Hexatown


Description

Spatial behavior in humans includes a wide variety of behavioral competences that make use of many sensory cues, including vision. The visual input contains various cues about the observers current position (e.g., from views and local landmarks), the compass direction (e.g., provided by global landmarks, or a global slant), and egomotion (e.g., from optic flow). We performed several experiments in a virtual environment called ``Hexatown''. Hexatown consists of a regular hexagonal grid of streets and junctions. Each junction was identified by the presence of distinct `local landmarks' (buildings, phone box, etc.). Subjects navigate in Hexatown either by pressing the buttons of a computer mouse or with a force-feedback bicycle. According to their movement decisions, egomotion is simulated.

Experiments:

  • Exploration Experiment
    The ability of human subjects to search locations, to find shortcuts and novel paths, to estimate distances between remembered places, and to draw sketch maps of the explored environment was studied.
  • Transposition Experiment
    The usage of landmark information in a route navigation task is investigated in a virtual environment After training, selected landmarks are exchanged.
  • Local and Global Landmark Interaction
    Investigations of different strategies of global and local landmark usage in virtual environment navigation.
  • Geographic Slant as a Source of Information
    Does geographical slant improve the representation?
  • Topological versus Topographical Maps
    Does knowledge of landmark configuration improve metric performance in virtual environment navigation?



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