| Literature DB >> 29273759 |
Kazushige Kimura1, James F Reichert2, Ashley Olson2, Omid Ranjbar Pouya1, Xikui Wang3, Zahra Moussavi1, Debbie M Kelly4,5.
Abstract
Adult participants learned to reorient to a specific corner inside either a real or virtual rectangular room containing a distinct featural object in each corner. Participants in the virtual-reality (VR) condition experienced an immersive virtual version of the physical room using a head-mounted display (HMD) and customized manual wheelchair to provide self-movement. Following a disorientation procedure, people could reorient by using either the geometry of the room and/or the distinct features in the corners. Test trials in which the different spatial cues were manipulated revealed participants encoded features and geometry in both the real and VR rooms. However, participants in the VR room showed less facility with using geometry. Our results suggest caution must be taken when interpreting the nuances of spatial cue use in virtual environments. Reduced reliability of geometric cues in VR environments may result in greater reliance on feature cues than would normally be expected under similar real-world conditions.Entities:
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Year: 2017 PMID: 29273759 PMCID: PMC5741741 DOI: 10.1038/s41598-017-18289-8
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1A comparison of the virtual room (left) and the real-world room (right).
Figure 2The VRNChair including laptop and HMD. The inset photo gives an example of the virtual room as viewed through the HMD. Physical movement of the VRNChair translated to movement within the virtual room. Choices were made by pressing a button attached to the participant’s right finger (not shown).
Figure 3Schematic representations of the room during training/control and all testing conditions. For illustrative purposes only, the top left (i.e., the corner containing the blue cylinder) has been assigned as correct, but during the experiment this was counterbalanced across participants. Numbers represent the percentage of choices to each corner in the virtual environment and real-world environment for each testing condition (percentages for the virtual environment are indicated in bold). Note this figure is not drawn to scale.