Teleporting is a popular interface to allow virtual reality users to explore environments that are larger than the available walking space. When teleporting, the user positions a marker in the virtual environment and is instantly transported without any self-motion cues. Five experiments were designed to evaluate the spatial cognitive consequences of teleporting and to identify environmental cues that could mitigate those costs. Participants performed a triangle completion task by traversing two outbound path legs before pointing to the unmarked path origin. Locomotion was accomplished via walking or two common implementations of the teleporting interface distinguished by the concordance between movement of the body and movement through the virtual environment. In the partially concordant teleporting interface, participants teleported to translate (change position) but turned the body to rotate. In the discordant teleporting interface, participants teleported to translate and rotate. Across all five experiments, discordant teleporting produced larger errors than partially concordant teleporting which produced larger errors than walking, reflecting the importance of translational and rotational selfmotion cues. Furthermore, geometric boundaries (room walls or a fence) were necessary to mitigate the spatial cognitive costs associated with teleporting, and landmarks were helpful only in the context of a geometric boundary. Public Significance Statement: Movement through a virtual environment (VE) can be accomplished by walking, but physical space constraints require a navigation interface. One popular interface is teleporting, whereby the user points to a place in the VE and is instantly transported there. In this study, we reveal that teleporting can lead to spatial disorientation due to lack of self-motion cues. Boundaries in the VE, such as walls or a fence, reduce but do not eliminate the disorienting effect of teleporting.
Virtual reality systems typically allow users to physically walk and turn, but virtual environments (VEs) often exceed the available walking space. Teleporting has become a common user interface, whereby the user aims a laser pointer to indicate the desired location, and sometimes orientation, in the VE before being transported without self-motion cues. This study evaluated the influence of rotational self-motion cues on spatial updating performance when teleporting, and whether the importance of rotational cues varies across movement scale and environment scale. Participants performed a triangle completion task by teleporting along two outbound path legs before pointing to the unmarked path origin. Rotational selfmotion reduced overall errors across all levels of movement scale and environment scale, though it also introduced a slight bias toward under-rotation. The importance of rotational self-motion was exaggerated when navigating large triangles and when the surrounding environment was large. Navigating a large triangle within a small VE brought participants closer to surrounding landmarks and boundaries, which led to greater reliance on piloting (landmark-based navigation) and therefore reduced-but did not eliminatethe impact of rotational self-motion cues. These results indicate that rotational self-motion cues are important when teleporting, and that navigation can be improved by enabling piloting.
This paper describes the development and evaluation of an Intelligent Team Tutoring System (ITTS) for pairs of learners working collaboratively to monitor an area. In the Surveillance Team Tutor (STT), learners performed a surveillance task in a virtual environment, communicating to track hostile moving soldiers. This collaborative problem solving task required significant communication to achieve the common goal of perfect surveillance. In a pilot evaluation, 16 twoperson teams performed the task within one of three feedback conditions (Individual, Team, or None) across four trials each. The STT used a unique approach to filtering feedback so that teams in both individual and team conditions received a similar amount of feedback. In one performance measure, Team condition participants made fewer errors in one task than those in other conditions, though at a potential cost of mental workload. Feedback condition also significantly affected participants' subjective rating of both their own performance and their teammate's. This ITTS is one of the first automated team tutoring systems that provided real-time feedback during task execution. Recommendations are offered for the design of the optimal team task for future ITTSs that offer tutoring for small teams performing collaborative problem solving.
Teleporting is a popular interface to allow virtual reality users to explore environments that are larger than the available walking space. When teleporting, the user positions a marker in the virtual environment and is instantly transported without any self-motion cues. Five experiments were designed to evaluate the spatial cognitive consequences of teleporting, and to identify environmental cues that could mitigate those costs. Participants performed a triangle completion task by traversing two outbound path legs before pointing to the unmarked path origin. Locomotion was accomplished via walking or two common implementations of the teleporting interface distinguished by the concordance between movement of the body and movement through the virtual environment. In the partially concordant teleporting interface, participants teleported to translate (change position) but turned the body to rotate. In the discordant teleporting interface, participants teleported to translate and rotate. Across all 5 experiments, discordant teleporting produced larger errors than partially concordant teleporting which produced larger errors than walking, reflecting the importance of translational and rotational self-motion cues. Furthermore, geometric boundaries (room walls or a fence) were necessary to mitigate the spatial cognitive costs associated with teleporting, and landmarks were helpful only in the context of a geometric boundary.
Objective The goal of this work is to determine whether muscular fatigue concurrently reduces cognitive attentional resources in technical tasks for healthy adults. Background Muscular fatigue is common in the workplace but often dissociated with cognitive performance. A corpus of literature demonstrates a link between muscular fatigue and cognitive function, but few investigations demonstrate that the instigation of the former degrades the latter in a way that may affect technical task completion. For example, laparoscopic surgery increases muscular fatigue, which may risk attentional capacity reduction and undermine surgical outcomes. Method A total of 26 healthy participants completed a dual-task cognitive assessment of attentional resources while concurrently statically fatiguing their shoulder musculature until volitional failure, in a similar loading pattern observed in laparoscopic procedures. Continuous and discrete monitoring task performance was recorded to reflect attentional resources. Results Electromyography of the anterior deltoid and descending trapezius, as well as self-assessment surveys indicated fatigue occurrence; continuous tracking error, tracking velocity, and response time significantly increased with muscular fatigue. Conclusion Muscular fatigue concurrently degrades cognitive attentional resources. Application Complex tasks that rely on muscular and cognitive performance should consider interventions to reduce muscular fatigue to also preserve cognitive performance.
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