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Aha! I know where I am: the contribution of visuospatial cues to reorientation in urban environments 啊哈!我知道我在哪里:视觉空间线索对城市环境中重新定位的贡献
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2021-01-03 DOI: 10.1080/13875868.2020.1865359
E. Charalambous, S. Hanna, A. Penn
ABSTRACT Reorientation depends greatly on the perceived geometric information, which constantly changes during navigation in urban environments. Environmental novelty, as a driver of exploratory behavior, is likely to engender this spatial Aha! moment. The paper investigates the contribution of two qualitatively different types of novelty, corresponding to distinct visuospatial cues: (a) situations that cause surprise, e.g., a sudden change in spaciousness; versus (b) situations that engender mystery, e.g., a change in the complexity of visuospatial information and the promise of gaining new information. Visibility graph analysis is used to quantify and examine these hypotheses in relation to participants’ exploratory behavior and brain dynamics (EEG) during virtual navigation. The findings suggest that reorientation is a spatial boundary effect, associated primarily with a change in visuospatial complexity.
在城市环境中,导航过程中不断变化的几何信息对定位的影响很大。环境新颖性作为探索行为的驱动因素,很可能产生这种空间啊哈!的时刻。本文研究了两种性质不同的新颖性类型的贡献,对应于不同的视觉空间线索:(a)引起惊讶的情况,例如,空间的突然变化;相对于(b)产生神秘感的情况,例如,视觉空间信息复杂性的变化和获得新信息的承诺。可见性图分析用于量化和检验这些假设与虚拟导航过程中参与者的探索行为和脑动力学(EEG)的关系。研究结果表明,重新定向是一种空间边界效应,主要与视觉空间复杂性的变化有关。
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引用次数: 2
Unraveling the contribution of left-right language on spatial perspective taking. 揭示左右语言对空间透视的影响
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2021-01-01 Epub Date: 2020-10-05 DOI: 10.1080/13875868.2020.1825442
Linda Abarbanell, Peggy Li

We examine whether acquiring left/right language affects children's ability to take a non-egocentric left-right perspective. In Experiment 1, we tested 10-13 year-old Tseltal (Mayan) and Spanish-speaking children from the same community on a task that required they retrieve a coin they previously seen hidden in one of four boxes to the left/right/front/back of a toy sheep after the entire array was rotated out of view. Their performance on the left/right boxes correlated positively with their comprehension and use of left-right language. In Experiment 2, we found that training Tseltal-speaking children to apply left-right lexical labels to represent the location of the coin improved performance, but improvement was more robust among a second group of children trained to use gestures instead.

我们研究了左右语言的习得是否会影响儿童采取非左右中心视角的能力。在实验 1 中,我们测试了来自同一社区的 10-13 岁策尔塔尔族(玛雅)和讲西班牙语的儿童完成一项任务的情况,该任务要求他们在玩具羊的整个阵列被旋转到视线之外后,从玩具羊的左/右/前/后四个方框中的一个方框中取出他们之前看到的硬币。他们在左右盒子上的表现与他们对左右语言的理解和使用呈正相关。在实验 2 中,我们发现训练讲泰勒语的儿童使用左右词汇标签来表示硬币的位置可以提高他们的成绩,但在第二组训练使用手势的儿童中,他们的成绩提高更为稳健。
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引用次数: 0
Integration of sketch maps in community mapping activities 草图在社区制图活动中的整合
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-11-08 DOI: 10.1080/13875868.2020.1841202
A. Z. Zardiny, F. Hakimpour
ABSTRACT Drawing sketch maps is one of the most widely used tools for observation recording in community mapping. However, because sketches are not to scale and features are not precisely located, they are not spatially accurate. With this in mind, consider an important question. Can the use of sketch maps in a community mapping lead to an acceptable result? This article addresses this question by investigating the sketch maps drawn by children in a simulated community mapping. To make the sketches useful, they must be matched and integrated together. Although much research has been conducted about data matching in sketch maps, the integration of data extracted from sketch maps has been less considered. Therefore, this article focuses on the integration of sketch maps and proposes a solution in order to examine the maps more accurately while revising and customizing the existing matching solutions. The output of the data analysis is an integrated sketch map. The accuracy of the matching between the integrated sketch map and the data extracted from OpenStreetMap (OSM) is about 94.8%. In addition, the output contains features that are not present in the OSM data, which means that this output can be used for descriptive and geometric enrichment of metric maps. These results are the output of a simulated community mapping under some strict conditions. Therefore in a real community mapping, one can expect higher accuracy in using the proposed algorithm for matching and integration of the data in sketch maps.
绘制素描图是社区测绘中应用最广泛的观测记录工具之一。然而,由于草图不是按比例绘制的,特征也不是精确定位的,因此它们在空间上并不准确。考虑到这一点,考虑一个重要的问题。在社区测绘中使用草图能产生可接受的结果吗?本文通过调查儿童在模拟社区测绘中绘制的草图来解决这个问题。为了使草图有用,它们必须匹配并整合在一起。虽然已有很多关于草图数据匹配的研究,但对草图数据的整合研究较少。因此,本文着眼于草图地图的集成,并提出解决方案,以便在修改和定制现有匹配方案的同时更准确地检查地图。数据分析的输出是一个综合的草图。综合素描图与OpenStreetMap (OSM)数据的匹配精度约为94.8%。此外,输出包含OSM数据中不存在的特征,这意味着该输出可用于度量图的描述性和几何丰富性。这些结果是在某些严格条件下模拟社区映射的输出。因此,在实际的社区测绘中,可以期望使用该算法对草图中的数据进行匹配和集成,从而获得更高的精度。
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引用次数: 4
Guided navigation from multiple viewpoints using qualitative spatial reasoning 使用定性空间推理从多个视点引导导航
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-11-03 DOI: 10.1080/13875868.2020.1857386
D. Perico, P. Santos, Reinaldo A. C. Bianchi
ABSTRACT Navigation is an essential ability for mobile agents to be completely autonomous and able to perform complex actions. However, the problem of navigation for agents with limited (or no) perception of the world, or devoid of a fully defined motion model, has received little attention from research in AI and Robotics. One way to tackle this problem is to use guided navigation, in which other autonomous agents, endowed with perception, can combine their distinct viewpoints to infer the localization and the appropriate commands to guide a sensory deprived agent through a particular path. Due to the limited knowledge about the physical and perceptual characteristics of the guided agent, this task should be conducted on a level of abstraction allowing the use of a generic motion model, and high-level commands, that can be applied by any type of autonomous agents, including humans. The main task considered in this work is, given a group of autonomous agents perceiving their common environment with their independent, egocentric and local vision sensors, the development and evaluation of algorithms capable of producing a set of high-level commands (involving qualitative directions: e.g. move left, go straight ahead) capable of guiding a sensory deprived robot to a goal location. In order to accomplish this, the present paper assumes relations from the qualitative spatial reasoning formalism called StarVars, whose inference method is also used to build a model of the domain. This paper presents two qualitative-probabilistic algorithms for guided navigation using a particle filter and qualitative spatial relations. In the first algorithm, the particle filter is run upon a qualitative representation of the domain, whereas the second algorithm transforms the numerical output of a standard particle filter into qualitative relations to guide a sensory deprived robot. The proposed methods were evaluated with experiments carried out on a 2D humanoid robot simulator. A proof of concept executing the algorithms on a group of real humanoid robots is also presented. The results obtained demonstrate the success of the guided navigation models proposed in this work.
导航是移动智能体完全自主并能够执行复杂动作的基本能力。然而,对于具有有限(或没有)感知世界,或缺乏完全定义的运动模型的代理的导航问题,在AI和机器人研究中很少受到关注。解决这个问题的一种方法是使用引导导航,其中其他具有感知能力的自主智能体可以结合他们不同的观点来推断定位和适当的命令,以引导缺乏感官的智能体通过特定的路径。由于对被引导代理的物理和感知特征的了解有限,这项任务应该在抽象层面上进行,允许使用通用的运动模型和高级命令,这些命令可以被任何类型的自主代理(包括人类)应用。在这项工作中考虑的主要任务是,给定一组独立的、以自我为中心的和局部视觉传感器感知其共同环境的自主代理,能够产生一组高级命令(包括定性方向:例如向左移动,直走)的算法的开发和评估,能够引导感官剥夺的机器人到达目标位置。为了实现这一点,本文假设了定性空间推理形式的关系,称为StarVars,其推理方法也被用于建立域的模型。本文提出了两种基于粒子滤波和定性空间关系的定性概率制导算法。在第一种算法中,粒子滤波是在域的定性表示上运行的,而第二种算法将标准粒子滤波的数值输出转化为定性关系来引导感官剥夺机器人。在二维人形机器人模拟器上进行了实验,对所提出的方法进行了评估。最后给出了在一组真实的类人机器人上执行该算法的概念验证。结果表明,本文提出的导航模型是成功的。
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引用次数: 3
Computer models of saliency alone fail to predict subjective visual attention to landmarks during observed navigation 计算机模型的显著性本身不能预测在观察导航过程中对地标的主观视觉注意
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-10-12 DOI: 10.1080/13875868.2020.1830993
Demet Yesiltepe, A. O. Torun, A. Coutrot, M. Hornberger, H. Spiers, R. Dalton
ABSTRACT This study aimed to understand whether or not computer models of saliency could explain landmark saliency. An online survey was conducted and participants were asked to watch videos from a spatial navigation video game (Sea Hero Quest). Participants were asked to pay attention to the environments within which the boat was moving and to rate the perceived saliency of each landmark. In addition, state-of-the-art computer saliency models were used to objectively quantify landmark saliency. No significant relationship was found between objective and subjective saliency measures. This indicates that during passive observation of an environment while being navigated, current automated models of saliency fail to predict subjective reports of visual attention to landmarks.
摘要本研究旨在了解显著性的计算机模型是否可以解释地标显著性。一项在线调查进行了,参与者被要求观看空间导航电子游戏(海上英雄任务)的视频。参与者被要求注意船只移动的环境,并对每个地标的显著性进行评分。此外,最先进的计算机显著性模型被用于客观量化地标显著性。客观显著性测量与主观显著性测量之间无显著关系。这表明,在导航时被动观察环境时,当前的显著性自动模型无法预测对地标的视觉注意的主观报告。
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引用次数: 5
Spatial adaptation: modeling a key spatial ability 空间适应:建模是一项关键的空间能力
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-10-12 DOI: 10.1080/13875868.2020.1830994
A. Lovett, Holger Schultheis
ABSTRACT Spatial adaptation is the process of adjusting one’s mental representations for a task, so that spatial details necessary for performing the task are captured in the representations, whereas irrelevant details are ignored. We believe this process plays a critical role both in spatial ability tests and in STEM domains because it produces problem-tailored representations that can facilitate mental manipulation by representing only task-relevant details. Here, we present a computational model that illustrates the importance of spatial adaptation in a mental rotation task. The model automatically generates shape representations by segmenting objects into parts at concavities. It adjusts its representations in two ways: by varying the number of parts used to represent a shape, and by varying the types of information encoded for each part. Critically, the model can adapt to a mental rotation task by adjusting the degree of detail in its shape representations automatically, based on how much detail is needed to distinguish the shapes from distractors.
空间适应是一个人对任务的心理表征进行调整的过程,以便在表征中捕捉到执行任务所需的空间细节,而忽略无关的细节。我们认为这一过程在空间能力测试和STEM领域都起着关键作用,因为它产生了针对问题的表征,可以通过仅表征任务相关的细节来促进心理操纵。在这里,我们提出了一个计算模型来说明空间适应在心理旋转任务中的重要性。该模型通过在凹处将物体分割成部分来自动生成形状表示。它通过两种方式调整其表示:通过改变用于表示形状的部分的数量,以及通过改变为每个部分编码的信息类型。关键的是,该模型可以通过自动调整形状表征中的细节程度来适应心理旋转任务,这是基于将形状与干扰物区分开来需要多少细节。
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引用次数: 1
The practice of judo: how does it relate to different spatial abilities? 柔道练习:它与不同的空间能力有什么关系?
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-10-12 DOI: 10.1080/13875868.2020.1830995
C. Meneghetti, Tommaso Feraco, Paola Ispiro, Stefanie Pietsch, P. Jansen
ABSTRACT The study aimed to examine the relationship between the practice of judo and different spatial abilities. Several individual measures, including spatial tasks and questionnaires on wayfinding inclinations, were administered to 52 judo experts and 45 non-athlete controls. After learning by navigating in a virtual environment, participants were measured on their route retracing and shortcut finding performance. The results showed that judo practitioners had greater spatial abilities (especially in mental rotation) and a stronger sense of direction than controls, but were no better in wayfinding performance. A structural equation model showed that the practice of judo had an indirect effect on wayfinding (inclinations and performance), mediated by spatial abilities. These results are discussed in the theoretical frame of spatial cognition and sport.
摘要本研究旨在探讨柔道练习与不同空间能力之间的关系。研究人员对52名柔道专家和45名非运动员进行了几项个人测量,包括空间任务和寻路倾向问卷。在虚拟环境中通过导航学习后,研究人员对参与者的路线回溯和寻找捷径的表现进行了衡量。结果显示,与对照组相比,柔道练习者的空间能力(尤其是心理旋转)和方向感更强,但在寻路方面表现不佳。结构方程模型表明,柔道练习对寻路(倾向和表现)有间接影响,由空间能力介导。这些结果在空间认知和运动的理论框架中进行了讨论。
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引用次数: 4
Desktop versus immersive virtual environments: effects on spatial learning 桌面与沉浸式虚拟环境:对空间学习的影响
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-09-13 DOI: 10.1080/13875868.2020.1817925
Jiayan Zhao, Tesalee K. Sensibaugh, Bobby Bodenheimer, T. McNamara, Alina Nazareth, N. Newcombe, Meredith Minear, A. Klippel
ABSTRACT Although immersive virtual reality is attractive to users, we know relatively little about whether higher immersion levels increase or decrease spatial learning outcomes. In addition, questions remain about how different approaches to travel within a virtual environment affect spatial learning. In this paper, we investigated the role of immersion (desktop computer versus HTC Vive) and teleportation in spatial learning. Results showed few differences between conditions, favoring, if anything, the desktop environment. There seems to be no advantage of using continuous travel over teleportation, or using the Vive with teleportation compared to a desktop computer. Discussing the results, we look critically at the experimental design, identify potentially confounding variables, and suggest avenues for future research.
虽然沉浸式虚拟现实对用户很有吸引力,但我们对更高的沉浸程度是否会增加或减少空间学习结果知之甚少。此外,关于在虚拟环境中旅行的不同方式如何影响空间学习的问题仍然存在。在本文中,我们研究了沉浸式(台式电脑与HTC Vive)和瞬间移动在空间学习中的作用。结果显示,不同条件之间的差异不大,如果有什么区别的话,那就是桌面环境。与传送相比,使用连续旅行似乎没有优势,或者与台式电脑相比,使用带有传送功能的Vive似乎也没有优势。在讨论结果时,我们批判性地审视实验设计,识别潜在的混淆变量,并为未来的研究提出途径。
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引用次数: 33
A Framework for Place-Based Survey Implementation 基于地点的调查实施框架
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-08-26 DOI: 10.1007/978-3-030-57983-8_7
Matthew Haffner
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引用次数: 1
The Influence of Position on Spatial Representation in Working Memory 位置对工作记忆空间表征的影响
IF 1.9 4区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2020-08-26 DOI: 10.1007/978-3-030-57983-8_4
Lilian Le Vinh, Annika Meert, H. Mallot
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引用次数: 1
期刊
Spatial Cognition and Computation
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