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Virtual reality and spatial ability

2005 
VR technology provides unique assets for assessing, training and rehabilitating spatial abilities. Its capacity for creating, presenting, and manipulating dynamic three-dimensional (3D) objects and environments in a consistent manner enables the precise measurement of human interactive performance with these stimuli. VE spatial ability testing and training systems may provide ways to target cognitive processes beyond what exists with methods relying on 2D pencil and paper representations of 3D objects (or methods using actual real objects) that are typically found with traditional tools in this area. Traditional methods are often limited by poor depth, motion, and 3D cues needed for proper stimulus delivery. In addition they have limited capacity for the precise measurement of responses. VR offers the potential to address these variables in an ecologically valid manner (functional simulations) without the loss of experimental control common with naturalistic studies in this area relying on observational methods. The following panelists will briefly describe their research in this area and will actively participate in a dialog with the audience on the status of VR relevant to user spatial ability: Hannes Kaufmann will describe his efforts in developing Construct3D, an Augmented Reality (AR) application for geometry education, as a tool for training and improving students’ spatial abilities. A brief overview of the potential of Construct3D for educating spatial abilities will be given. At VR 2005 he will also report about an ongoing evaluation with 250 students where pre-/post-tests of spatial abilities will be conducted before/after six hours of geometry education with Construct3D. A hands-on report about experiences and indepth research on a series of standard spatial ability tests (MRT, MCT, DAT:SR, PSVT:R, OPT) will be given. Strategies of solving spatial tasks are also a matter of research in the ongoing project and findings will be summarized. Skip Rizzo will discuss a series of research trials using both an Immersadesk and CRT monitor 3D VR system to deliver cognitive component-based scenarios that target hands-on assessment and training of visuospatial skills including spatial rotation, depth perception, 3D field dependency, static and dynamic manual target tracking in 3D space, and visual field-specific reaction time. This research has produced results demonstrating training improvements in both young and elderly subjects. One study on training produced enhanced performance levels in females relative to males as measured on a standard paper and pencil visuospatial test of mental rotation. A PC version of these applications has now been created that can deliver such 3D stereoscopic stimuli on a standard computer CRT monitor. Gerard Jounghyun Kim will address the challenge of testing and comparing various 3D user interface devices and methods, using a standardized block rotation benchmarking scenario. This application focuses on the capture of human interaction performance on object selection and manipulation tasks using standardized and scalable block configurations that allow for measurement of speed and efficiency with any interaction device or method. It will be possible with this system to store performance data across different defined user groups (age/gender/years of computer experience/etc.) and build performance norms for future comparison purposes. As well, the block configurations that being used as benchmarking stimuli are accompanied by a pure mental rotation visuospatial assessment test. This feature will allow researchers to test users’ existing spatial abilities and statistically parcel out the variability due to innate ability, from the actual hands-on performance metrics. This statistical approach could lead to a more pure analysis of the ergonomic features of interaction devices and methods separate from existing user abilities. Rudy Darken has been studying the use of VEs for training spatial tasks, predominantly navigation or spatial knowledge acquisition over the past 10 years. While I originally thought I was just figuring out how to manage the limitations of the technology in order to get human performance and behavior that was characteristically similar to real performance and behavior, what I found was that the differences between VEs and the real world are so vast, that correlations are difficult if not impossible to isolate. We have struggled in the use of spatial abilities aptitude tests as predictors of spatial performance in a VE. Why is this? We believe it is because other factors inherent (but not obvious) in the technologies we use interfere with the task causing wide variation in performance. In short, good navigators in the field are not necessarily good navigators in VE. For this panel, I will briefly touch on a few of our experiments we have conducted over the years and how it applies to the human spatial abilities in natural and simulated environments. Robert Astur will talk about using VR to study brain areas that are involved in spatial navigation. Moreover, he will discuss how this will provide insights into psychiatric illnesses such as Post-traumatic stress disorder, schizophrenia, and Alzheimer's disease.
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