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An immersive first-person navigation task for abstract knowledge acquisition

Advances in virtual reality (VR) technology have greatly benefited spatial navigation research. By presenting space in a controlled manner, changing aspects of the environment one at a time or manipulating the gain from different sensory inputs, the mechanisms underlying spatial behaviour can be inv...

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Autores principales: Kuhrt, Doerte, St. John, Natalie R., Bellmund, Jacob L. S., Kaplan, Raphael, Doeller, Christian F.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7947005/
https://www.ncbi.nlm.nih.gov/pubmed/33692382
http://dx.doi.org/10.1038/s41598-021-84599-7
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author Kuhrt, Doerte
St. John, Natalie R.
Bellmund, Jacob L. S.
Kaplan, Raphael
Doeller, Christian F.
author_facet Kuhrt, Doerte
St. John, Natalie R.
Bellmund, Jacob L. S.
Kaplan, Raphael
Doeller, Christian F.
author_sort Kuhrt, Doerte
collection PubMed
description Advances in virtual reality (VR) technology have greatly benefited spatial navigation research. By presenting space in a controlled manner, changing aspects of the environment one at a time or manipulating the gain from different sensory inputs, the mechanisms underlying spatial behaviour can be investigated. In parallel, a growing body of evidence suggests that the processes involved in spatial navigation extend to non-spatial domains. Here, we leverage VR technology advances to test whether participants can navigate abstract knowledge. We designed a two-dimensional quantity space—presented using a head-mounted display—to test if participants can navigate abstract knowledge using a first-person perspective navigation paradigm. To investigate the effect of physical movement, we divided participants into two groups: one walking and rotating on a motion platform, the other group using a gamepad to move through the abstract space. We found that both groups learned to navigate using a first-person perspective and formed accurate representations of the abstract space. Interestingly, navigation in the quantity space resembled behavioural patterns observed in navigation studies using environments with natural visuospatial cues. Notably, both groups demonstrated similar patterns of learning. Taken together, these results imply that both self-movement and remote exploration can be used to learn the relational mapping between abstract stimuli.
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spelling pubmed-79470052021-03-12 An immersive first-person navigation task for abstract knowledge acquisition Kuhrt, Doerte St. John, Natalie R. Bellmund, Jacob L. S. Kaplan, Raphael Doeller, Christian F. Sci Rep Article Advances in virtual reality (VR) technology have greatly benefited spatial navigation research. By presenting space in a controlled manner, changing aspects of the environment one at a time or manipulating the gain from different sensory inputs, the mechanisms underlying spatial behaviour can be investigated. In parallel, a growing body of evidence suggests that the processes involved in spatial navigation extend to non-spatial domains. Here, we leverage VR technology advances to test whether participants can navigate abstract knowledge. We designed a two-dimensional quantity space—presented using a head-mounted display—to test if participants can navigate abstract knowledge using a first-person perspective navigation paradigm. To investigate the effect of physical movement, we divided participants into two groups: one walking and rotating on a motion platform, the other group using a gamepad to move through the abstract space. We found that both groups learned to navigate using a first-person perspective and formed accurate representations of the abstract space. Interestingly, navigation in the quantity space resembled behavioural patterns observed in navigation studies using environments with natural visuospatial cues. Notably, both groups demonstrated similar patterns of learning. Taken together, these results imply that both self-movement and remote exploration can be used to learn the relational mapping between abstract stimuli. Nature Publishing Group UK 2021-03-10 /pmc/articles/PMC7947005/ /pubmed/33692382 http://dx.doi.org/10.1038/s41598-021-84599-7 Text en © The Author(s) 2021 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
spellingShingle Article
Kuhrt, Doerte
St. John, Natalie R.
Bellmund, Jacob L. S.
Kaplan, Raphael
Doeller, Christian F.
An immersive first-person navigation task for abstract knowledge acquisition
title An immersive first-person navigation task for abstract knowledge acquisition
title_full An immersive first-person navigation task for abstract knowledge acquisition
title_fullStr An immersive first-person navigation task for abstract knowledge acquisition
title_full_unstemmed An immersive first-person navigation task for abstract knowledge acquisition
title_short An immersive first-person navigation task for abstract knowledge acquisition
title_sort immersive first-person navigation task for abstract knowledge acquisition
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7947005/
https://www.ncbi.nlm.nih.gov/pubmed/33692382
http://dx.doi.org/10.1038/s41598-021-84599-7
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