scholarly journals The Use of Virtual Environments for Survey Spatial Ability Evaluation in Topographical Disorientation

2008 ◽  
Vol 19 (1-2) ◽  
pp. 81-85 ◽  
Author(s):  
Francesca Morganti ◽  
Maria Luisa Rusconi ◽  
Anna Paladino ◽  
Giuliano Geminiani ◽  
Antonella Carassa

Due to their interactivity and to the sense of presence they afford, virtual environments constitute an interesting opportunity to study spatial cognition. In accordance with this perspective, we aimed to introduce a spatial test in virtual simulation in order to investigate the survey spatial ability in patients with topographical disorientation. To do this, we used the “planning in advance task” in a virtual environment that constitutes an effective procedure to experimentally evaluate survey maps. With this procedure we present the single case of a woman, with a right medial temporal lobe lesion, who shows a selective impairment in the acquisition of new spatial relationships. The patient’s performance in “planning in advance task” was compared with that of a control group made up of 40 female subjects matched for age and education. Results show how the patient revealed a significantly lower spatial performance when compared to the control group, demonstrating an inability to solve survey-type spatial tasks in complex virtual environments.

2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


2019 ◽  
Author(s):  
Danielle M. Douglas ◽  
Louisa Lok Yee Man ◽  
Rachel N. Newsome ◽  
Haley Park ◽  
Hira M. Aslam ◽  
...  

Semantic features, such as prototypical visual form or function, are often shared across multiple object concepts. How, then, are we able to resolve interference between object concepts that look alike but perform different functions (e.g., hairdryer and gun) or that do similar things but look rather dissimilar (e.g., hairdryer and comb)? We examined this issue in the current neuropsychological single-case study by asking whether perirhinal cortex (PRC) critically enables resolution of interference among object concepts at the level of their conceptually- and visually-based semantic features. We tested three patients with differing lesion profiles using a novel discrimination task involving stimuli for which visual and conceptual similarity were not linked across object concepts. We found that D.A., an individual with a brain lesion that includes PRC, was impaired at discriminating among object concepts when there was a high degree conceptual and visual semantic feature overlap among choices. We replicated this result in a second testing session. Conversely, patients with selective hippocampal or ventromedial prefrontal cortical lesions were unimpaired on this task. Importantly, D.A.’s performance was intact when (i) conceptual and visual interference among object concepts was minimized, and (ii) when the discriminations involved simple stimuli that did not require assessment of multiple stimulus dimensions. These results reveal a novel semantic deficit in a patient with PRC damage, suggesting that this structure represents object concepts in a manner that can be flexibly reshaped to emphasize task relevant semantic features.


2021 ◽  
Vol 11 (5) ◽  
pp. 57
Author(s):  
Valentina Cesari ◽  
Benedetta Galgani ◽  
Angelo Gemignani ◽  
Danilo Menicucci

Online-learning is a feasible alternative to in-person attendance during COVID-19 pandemic. In this period, information technologies have allowed sharing experiences, but have also highlighted some limitations compared to traditional learning. Learning is strongly supported by some qualities of consciousness such as flow (intended as the optimal state of absorption and engagement activity) and sense of presence (feeling of exerting control, interacting with and getting immersed into real/virtual environments), behavioral, emotional, and cognitive engagement, together with the need for social interaction. During online learning, feelings of disconnection, social isolation, distractions, boredom, and lack of control exert a detrimental effect on the ability to reach the state of flow, the feeling of presence, the feeling of social involvement. Since online environments could prevent the rising of these learning–supporting variables, this article aims at describing the role of flow, presence, engagement, and social interactions during online sessions and at characterizing multisensory stimulations as a driver to cope with these issues. We argue that the use of augmented, mixed, or virtual reality can support the above-mentioned domains, and thus counteract the detrimental effects of physical distance. Such support could be further increased by enhancing multisensory stimulation modalities within augmented and virtual environments.


1997 ◽  
Vol 3 (1_suppl) ◽  
pp. 33-35 ◽  
Author(s):  
G J Ghosh ◽  
P M Mclaren ◽  
J P Watson

The use of videoconferencing in psychotherapy remains largely unexplored. Videoconferencing compromises the range and quality of interactional information and thus might be expected to affect the working alliance (WA) between client and therapist, and consequently the process and outcome of therapy. A single case study exploring the effect of videoconferencing on the development of the WA in the psychological treatment of a female–male transsexual is described. The self-rated Working Alliance Inventory (WAI) was used to measure client and therapist perceptions of the WA after each session over 10 sessions of eclectic therapy conducted over a videolink. The serial WAI measurements charting the development of the WA in 4 cases of 10-session, face-to-face therapy by Horvath and Marx1 were used as a quasi-control. Therapist and client impressions of teletherapy are described. WAI scores were essentially similar to the face-to-face control group except for lower client-rated bond subscale scores. It is suggested that client personality factors accounted for this difference and that videoconferencing did not impair the development of an adequate working alliance or successful therapeutic outcome.


Roeper Review ◽  
2013 ◽  
Vol 35 (4) ◽  
pp. 254-264 ◽  
Author(s):  
Heinrich Stumpf ◽  
Carol J. Mills ◽  
Linda E. Brody ◽  
Philip G. Baxley

2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.


1986 ◽  
Vol 30 (7) ◽  
pp. 624-627 ◽  
Author(s):  
William L. Derrick ◽  
Thomas M. McCloy ◽  
William P. Marshak ◽  
Gretchen L. Seiler ◽  
Pamela A. Reddick

Building upon previous research, this study examined the relationship between the deployment of spatial resources in the performance of spatial tasks and the level of spatial ability possessed by subjects. Ten Air Force Academy cadets, classified as either high or low in spatial ability by paper and pencil measures, performed tasks that presumably demanded spatial resources. Both the baseline and dual task level of performance was superior for the high spatial ability group. These findings are related to a variable capacity model of processing resources.


2021 ◽  
Author(s):  
Valentina Cesari ◽  
Benedetta Galgani ◽  
Angelo Gemignani ◽  
Danilo Menicucci

Online-learning is a feasible alternative to the physical classroom during this current global COVID-19 pandemic. In this time, Information Technologies have allowed sharing experiences but has also highlighted some limitations compared to the traditional way of learning. Learning is strongly sustained by some qualities of consciousness such as flow (intended as the optimal state of absorption and engagement in activity) and sense of presence (feeling of exerting control, interacting with and getting immersed into real/virtual environments), together with the need for social interaction. During online learning, feelings of disconnection, social isolation, distractions, lack of control exert a detrimental effect on the ability to reach the state of flow, the feeling of presence, the feeling of social involvement. Since online environments could prevent the rising of these learning-supporting variables, this article aims at describing the role of flow, presence and social interactions during online sessions and characterizing multi sensory stimulations as a driver to cope with these issues. We argue that the use of augmented, mixed or virtual reality can support abovementioned domains of consciousness and thus counteract the detrimental effects of physical distance. Such support could be further increased by enhancing multisensory stimulation modalities within augmented and virtual environments.


Author(s):  
Aleshia T. Hayes ◽  
Carrie L. Straub ◽  
Lisa A. Dieker ◽  
Charlie E. Hughes ◽  
Michael C. Hynes

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivE™ is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivE™ are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivE™ in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.


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