| Literature DB >> 32103427 |
Daniël van Helvoort1, Emil Stobbe2, Richard Benning3, Henry Otgaar3,4, Vincent van de Ven5.
Abstract
Associative memory has been increasingly investigated in immersive virtual reality (VR) environments, but conditions that enable physical exploration remain heavily under-investigated. To address this issue, we designed two museum rooms in VR throughout which participants could physically walk (i.e., high immersive and interactive fidelity). Participants were instructed to memorize all room details, which each contained nine paintings and two stone sculptures. On a subsequent old/new recognition task, we examined to what extent shared associated context (i.e., spatial boundaries, ordinal proximity) and physically travelled distance between paintings facilitated recognition of paintings from the museum rooms. Participants more often correctly recognized a sequentially probed old painting when the directly preceding painting was encoded within the same room or in a proximal position, relative to those encoded across rooms or in a distal position. A novel finding was that sequentially probed paintings from the same room were also recognized better when the physically travelled spatial or temporal distance between the probed paintings was shorter, as compared with longer distances. Taken together, our results in highly immersive VR support the notion that spatiotemporal context facilitates recognition of associated event content.Entities:
Keywords: Associative recognition; Episodic memory; Event segmentation; Interactive fidelity; Virtual reality
Mesh:
Year: 2020 PMID: 32103427 PMCID: PMC7320060 DOI: 10.3758/s13421-020-01024-6
Source DB: PubMed Journal: Mem Cognit ISSN: 0090-502X
Fig. 1Virtual reality (VR) environments. Shown are print screens of the “light” (A) and “dark” (B) museum rooms in the VR simulation. Insets appended to each print screen show the general layout of the room and the instructed walking direction for exploration marked by the black arrow-headed path. The gray arrow indicates the approximate viewing direction of the print screens
Fig. 2Results. Memory performance metrics for sequentially probed items coming from within the same or different rooms (A), for sequentially probed items encoded in proximal or distal ordinal distance (B), and for (C) d’, (D) hit rate (HR), and (E) false alarm rate (FAR) for the light and dark room. Error bars = SEM; * = significant difference (p < .05) between the two bars; NS = no significant difference
Fig. 3Virtual reality (VR) physical exploration (i.e., travelled spatial and temporal distance) effect on memory recognition. Bar plots show distance-based mnemonic probability functions (d-MPFs) for (A) travelled spatial distance (in meters, m) and (B) temporal distance (in seconds, s). Y-axis displays hit rates (HR) for the second item in a pair of sequentially tested items that were encoded in the same room, averaged across participants
Fig. 4Museum path trace of a selected participant. The trace (black line) marks the physical locations that the participant visited within the virtual environment, with XY coordinates in meters. Colors indicate moments along the track at which virtual reality (VR) helmet gaze was directed to each of the virtual locations of the nine paintings (see color legend). Trace information can be used to calculate travel and viewing times and visited locations in the VR environment. Compare paths to insets of Fig. 1. Arrow head indicates North