A virtual reality paradigm with dynamic scene stimuli for use in memory research.

IF 4.6 2区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Behavior Research Methods Pub Date : 2024-10-01 Epub Date: 2023-10-16 DOI:10.3758/s13428-023-02243-w
Noah S Okada, Katherine L McNeely-White, Anne M Cleary, Brooke N Carlaw, Daniel L Drane, Thomas D Parsons, Timothy McMahan, Joseph Neisser, Nigel P Pedersen
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Abstract

Episodic memory may essentially be memory for one's place within a temporally unfolding scene from a first-person perspective. Given this, pervasively used static stimuli may only capture one small part of episodic memory. A promising approach for advancing the study of episodic memory is immersing participants within varying scenes from a first-person perspective. We present a pool of distinct scene stimuli for use in virtual environments and a paradigm that is implementable across varying levels of immersion on multiple virtual reality (VR) platforms and adaptable to studying various aspects of scene and episodic memory. In our task, participants are placed within a series of virtual environments from a first-person perspective and guided through a virtual tour of scenes during a study phase and a test phase. In the test phase, some scenes share a spatial layout with studied scenes; others are completely novel. In three experiments with varying degrees of immersion, we measure scene recall, scene familiarity-detection during recall failure, the subjective experience of déjà vu, the ability to predict the next turn on a tour, the subjective sense of being able to predict the next turn on a tour, and the factors that influence memory search and the inclination to generate candidate recollective information. The level of first-person immersion mattered to multiple facets of episodic memory. The paradigm presents a useful means of advancing mechanistic understanding of how memory operates in realistic dynamic scene environments, including in combination with cognitive neuroscience methods such as functional magnetic resonance imaging and electrophysiology.

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一种用于记忆研究的具有动态场景刺激的虚拟现实范式。
情节记忆本质上可以是从第一人称的角度对一个人在时间展开的场景中的位置的记忆。鉴于此,广泛使用的静态刺激可能只捕捉到情节记忆的一小部分。推进情景记忆研究的一种很有前途的方法是从第一人称的角度让参与者沉浸在不同的场景中。我们提出了一个在虚拟环境中使用的不同场景刺激库,以及一个可以在多个虚拟现实(VR)平台上的不同沉浸水平下实现的范式,该范式适用于研究场景和情景记忆的各个方面。在我们的任务中,参与者从第一人称的角度被放置在一系列虚拟环境中,并在研究阶段和测试阶段被引导进行虚拟场景之旅。在测试阶段,一些场景与所研究的场景共享空间布局;其他的则完全是新奇的。在三个不同沉浸度的实验中,我们测量了场景回忆、回忆失败时的场景熟悉度检测、似曾相识的主观体验、预测巡演下一个转弯的能力、能够预测巡演下个转弯的主观感觉,以及影响记忆搜索的因素和生成候选回忆信息的倾向。第一人称的沉浸感对情节记忆的多个方面都很重要。该范式提供了一种有用的手段,可以促进对记忆在现实动态场景环境中如何运作的机制理解,包括与功能磁共振成像和电生理学等认知神经科学方法相结合。
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来源期刊
CiteScore
10.30
自引率
9.30%
发文量
266
期刊介绍: Behavior Research Methods publishes articles concerned with the methods, techniques, and instrumentation of research in experimental psychology. The journal focuses particularly on the use of computer technology in psychological research. An annual special issue is devoted to this field.
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