English
 
Help Privacy Policy Disclaimer
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT

Released

Poster

Geographic slant as a source of information in maze navigation

MPS-Authors
/persons/resource/persons84087

Mochnatzki,  HF
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

/persons/resource/persons83928

Steck,  SD
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

/persons/resource/persons84072

Mallot,  HA
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

External Resource
No external resources are shared
Fulltext (restricted access)
There are currently no full texts shared for your IP range.
Fulltext (public)
There are no public fulltexts stored in PuRe
Supplementary Material (public)
There is no public supplementary material available
Citation

Mochnatzki, H., Steck, S., & Mallot, H. (1999). Geographic slant as a source of information in maze navigation. Poster presented at 2. Tübinger Wahrnehmungskonferenz (TWK 1999), Tübingen, Germany.


Cite as: https://hdl.handle.net/11858/00-001M-0000-0013-E6F1-4
Abstract
known to make extensive use of geographical slant for communication about spatial layout (Brown and Levinson, Journal of Linguistic Anthropology 3: 46-74, 1993). We have
investigated the role of geographic slant in a simple spatial memory task. The experimental environment is a modified version of the Hexatown virtual environment described by Gillner and Mallot (Journal of Cognitive Neuroscience 10: 445-463, 1998). This environment
is a hexagonal grid of streets with landmarks placed in each angle between two streets. We used a version with 8 places and no loops. The whole environment could be
slanted by an angle of 4 degrees. Three slant conditions were used: “flat”: no slant; “slanted NW”: slant direction 30 degrees north west with respect to some arbitrarily chosen “north”; slanted NE: slant direction 30 degrees north east. Subjects could interact with the virtual environment by pedaling with force-feedback on a bicycle simulator (translation) or by hitting buttons (discrete rotations in 60 degree steps). The environment was simulated using a Silicon Graphics ONYX2 computer. Images were projected on a 180 degree screen. For details of the setup, see van Veen et al. (Future Generation Computer
Systems 14: 231-242, 1998).
Subjects explored the environment by searching 15 routes to various goals presented to them as pictures. After learning, spatial memory was accessed by a pointing task: In an across subjects design, 3 groups of 6 subjects were asked to point from various positions to the learnt goals (19 pointings per subject). Overall performance is rather good, with a mean angular error of -5.9 degrees (plus/
minus 53 degrees mean angular deviation) in the “flat” condition. Performance was significantly better in both the “slanted NW” condition (circular F-test, p<0.00001) and the
“slanted NE” condition (p<0.04). There is also a significant difference between the two slanted conditions (p < 0.01).
The results show that subjects are able to point to currently invisible targets in virtual environments. Adding a geographic slant improves this performance. We conclude that geographical slant plays a role either in the construction of a spatial memory, or in its readout, or in both.