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The role of vision and proprioception in self-motion encoding: An immersive virtual reality study
Attention, Perception, & Psychophysics ( IF 1.7 ) Pub Date : 2021-08-02 , DOI: 10.3758/s13414-021-02344-8
Rena Bayramova 1 , Irene Valori 2 , Phoebe E McKenna-Plumley 3 , Claudio Zandonella Callegher 2 , Teresa Farroni 2
Affiliation  

Past research on the advantages of multisensory input for remembering spatial information has mainly focused on memory for objects or surrounding environments. Less is known about the role of cue combination in memory for own body location in space. In a previous study, we investigated participants’ accuracy in reproducing a rotation angle in a self-rotation task. Here, we focus on the memory aspect of the task. Participants had to rotate themselves back to a specified starting position in three different sensory conditions: a blind condition, a condition with disrupted proprioception, and a condition where both vision and proprioception were reliably available. To investigate the difference between encoding and storage phases of remembering proprioceptive information, rotation amplitude and recall delay were manipulated. The task was completed in a real testing room and in immersive virtual reality (IVR) simulations of the same environment. We found that proprioceptive accuracy is lower when vision is not available and that performance is generally less accurate in IVR. In reality conditions, the degree of rotation affected accuracy only in the blind condition, whereas in IVR, it caused more errors in both the blind condition and to a lesser degree when proprioception was disrupted. These results indicate an improvement in encoding own body location when vision and proprioception are optimally integrated. No reliable effect of delay was found.



中文翻译:

视觉和本体感觉在自我运动编码中的作用:沉浸式虚拟现实研究

过去关于多感官输入在记忆空间信息方面的优势的研究主要集中在对物体或周围环境的记忆上。关于提示组合在记忆中自己身体在空间中的位置的作用知之甚少。在之前的一项研究中,我们调查了参与者在自旋转任务中再现旋转角度的准确性。在这里,我们专注于任务的内存方面。参与者必须在三种不同的感觉条件下将自己旋转回指定的起始位置:失明条件、本体感觉中断的条件以及视觉和本体感觉都可靠可用的条件。为了研究记忆本体感受信息的编码和存储阶段之间的差异,我们对旋转幅度和回忆延迟进行了处理。该任务是在一个真实的测试室和同一环境的沉浸式虚拟现实 (IVR) 模拟中完成的。我们发现,当视力不可用时,本体感觉的准确性较低,并且 IVR 中的表现通常不太准确。在现实条件下,旋转程度仅在盲人条件下影响准确性,而在 IVR 中,它在盲人条件下导致更多错误,而当本体感觉被破坏时,错误程度较小。这些结果表明,当视觉和本体感觉最佳整合时,编码自身身体位置的改进。没有发现延迟的可靠影响。我们发现,当视力不可用时,本体感觉的准确性较低,并且 IVR 中的表现通常不太准确。在现实条件下,旋转程度仅在盲人条件下影响准确性,而在 IVR 中,它在盲人条件下导致更多错误,而当本体感觉被破坏时,错误程度较小。这些结果表明,当视觉和本体感觉最佳整合时,编码自身身体位置的改进。没有发现延迟的可靠影响。我们发现,当视力不可用时,本体感觉的准确性较低,并且 IVR 中的表现通常不太准确。在现实条件下,旋转程度仅在盲人条件下影响准确性,而在 IVR 中,它在盲人条件下导致更多错误,而当本体感觉被破坏时,错误程度较小。这些结果表明,当视觉和本体感觉最佳整合时,编码自身身体位置的改进。没有发现延迟的可靠影响。

更新日期:2021-08-02
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