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?
Related Projects: