بررسی نقش نشانه با استفاده از محیط های مجازی دسکتاپ
Using desktop virtual environments to investigate the role of landmarks
نویسندگان |
این بخش تنها برای اعضا قابل مشاهده است ورودعضویت |
اطلاعات مجله |
sciencedirect |
سال انتشار |
2001 |
فرمت فایل |
PDF |
کد مقاله |
14729 |
پس از پرداخت آنلاین، فوراً لینک دانلود مقاله به شما نمایش داده می شود.
چکیده (انگلیسی):
Recent research on spatial cognition has used computer-simulated three dimensional environments to create appropriate laboratory settings when trying to examine processes of spatial orientation. One way to evaluate “virtual environments” is to replicate results of experiments which were originally conducted in traditional laboratory or in real world settings. The experiment which is reported here investigates the role of landmarks when acquiring route knowledge in a system of paths. The design follows an earlier experiment by Cohen and Schuepfer [Child development 31 (1980) 1065]. It can be shown, that landmarks play an important role in the system of paths: landmarks which are combined with turns towards the destination are more likely to become strategic nodes in the network than those which are not connected. Beside these results, a software designed to build appropriate environments is shown and its usability is demonstrated. The use of virtual environments provides both economical and flexible design of realistic experimental settings, as well as a valide recording of behavior.
کلمات کلیدی مقاله (فارسی):
شناخت فضا؛ نقطه عطفی. محیط مجازی دسکتاپ
کلمات کلیدی مقاله (انگلیسی):
Spatial cognition; Landmark; Desktop virtual environment
پس از پرداخت آنلاین، فوراً لینک دانلود مقاله به شما نمایش داده می شود.