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Biomedical subjects

Andrew C Beall

Publications and source records attributed to Andrew C Beall.

6 recordsLinked to original sources

Visual control of action without retinal optic flow.

In everyday life, the optic flow associated with the performance of complex actions, like walking through a field of obstacles and catching a ball, entails retinal flow with motion energy (first-order motion). We report the results of four complex action tasks performed in virtual environments without any retinal motion energy. Specifically, we used dynamic random-dot stereograms with single-frame lifetimes (cyclopean stimuli) such that in neither eye was there retinal motion energy or other monocular information about the actions being performed. Performance on the four tasks with the cyclopean stimuli was comparable to performance with luminance stimuli, which do provide retinal optic flow. The near equivalence of the two types of stimuli indicates that if optic flow is involved in the control of action, it is not tied to first-order retinal motion.

Avoidance Learning↗

The importance of perceived relative motion in the control of posture.

Two experiments investigated the role of optic flow in controlling posture. Both experiments measured postural sway in two virtual environments with different 3-D structure but the same optic flow. Observers attempted to maintain balance on one foot while viewing an object that appeared either rigid with respect to the environment or that appeared to move concomitantly with head movements. The apparent object motion concomitant with head motion was achieved by changing the perceived, but not physical, depth of the object. For both objects, the optic flow information was the same and only depth information was varied. Observers showed a decrease in stability (as measured by head sway) when viewing the object that appeared to move, suggesting that perceived relative motion, not optic flow, signals self-motion to the postural control system.

Adult↗

Judgments of exocentric direction in large-scale space.

Judgments of exocentric direction are quite common, especially when judging where others are looking or pointing. To investigate these judgments in large-scale space, observers were shown two targets in a large open field and were asked to judge the exocentric direction specified by the targets. The targets ranged in egocentric distance from 5 to 20 m with target-to-target angular separations of 45 degrees, 90 degrees, and 135 degrees. Observers judged exocentric direction using two methods: (i) by judging which point on a distant fence appeared collinear with the two targets, and (ii) by orienting their body in a direction parallel with the perceived line segment. In the collinearity task, observers had to imagine the line connecting the targets and then extrapolate this imagined line out to the fence. Observers indicated the perceived point of collinearity on a handheld 360 degrees panoramic cylinder representing their vista. The two judgment methods gave similar results except for a constant bias associated with the body-pointing response. Aside from this bias, the results of these two methods agree with other existing research indicating an effect of relative egocentric distance to the targets on judgment error--line segments are perceived as being rotated in depth. Additionally, verbal estimates of egocentric and exocentric distance suggest that perceived distance is not the cause for the systematic errors in judging exocentric direction.

Adult↗

Interpersonal distance in immersive virtual environments.

Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants. In both studies, participant gender, virtual human gender, virtual human gaze behavior, and whether virtual humans were allegedly controlled by humans (i.e., avatars) or computers (i.e., agents) were varied. Results indicated that participants maintained greater distance from virtual humans when approaching their fronts compared to their backs. In addition, participants gave more personal space to virtual agents who engaged them in mutual gaze. Moreover, when virtual humans invaded their personal space, participants moved farthest from virtual human agents. The advantages and disadvantages of IVET for the study of human behavior are discussed.

Adolescent↗

Three dimensional spatial memory and learning in real and virtual environments.

Human orientation and spatial cognition partly depends on our ability to remember sets of visual landmarks and imagine their relationship to us from a different viewpoint. We normally make large body rotations only about a single axis which is aligned with gravity. However, astronauts who try to recognize environments rotated in 3 dimensions report that their terrestrial ability to imagine the relative orientation of remembered landmarks does not easily generalize. The ability of human subjects to learn to mentally rotate a simple array of six objects around them was studied in 1-G laboratory experiments. Subjects were tested in a cubic chamber (n = 73) and a equivalent virtual environment (n = 24), analogous to the interior of a space station node module. A picture of an object was presented at the center of each wall. Subjects had to memorize the spatial relationships among the six objects and learn to predict the direction to a specific object if their body were in a specified 3D orientation. Percent correct learning curves and response times were measured. Most subjects achieved high accuracy from a given viewpoint within 20 trials, regardless of roll orientation, and learned a second view direction with equal or greater ease. Performance of the subject group that used a head mounted display/head tracker was qualitatively similar to that of the second group tested in a physical node simulator. Body position with respect to gravity had a significant but minor effect on performance of each group, suggesting that results may also apply to weightless situations. A correlation was found between task performance measures and conventional paper-and-pencil tests of field independence and 2&3 dimensional figure rotation ability.

Adolescent↗

Training, transfer, and retention of three-dimensional spatial memory in virtual environments.

Human orientation requires one to remember and visualize spatial arrangements of landmarks from different perspectives. Astronauts have reported difficulties remembering relationships between environmental landmarks when imagined in arbitrary 3D orientations. The present study investigated the effects of strategy training on humans' 1) ability to infer their orientation from landmarks presented ahead and below, 2) performance when subsequently learning a different array, and 3) retention of configurational knowledge over time. On the first experiment day, 24 subjects were tested in a virtual cubic chamber in which a picture of an animal was drawn on each wall. Through trial-by-trial exposures, they had to memorize the spatial relationships among the six pictures around them and learn to predict the direction to a specific picture when facing any view direction, and in any roll orientation. Half of the subjects ("strategy group") were taught methods for remembering picture groupings, while the remainder received no such training ("control group"). After learning one picture array, the procedure was repeated in a second. Accuracy (% correct) and response time learning curves were measured. Performance for the second array and configurational memory of both arrays were also retested 1, 7, and 30 days later. Results showed that subjects "learned how to learn" this generic 3D spatial memory task regardless of their relative orientation to the environment, that ability and configurational knowledge was retained for at least a month, that figure rotation ability and field independence correlate with performance, and that teaching subjects specific strategies in advance significantly improves performance. Training astronauts to perform a similar generic 3D spatial memory task, and suggesting strategies in advance, may help them orient in three dimensions.

Adolescent↗