Reorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?

Studies have shown that animals, including humans, use the geometric properties of environments to orient. It has been proposed that orientation is accomplished primarily by encoding the principal axes (i.e., global geometry) of an environment. However, recent research has shown that animals use loc...

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Autores principales: Althea H Ambosta, James F Reichert, Debbie M Kelly
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Publicado: Public Library of Science (PLoS) 2013
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Acceso en línea:https://doaj.org/article/755415a9ebec431ba839ee57ef40cef2
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spelling oai:doaj.org-article:755415a9ebec431ba839ee57ef40cef22021-11-18T08:48:19ZReorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?1932-620310.1371/journal.pone.0078985https://doaj.org/article/755415a9ebec431ba839ee57ef40cef22013-01-01T00:00:00Zhttps://www.ncbi.nlm.nih.gov/pmc/articles/pmid/24223869/pdf/?tool=EBIhttps://doaj.org/toc/1932-6203Studies have shown that animals, including humans, use the geometric properties of environments to orient. It has been proposed that orientation is accomplished primarily by encoding the principal axes (i.e., global geometry) of an environment. However, recent research has shown that animals use local information such as wall length and corner angles as well as local shape parameters (i.e., medial axes) to orient. The goal of the current study was to determine whether adult humans reorient according to global geometry based on principal axes or whether reliance is on local geometry such as wall length and sense information or medial axes. Using a virtual environment task, participants were trained to select a response box located at one of two geometrically identical corners within a featureless rectangular-shaped environment. Participants were subsequently tested in a transformed L-shaped environment that allowed for a dissociation of strategies based on principal axes, medial axes and local geometry. Results showed that participants relied primarily on a medial axes strategy to reorient in the L-shaped test environment. Importantly, the search behaviour of participants could not be explained by a principal axes-based strategy.Althea H AmbostaJames F ReichertDebbie M KellyPublic Library of Science (PLoS)articleMedicineRScienceQENPLoS ONE, Vol 8, Iss 11, p e78985 (2013)
institution DOAJ
collection DOAJ
language EN
topic Medicine
R
Science
Q
spellingShingle Medicine
R
Science
Q
Althea H Ambosta
James F Reichert
Debbie M Kelly
Reorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?
description Studies have shown that animals, including humans, use the geometric properties of environments to orient. It has been proposed that orientation is accomplished primarily by encoding the principal axes (i.e., global geometry) of an environment. However, recent research has shown that animals use local information such as wall length and corner angles as well as local shape parameters (i.e., medial axes) to orient. The goal of the current study was to determine whether adult humans reorient according to global geometry based on principal axes or whether reliance is on local geometry such as wall length and sense information or medial axes. Using a virtual environment task, participants were trained to select a response box located at one of two geometrically identical corners within a featureless rectangular-shaped environment. Participants were subsequently tested in a transformed L-shaped environment that allowed for a dissociation of strategies based on principal axes, medial axes and local geometry. Results showed that participants relied primarily on a medial axes strategy to reorient in the L-shaped test environment. Importantly, the search behaviour of participants could not be explained by a principal axes-based strategy.
format article
author Althea H Ambosta
James F Reichert
Debbie M Kelly
author_facet Althea H Ambosta
James F Reichert
Debbie M Kelly
author_sort Althea H Ambosta
title Reorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?
title_short Reorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?
title_full Reorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?
title_fullStr Reorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?
title_full_unstemmed Reorienting in virtual 3D environments: do adult humans use principal axes, medial axes or local geometry?
title_sort reorienting in virtual 3d environments: do adult humans use principal axes, medial axes or local geometry?
publisher Public Library of Science (PLoS)
publishDate 2013
url https://doaj.org/article/755415a9ebec431ba839ee57ef40cef2
work_keys_str_mv AT altheahambosta reorientinginvirtual3denvironmentsdoadulthumansuseprincipalaxesmedialaxesorlocalgeometry
AT jamesfreichert reorientinginvirtual3denvironmentsdoadulthumansuseprincipalaxesmedialaxesorlocalgeometry
AT debbiemkelly reorientinginvirtual3denvironmentsdoadulthumansuseprincipalaxesmedialaxesorlocalgeometry
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