2013
DOI: 10.1371/journal.pone.0078985
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Reorienting in Virtual 3D Environments: Do Adult Humans Use Principal Axes, Medial Axes or Local Geometry?

Abstract: 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 … Show more

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Cited by 12 publications
(10 citation statements)
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“…But upon closer inspection, the use of these spatial cues also differed in degree in that geometric encoding was not as accurate in the VR environment as in the real-world environment. Given that much of the current reorientation and navigation research is conducted using virtually rendered environments 25 28 , our findings provide an important level of insight (as well as a point of caution) for researchers when interpreting results from VR settings. The metric properties of virtual environments appear not to be encoded by participants in a manner analogous to encoding in real-world environments, even in a highly immersive VR environment as was used in our current study.…”
Section: Discussionmentioning
confidence: 86%
“…But upon closer inspection, the use of these spatial cues also differed in degree in that geometric encoding was not as accurate in the VR environment as in the real-world environment. Given that much of the current reorientation and navigation research is conducted using virtually rendered environments 25 28 , our findings provide an important level of insight (as well as a point of caution) for researchers when interpreting results from VR settings. The metric properties of virtual environments appear not to be encoded by participants in a manner analogous to encoding in real-world environments, even in a highly immersive VR environment as was used in our current study.…”
Section: Discussionmentioning
confidence: 86%
“…Like the medial axis, the appeal of such a structure is that it provides a low-dimensional description of an object's overall shape. However, unlike the medial axis, the principal axes of a shape do not provide any description of the object's local geometry such as curvature or corners (Ambosta, Reichert, & Kelly, 2013; Cheng & Gallistel, 2005; Kelly & Durocher, 2011).…”
Section: Methodsmentioning
confidence: 99%
“…More recently, however, a trunk-and-branch shape parameter called the medial axis (Blum & Nagel, 1978) has garnered support because it captures overall shape information, allows reproduction of the objective shape, and may provide an underlying mechanism for the formation of complex and information-rich global spatial representations (Ambosta, Reichert, & Kelly, 2013; Kelly, Chiandetti, & Vallortigara, 2011; Kelly & Durocher, 2011; cf. Sturz & Bodily, 2011, 2012; see Figure 1A, second panel).…”
mentioning
confidence: 99%