2020
DOI: 10.3758/s13428-020-01481-6
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Landmarks: A solution for spatial navigation and memory experiments in virtual reality

Abstract: Research into the behavioral and neural correlates of spatial cognition and navigation has benefited greatly from recent advances in virtual reality (VR) technology. Devices such as head-mounted displays (HMDs) and omnidirectional treadmills provide research participants with access to a more complete range of body-based cues, which facilitate the naturalistic study of learning and memory in three-dimensional (3D) spaces. One limitation to using these technologies for research applications is that they almost … Show more

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Cited by 50 publications
(30 citation statements)
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“…The task was created in Unity 2018.4.11f1 using the Landmarks 2.0 framework [ 44 ]. Participants wore an HTC Vive Pro with a wireless Adapter and held pair of HTC Vive controllers ( Fig 1A ).…”
Section: Methodsmentioning
confidence: 99%
“…The task was created in Unity 2018.4.11f1 using the Landmarks 2.0 framework [ 44 ]. Participants wore an HTC Vive Pro with a wireless Adapter and held pair of HTC Vive controllers ( Fig 1A ).…”
Section: Methodsmentioning
confidence: 99%
“…The virtual environment (Figures 1A-D) and experimental tasks (Figure 1E) were built in Unity 3D (Unity Technologies ApS, San Francisco, CA) using the Landmarks virtual reality navigation package (Starrett et al, 2020). The navigable virtual environment was approximately 5 × 5 m in size, with the full space spanning 750 × 750 m. Four distally rendered mountains (unevenly spaced) were visible from within the 5 × 5 m space.…”
Section: Methodsmentioning
confidence: 99%
“…Many of these have been developed specifically for investigating spatial navigation in humans (e.g. PyEPL[24], MazeSuite[25], PandaEPL[26], EVE[27], VREX[28], UXF[29], NavWell [30], bmITUX[31], Landmarks[32] and OpenMaze [33]). Almost without exception, these toolboxes use Unity to create their VR environments.…”
Section: Discussionmentioning
confidence: 99%