performance and higher workload. In all other comparisons, the Limbic Chair and gamepad were similar, showing the promise of the Chair for replacing some control functions traditionally executed using handheld devices.


Assuntos
Simulação de Ambiente Espacial/instrumentação , Adulto , Feminino , Humanos , Masculino , Inquéritos e Questionários , Interface Usuário-Computador , Realidade Virtual , Adulto Jovem
6.
Sci Rep ; 11(1): 18980, 2021 09 23.
Artigo em Inglês | MEDLINE | ID: mdl-34556777

RESUMO

Visibility is the degree to which different parts of the environment can be observed from a given vantage point. In the absence of previous familiarity or signage, the visibility of key elements in a multilevel environment (e.g., the entrance, exit, or the destination itself) becomes a primary input to make wayfinding decisions and avoid getting lost. Previous research has focused on memory-based wayfinding and mental representation of 3D space, but few studies have investigated the direct effects of visibility on wayfinding. Moreover, to our knowledge, there are no studies that have explicitly observed the interaction between visibility and wayfinding under uncertainty in a multilevel environment. To bridge this gap, we studied how the visibility of destinations, as well as the continuity of sight-lines along the vertical dimension, affects unaided and goal-directed wayfinding behavior in a multilevel desktop Virtual Reality (VR) study. We obtained results from a total of 69 participants. Each participant performed a total of 24 wayfinding trials in a multilevel environment. Results showcase a significant and nonlinear correlation between the visibility of destinations and wayfinding behavioral characteristics. Specifically, once the destination was in sight, regardless of whether it was highly or barely visible, participants made an instantaneous decision to switch floors and move up towards the destination. In contrast, if the destination was out-of-sight, participants performed 'visual exploration', indicated by an increase in vertical head movements and greater time taken to switch floors. To demonstrate the direct applicability of this fundamental wayfinding behavioral pattern, we formalize these results by modeling a visibility-based cognitive agent. Our results show that by modeling the transition between exploration and exploitation as a function of visibility, cognitive agents were able to replicate human wayfinding patterns observed in the desktop VR study. This simple demonstration shows the potential of extending our main findings concerning the nonlinear relationship between visibility and wayfinding to inform the modeling of human cognition.

7.
J R Soc Interface ; 17(167): 20200116, 2020 06.
Artigo em Inglês | MEDLINE | ID: mdl-32517631

RESUMO

Dense crowds in public spaces have often caused serious security issues at large events. In this paper, we study the 2010 Love Parade disaster, for which a large amount of data (e.g. research papers, professional reports and video footage) exist. We reproduce the Love Parade disaster in a three-dimensional computer simulation calibrated with data from the actual event and using the social force model for pedestrian behaviour. Moreover, we simulate several crowd management strategies and investigate their ability to prevent the disaster. We evaluate these strategies in virtual reality (VR) by measuring the response and arousal of participants while experiencing the simulated event from a festival attendee's perspective. Overall, we find that opening an additional exit and removing the police cordons could have significantly reduced the number of casualties. We also find that this strategy affects the physiological responses of the participants in VR.


Assuntos
Desastres , Realidade Virtual , Simulação por Computador , Aglomeração , Humanos , Amor
8.
R Soc Open Sci ; 7(3): 191523, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-32269790

RESUMO

A carefully designed map can reduce pedestrians' cognitive load during wayfinding and may be an especially useful navigation aid in crowded public environments. In the present paper, we report three studies that investigated the effects of map complexity and crowd movement on wayfinding time, accuracy and hesitation using both online and laboratory-based networked virtual reality (VR) platforms. In the online study, we found that simple map designs led to shorter decision times and higher accuracy compared to complex map designs. In the networked VR set-up, we found that co-present participants made very few errors. In the final VR study, we replayed the traces of participants' avatars from the second study so that they indicated a different direction than the maps. In this scenario, we found an interaction between map design and crowd movement in terms of decision time and the distributions of locations at which participants hesitated. Together, these findings can help the designers of maps for public spaces account for the movements of real crowds.

9.
J Vis Exp ; (138)2018 08 29.
Artigo em Inglês | MEDLINE | ID: mdl-30222166

RESUMO

Virtual reality (VR) experiments are increasingly employed because of their internal and external validity compared to real-world observation and laboratory experiments, respectively. VR is especially useful for geographic visualizations and investigations of spatial behavior. In spatial behavior research, VR provides a platform for studying the relationship between navigation and physiological measures (e.g., skin conductance, heart rate, blood pressure). Specifically, physiological measures allow researchers to address novel questions and constrain previous theories of spatial abilities, strategies, and performance. For example, individual differences in navigation performance may be explained by the extent to which changes in arousal mediate the effects of task difficulty. However, the complexities in the design and implementation of VR experiments can distract experimenters from their primary research goals and introduce irregularities in data collection and analysis. To address these challenges, the Experiments in Virtual Environments (EVE) framework includes standardized modules such as participant training with the control interface, data collection using questionnaires, the synchronization of physiological measurements, and data storage. EVE also provides the necessary infrastructure for data management, visualization, and evaluation. The present paper describes a protocol that employs the EVE framework to conduct navigation experiments in VR with physiological sensors. The protocol lists the steps necessary for recruiting participants, attaching the physiological sensors, administering the experiment using EVE, and assessing the collected data with EVE evaluation tools. Overall, this protocol will facilitate future research by streamlining the design and implementation of VR experiments with physiological sensors.


Assuntos
Interface Usuário-Computador , Realidade Virtual , Humanos
10.
J Vis Exp ; (138)2018 08 26.
Artigo em Inglês | MEDLINE | ID: mdl-30199016

RESUMO

Investigating the interactions among multiple participants is a challenge for researchers from various disciplines, including the decision sciences and spatial cognition. With a local area network and dedicated software platform, experimenters can efficiently monitor the behavior of the participants that are simultaneously immersed in a desktop virtual environment and digitalize the collected data. These capabilities allow for experimental designs in spatial cognition and navigation research that would be difficult (if not impossible) to conduct in the real world. Possible experimental variations include stress during an evacuation, cooperative and competitive search tasks, and other contextual factors that may influence emergent crowd behavior. However, such a laboratory requires maintenance and strict protocols for data collection in a controlled setting. While the external validity of laboratory studies with human participants is sometimes questioned, a number of recent papers suggest that the correspondence between real and virtual environments may be sufficient for studying social behavior in terms of trajectories, hesitations, and spatial decisions. In this article, we describe a method for conducting experiments on decision-making and navigation with up to 36 participants in a networked desktop virtual reality setup (i.e., the Decision Science Laboratory or DeSciL). This experiment protocol can be adapted and applied by other researchers in order to set up a networked desktop virtual reality laboratory.


Assuntos
Redes de Comunicação de Computadores , Tomada de Decisões , Comportamento Espacial , Realidade Virtual , Cognição , Humanos , Software , Interface Usuário-Computador
11.
Front Robot AI ; 5: 82, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-33500961

RESUMO

The collective behavior of human crowds often exhibits surprisingly regular patterns of movement. These patterns stem from social interactions between pedestrians such as when individuals imitate others, follow their neighbors, avoid collisions with other pedestrians, or push each other. While some of these patterns are beneficial and promote efficient collective motion, others can seriously disrupt the flow, ultimately leading to deadly crowd disasters. Understanding the dynamics of crowd movements can help urban planners manage crowd safety in dense urban areas and develop an understanding of dynamic social systems. However, the study of crowd behavior has been hindered by technical and methodological challenges. Laboratory experiments involving large crowds can be difficult to organize, and quantitative field data collected from surveillance cameras are difficult to evaluate. Nevertheless, crowd research has undergone important developments in the past few years that have led to numerous research opportunities. For example, the development of crowd monitoring based on the virtual signals emitted by pedestrians' smartphones has changed the way researchers collect and analyze live field data. In addition, the use of virtual reality, and multi-user platforms in particular, have paved the way for new types of experiments. In this review, we describe these methodological developments in detail and discuss how these novel technologies can be used to deepen our understanding of crowd behavior.

12.
PLoS One ; 12(9): e0184682, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28915266

RESUMO

Previous research in spatial cognition has often relied on simple spatial tasks in static environments in order to draw inferences regarding navigation performance. These tasks are typically divided into categories (e.g., egocentric or allocentric) that reflect different two-systems theories. Unfortunately, this two-systems approach has been insufficient for reliably predicting navigation performance in virtual reality (VR). In the present experiment, participants were asked to learn and navigate towards goal locations in a virtual city and then perform eight simple spatial tasks in a separate environment. These eight tasks were organised along four orthogonal dimensions (static/dynamic, perceived/remembered, egocentric/allocentric, and distance/direction). We employed confirmatory and exploratory analyses in order to assess the relationship between navigation performance and performances on these simple tasks. We provide evidence that a dynamic task (i.e., intercepting a moving object) is capable of predicting navigation performance in a familiar virtual environment better than several categories of static tasks. These results have important implications for studies on navigation in VR that tend to over-emphasise the role of spatial memory. Given that our dynamic tasks required efficient interaction with the human interface device (HID), they were more closely aligned with the perceptuomotor processes associated with locomotion than wayfinding. In the future, researchers should consider training participants on HIDs using a dynamic task prior to conducting a navigation experiment. Performances on dynamic tasks should also be assessed in order to avoid confounding skill with an HID and spatial knowledge acquisition.


Assuntos
Cognição/fisiologia , Orientação/fisiologia , Interface Usuário-Computador , Adolescente , Adulto , Feminino , Humanos , Locomoção/fisiologia , Masculino
13.
J R Soc Interface ; 13(122)2016 09.
Artigo em Inglês | MEDLINE | ID: mdl-27605166

RESUMO

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


Assuntos
Aglomeração , Modelos Teóricos , Estresse Psicológico , Humanos
14.
Artigo em Inglês | MEDLINE | ID: mdl-26683114

RESUMO

Spatial navigation in the absence of vision has been investigated from a variety of perspectives and disciplines. These different approaches have progressed our understanding of spatial knowledge acquisition by blind individuals, including their abilities, strategies, and corresponding mental representations. In this review, we propose a framework for investigating differences in spatial knowledge acquisition by blind and sighted people consisting of three longitudinal models (i.e., convergent, cumulative, and persistent). Recent advances in neuroscience and technological devices have provided novel insights into the different neural mechanisms underlying spatial navigation by blind and sighted people and the potential for functional reorganization. Despite these advances, there is still a lack of consensus regarding the extent to which locomotion and wayfinding depend on amodal spatial representations. This challenge largely stems from methodological limitations such as heterogeneity in the blind population and terminological ambiguity related to the concept of cognitive maps. Coupled with an over-reliance on potential technological solutions, the field has diffused into theoretical and applied branches that do not always communicate. Here, we review research on navigation by congenitally blind individuals with an emphasis on behavioral and neuroscientific evidence, as well as the potential of technological assistance. Throughout the article, we emphasize the need to disentangle strategy choice and performance when discussing the navigation abilities of the blind population. For further resources related to this article, please visit the WIREs website.


Assuntos
Cegueira/fisiopatologia , Cegueira/psicologia , Navegação Espacial/fisiologia , Cegueira/congênito , Encéfalo/fisiologia , Humanos , Percepção Espacial/fisiologia , Aprendizagem Espacial/fisiologia
15.
IEEE Trans Vis Comput Graph ; 20(4): 579-87, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-24650985

RESUMO

Redirected walking algorithms imperceptibly rotate a virtual scene about users of immersive virtual environment systems in order to guide them away from tracking area boundaries. Ideally, these distortions permit users to explore large unbounded virtual worlds while walking naturally within a physically limited space. Many potential virtual worlds are composed of corridors, passageways, or aisles. Assuming users are not expected to walk through walls or other objects within the virtual world, these constrained worlds limit the directions of travel and as well as the number of opportunities to change direction. The resulting differences in user movement characteristics within the physical world have an impact on redirected walking algorithm performance. This work presents a comparison of generalized RDW algorithm performance within a constrained virtual world. In contrast to previous studies involving unconstrained virtual worlds, experimental results indicate that the steer-to-orbit keeps users in a smaller area than the steer-to-center algorithm. Moreover, in comparison to steer-to-center, steer-to-orbit is shown to reduce potential wall contacts by over 29%.


Assuntos
Algoritmos , Imageamento Tridimensional/métodos , Orientação/fisiologia , Interface Usuário-Computador , Percepção Visual/fisiologia , Caminhada/fisiologia , Adolescente , Feminino , Marcha/fisiologia , Humanos , Masculino , Desempenho Psicomotor/fisiologia
16.
Cognition ; 119(2): 229-41, 2011 May.
Artigo em Inglês | MEDLINE | ID: mdl-21334606

RESUMO

We examined whether view combination mechanisms shown to underlie object and scene recognition can integrate visual information across views that have little or no three-dimensional information at either the object or scene level. In three experiments, people learned four "views" of a two dimensional visual array derived from a three-dimensional scene. In Experiments 1 and 2, the stimuli were arrays of colored rectangles that preserved the relative sizes, distances, and angles among objects in the original scene, as well as the original occlusion relations. Participants recognized a novel central view more efficiently than any of the Trained views, which in turn were recognized more efficiently than equidistant novel views. Experiment 2 eliminated presentation frequency as an explanation for this effect. Experiment 3 used colored dots that preserved only identity and relative location information, which resulted in a weaker effect, though still one that was inconsistent with both part-based and normalization accounts of recognition. We argue that, for recognition processes to function so effectively with such minimalist stimuli, view combination must be a very general and fundamental mechanism, potentially enabling both visual recognition and categorization.


Assuntos
Generalização Psicológica/fisiologia , Reconhecimento Psicológico/fisiologia , Percepção Visual/fisiologia , Adolescente , Cognição/fisiologia , Gráficos por Computador , Feminino , Humanos , Aprendizagem , Masculino , Modelos Psicológicos , Estimulação Luminosa , Desempenho Psicomotor/fisiologia , Tempo de Reação/fisiologia , Adulto Jovem
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