Dynamic action in virtual environments: constraints on the accessibility of action knowledge in children and adults.
Identifieur interne : 000E80 ( Ncbi/Merge ); précédent : 000E79; suivant : 000E81Dynamic action in virtual environments: constraints on the accessibility of action knowledge in children and adults.
Auteurs : Moritz M. Daum [Suisse] ; Horst KristSource :
- Quarterly journal of experimental psychology (2006) [ 1747-0226 ] ; 2009.
English descriptors
- KwdEn :
- MESH :
- methods : Photic Stimulation.
- physiology : Aging, Feedback, Psychological, Motion Perception, Psychomotor Performance.
- Adult, Child, Environment, Female, Humans, Male, Nonlinear Dynamics, Time Factors, User-Computer Interface, Young Adult.
Abstract
In a series of three experiments, we probed the accessibility of action knowledge in different versions of a virtual environment (VE) with 7-year-old children and adults. Using a PHANToM haptic interface, participants performed a virtual throwing task in which they tried to propel a ball from a table to hit a target on the ground. In Experiments 1 and 2, the virtual scene was presented on a computer monitor, and, in Experiment 3, it was projected by using a video projector so that the vertical and horizontal dimensions and the spatial location of the VE corresponded to the real-world dimensions. Results indicate that action knowledge is accessible even in a nonimmersive VE, but also suggest that the need to recalibrate perceptual-motor mappings constrains the accessibility of this kind of intuitive knowledge.
DOI: 10.1080/17470210801954868
PubMed: 18609407
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pubmed:18609407Le document en format XML
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<term>Humans</term>
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<front><div type="abstract" xml:lang="en">In a series of three experiments, we probed the accessibility of action knowledge in different versions of a virtual environment (VE) with 7-year-old children and adults. Using a PHANToM haptic interface, participants performed a virtual throwing task in which they tried to propel a ball from a table to hit a target on the ground. In Experiments 1 and 2, the virtual scene was presented on a computer monitor, and, in Experiment 3, it was projected by using a video projector so that the vertical and horizontal dimensions and the spatial location of the VE corresponded to the real-world dimensions. Results indicate that action knowledge is accessible even in a nonimmersive VE, but also suggest that the need to recalibrate perceptual-motor mappings constrains the accessibility of this kind of intuitive knowledge.</div>
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