July 2013
Volume 13, Issue 9
Free
Vision Sciences Society Annual Meeting Abstract  |   July 2013
Development of spatial orientation and path integration in immersive virtual reality
Author Affiliations
  • Marko Nardini
    Department of Visual Neuroscience, UCL Institute of Ophthalmology, UK
  • Karin Petrini
    Department of Visual Neuroscience, UCL Institute of Ophthalmology, UK
  • Hey Tou Chiu
    UCL Division of Psychology and Language Sciences, UK
  • Celia Foster
    UCL Division of Biosciences, UK
Journal of Vision July 2013, Vol.13, 959. doi:10.1167/13.9.959
  • Views
  • Share
  • Tools
    • Alerts
      ×
      This feature is available to authenticated users only.
      Sign In or Create an Account ×
    • Get Citation

      Marko Nardini, Karin Petrini, Hey Tou Chiu, Celia Foster; Development of spatial orientation and path integration in immersive virtual reality. Journal of Vision 2013;13(9):959. doi: 10.1167/13.9.959.

      Download citation file:


      © ARVO (1962-2015); The Authors (2016-present)

      ×
  • Supplements
Abstract

Although there are major changes in spatial cognition in the first years of life, spatial abilities continue to develop significantly through mid-childhood (e.g. Nardini et al, Current Biology 2008). Research with adults using immersive virtual reality allows for precise cue control, and for use of sensory conflicts to study interactions between cues. Here we asked whether immersive virtual reality using a relatively lightweight (1.3kg) headset is feasible for developmental research. In Experiment 1 we studied how observers use two distinct kinds of information about the shape of a virtual room – wall lengths and wall distances – to relocate a hidden object. Observers experienced a virtual environment displayed using a stereoscopic headset (nVisor SX111) whose movement was tracked and kept in register with the virtual space. Unlike toddlers, who are sensitive only to distances (Lee et al, Cognition 2012), adults used both wall distances and wall lengths to relocate objects. However, a 10-year-old child tested on the same task found wearing the headset to be fatiguing and did not complete the study. In Experiment 2 we piloted a method for studying cue integration during path integration. Observers completed a triangle with different information available in the outward walk: non-visual only (in the dark), visual only (playback of walking, while the observer is standing still), or both. Adults completed the task and showed differences across conditions consistent with the availability of different cues. A different 10-year-old child was tested, this time using a harness built to transfer the weight of the headset to the back while allowing for normal head rotation. This child completed the study with no difficulties and showed errors at the lower end of the adult range. This indicates that with suitable modifications, immersive virtual reality is a feasible method for studying novel aspects of spatial development in mid-childhood.

Meeting abstract presented at VSS 2013

×
×

This PDF is available to Subscribers Only

Sign in or purchase a subscription to access this content. ×

You must be signed into an individual account to use this feature.

×