Different strategies for spatial updating in yaw and pitch path integration.

Different strategies for spatial updating in yaw and pitch path integration.
复制标题

DOI:
10.3389/fnbeh.2013.00005
复制
发表时间:
2013
影响因子:
3
通讯作者:
Gramann K
Gramann K
中科院分区:
医学3区
文献类型:
--
作者:
Goeke CM;König P;Gramann K

文献摘要

参考文献

被引文献

相似文献

空间导航研究表明,在虚拟路径整合过程中,存在由不同参考框架定义的离散策略。本研究调查了这些导航策略的分布与性别、电子游戏体验和自我空间导航能力的关系。参与者观看了通过星场的虚拟通道的视频,在水平(偏航)轴或垂直(俯仰)轴上有一个转弯。在一个通道结束时,他们从四个归航箭头中选择一个来指示初始起始位置。为了解决这个任务,参与者可以采用两种不同的策略,在以自我为中心或以非中心为中心的参考框架中导航。大多数有效受试者(232/260)在75%以上的试验中始终使用相同的策略。通过这种方法,33.1%的参与者被归类为特纳者(在两个坐标轴上使用以自我为中心的参照系),46.5%的参与者被归类为非特纳者(在两个坐标轴上使用非中心参照系)。9.2%的参与者始终在偏航平面上使用以自我为中心的参考系,而在俯仰平面上使用非中心的参考系(切换者)。性别对导航策略影响的调查显示,女性主要使用非特纳策略,而男性同时使用特纳和非特纳策略的概率相当。与预期不同的是,视频游戏体验并未影响策略使用。基于强大的定量基础,样本规模比典型的心理物理学研究大一个数量级,这些结果表明,大多数人可靠地使用三种可能的导航策略中的一种(特纳,非特纳,切换)来进行空间更新,并提供了这些策略在一般人群中的分布情况的合理估计。
Research in spatial navigation revealed the existence of discrete strategies defined by the use of distinct reference frames during virtual path integration. The present study investigated the distribution of these navigation strategies as a function of gender, video gaming experience, and self-estimates of spatial navigation abilities in a population of 300 subjects. Participants watched videos of virtual passages through a star-field with one turn in either the horizontal (yaw) or the vertical (pitch) axis. At the end of a passage they selected one out of four homing arrows to indicate the initial starting location. To solve the task, participants could employ two discrete strategies, navigating within either an egocentric or an allocentric reference frame. The majority of valid subjects (232/260) consistently used the same strategy in more than 75% of all trials. With that approach 33.1% of all participants were classified as Turners (using an egocentric reference frame on both axes) and 46.5% as Non-turners (using an allocentric reference frame on both axes). 9.2% of all participants consistently used an egocentric reference frame in the yaw plane but an allocentric reference frame in the pitch plane (Switcher). Investigating the influence of gender on navigation strategies revealed that females predominantly used the Non-turner strategy while males used both the Turner and the Non-turner strategy with comparable probabilities. Other than expected, video gaming experience did not influence strategy use. Based on a strong quantitative basis with the sample size about an order of magnitude larger than in typical psychophysical studies these results demonstrate that most people reliably use one out of three possible navigation strategies (Turners, Non-turners, Switchers) for spatial updating and provides a sound estimate of how those strategies are distributed within the general population.
DOI: 10.1162/jocn.2009.21369
发表时间: 2010-12
影响因子: 3.2
作者:
Gramann K;Onton J;Riccobon D;Mueller HJ;Bardins S;Makeig S
通讯作者: Makeig S
DOI: 10.1016/j.brainres.2006.08.005
发表时间: 2006-11-06
期刊: BRAIN RESEARCH
影响因子: 2.9
作者:
Gramann, K.;Mueller, H. J.;Debus, G.
通讯作者: Debus, G.
DOI: 10.1016/s1090-5138(97)00107-4
发表时间: 1998-03-01
影响因子: 5.1
作者:
Dabbs, JM;Chang, EL;Milun, R
通讯作者: Milun, R
DOI: 10.1016/s0160-2896(02)00116-2
发表时间: 2002-01-01
期刊: INTELLIGENCE
影响因子: 3
作者:
Hegarty, M;Richardson, AE;Subbiah, I
通讯作者: Subbiah, I
DOI: 10.1016/j.bbr.2006.06.029
发表时间: 2006-10-16
影响因子: 2.7
作者:
Rizk-Jackson, Angela M.;Acevedo, Summer F.;Raber, Jacob
通讯作者: Raber, Jacob