Individual Differences in Teleporting Through Virtual Environments

Individual Differences in Teleporting Through Virtual Environments
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DOI:
10.1037/xap0000396
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发表时间:
2022-01-06
影响因子:
2.6
通讯作者:
Gilbert, Stephen B.
Gilbert, Stephen B.
中科院分区:
心理学3区
文献类型:
--
作者:
Cherep, Lucia A.;Kelly, Jonathan W.;Gilbert, Stephen B.

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公共意义声明 先前的研究表明,隐形传送会导致迷失方向。然而,个体迷失方向的程度差异很大,我们的研究确定了这些个体差异背后的空间认知能力。出现了三个不同的组,突出了导航准确性以及三角形完成任务期间可用线索的整合方面的个体差异。重要的是,各群体在空间认知能力和视频游戏体验的衡量标准上存在差异。虚拟现实(VR)允许用户步行探索虚拟环境(VE),但这种能力受到真实障碍的限制。传送界面允许用户在 VE 中选择位置(有时甚至是方向),然后在没有自我运动提示的情况下立即传送,从而克服了这一限制。这项研究调查了瞬移时导航性能的个体差异是否与个体的特征(包括空间能力)相对应。参与者在视觉地标不同的 VE 内执行三角形补全(遍历两个出站路径段,然后指向路径原点)。运动是通过三个界面完成的:行走、部分一致传送(传送以改变位置、旋转身体以改变方向)和不一致传送(传送以改变位置和方向)。潜在概况分析确定了个人的三种概况:总体表现良好并通过地标进行改进的人、在没有地标的情况下表现不佳但在可用时有所改善的人以及即使有地标也表现不佳的人。个人的特征因个人资料而异,包括性别、自我报告的空间能力、心理旋转和观点采择;但只有换位思考才能显着区分这三种情况。这项工作阐明了导航的空间认知相关性,并提供了一个框架来识别 VR 中迷失方向的敏感性。
Public Significance Statement Previous work has shown that teleportation causes disorientation. Yet, individuals vary widely in the extent to which they become disoriented, and our study identified the spatial cognitive abilities that underlie these individual differences. Three distinct groups emerged which highlight the individual differences in navigational accuracy as well as integration of available cues during a triangle completion task. Importantly, groups differed on measures of spatial cognitive ability and video game experience.Virtual reality (VR) allows users to walk to explore the virtual environment (VE), but this capability is constrained by real obstacles. Teleporting interfaces overcome this constraint by allowing users to select a position, and sometimes orientation, in the VE before being instantly transported without self-motion cues. This study investigated whether individual differences in navigation performance when teleporting correspond to characteristics of the individual, including spatial ability. Participants performed triangle completion (traverse two outbound path legs, then point to the path origin) within VEs differing in visual landmarks. Locomotion was accomplished using three interfaces: walking, partially concordant teleporting (teleport to change position, rotate the body to change orientation), and discordant teleporting (teleport to change position and orientation). A latent profile analysis identified three profiles of individuals: those who performed well overall and improved with landmarks, those who performed poorly without landmarks but improved when available, and those who performed poorly even with landmarks. Characteristics of individuals differed across profiles, including gender, self-reported spatial ability, mental rotation, and perspective-taking; but only perspective-taking significantly distinguished all three profiles. This work elucidates spatial cognitive correlates of navigation and provides a framework for identifying susceptibility to disorientation in VR.