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Hilton C, Kapaj A, Fabrikant SI. Fixation-related potentials during mobile map assisted navigation in the real world: The effect of landmark visualization style. Atten Percept Psychophys 2024:10.3758/s13414-024-02864-z. [PMID: 38468023 DOI: 10.3758/s13414-024-02864-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/13/2024] [Indexed: 03/13/2024]
Abstract
An often-proposed enhancement for mobile maps to aid assisted navigation is the presentation of landmark information, yet understanding of the manner in which they should be displayed is limited. In this study, we investigated whether the visualization of landmarks as 3D map symbols with either an abstract or realistic style influenced the subsequent processing of those landmarks during route navigation. We utilized a real-world mobile electroencephalography approach to this question by combining several tools developed to overcome the challenges typically encountered in real-world neuroscience research. We coregistered eye-movement and EEG recordings from 45 participants as they navigated through a real-world environment using a mobile map. Analyses of fixation event-related potentials revealed that the amplitude of the parietal P200 component was enhanced when participants fixated landmarks in the real world that were visualized on the mobile map in a realistic style, and that frontal P200 latencies were prolonged for landmarks depicted in either a realistic or abstract style compared with features of the environment that were not presented on the map, but only for the male participants. In contrast, we did not observe any significant effects of landmark visualization style on visual P1-N1 peaks or the parietal late positive component. Overall, the findings indicate that the cognitive matching process between landmarks seen in the environment and those previously seen on a map is facilitated by more realistic map display, while low-level perceptual processing of landmarks and recall of associated information are unaffected by map visualization style.
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Affiliation(s)
- Christopher Hilton
- Geographic Information Visualization & Analysis (GIVA), Department of Geography, University of Zurich- Irchel, Winterthurerstr. 190, CH-8057, Zurich, Switzerland.
- Institute of Psychology and Ergonomics, Technische Universität Berlin, Berlin, Germany.
| | - Armand Kapaj
- Geographic Information Visualization & Analysis (GIVA), Department of Geography, University of Zurich- Irchel, Winterthurerstr. 190, CH-8057, Zurich, Switzerland
| | - Sara Irina Fabrikant
- Geographic Information Visualization & Analysis (GIVA), Department of Geography, University of Zurich- Irchel, Winterthurerstr. 190, CH-8057, Zurich, Switzerland
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Zhou R, Belge T, Wolbers T. Reaching the Goal: Superior Navigators in Late Adulthood Provide a Novel Perspective into Successful Cognitive Aging. Top Cogn Sci 2023; 15:15-45. [PMID: 35582831 DOI: 10.1111/tops.12608] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/18/2021] [Revised: 02/18/2022] [Accepted: 02/21/2022] [Indexed: 02/01/2023]
Abstract
Normal aging is typically associated with declines in navigation and spatial memory abilities. However, increased interindividual variability in performance across various navigation/spatial memory tasks is also evident with advancing age. In this review paper, we shed the spotlight on those older individuals who exhibit exceptional, sometimes even youth-like navigational/spatial memory abilities. Importantly, we (1) showcase observations from existing studies that demonstrate superior navigation/spatial memory performance in late adulthood, (2) explore possible cognitive correlates and neurophysiological mechanisms underlying these preserved spatial abilities, and (3) discuss the potential link between the superior navigators in late adulthood and SuperAgers (older adults with superior episodic memory). In the closing section, given the lack of studies that directly focus on this subpopulation, we highlight several important directions that future studies could look into to better understand the cognitive characteristics of older superior navigators and the factors enabling such successful cognitive aging.
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Affiliation(s)
- Ruojing Zhou
- Aging, Cognition and Technology Lab, German Center for Neurodegenerative Diseases
| | - Tuğçe Belge
- Aging, Cognition and Technology Lab, German Center for Neurodegenerative Diseases
| | - Thomas Wolbers
- Aging, Cognition and Technology Lab, German Center for Neurodegenerative Diseases.,Center for Behavioral Brain Sciences, Magdeburg
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3
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On The 3D VR Simulated Rubik’s Cube Game for Smart Pads. Symmetry (Basel) 2022. [DOI: 10.3390/sym14061193] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
In this study, interface designs of a VR 3D-simulated Rubik’s Cube game were developed and evaluated. A 2 × 2 × 2 mixed-design ANOVA was executed, with age (younger adult/older adult), interface (arrow/intuitive), and task complexity (easy, a single symmetrical task/difficult, a bio-symmetrical task) experimental design. The first three factors were between-subject designs while the latter was a within-subject design. The dependent variable was the percentage of the task performance and wayfinding questionnaire. The collected experimental data were analyzed by regression method to clarify the correlation among age, interface, task complexity, and wayfinding strategy. There were 96 subjects in the experiment, including 48 younger adults (aged from 18~22) and 48 older adults (aged from 60~85). The experimental results and statistical analysis showed that the task difficulty had a significant effect on task performance in the 3D VR Rubik’s Cube game. For the smart pad, the arrow interface was significantly more effective than the intuitive interface. The theoretical model regression analysis of the task complexity, interface, and wayfinding strategy was shown to be significant. Results showed that users may be affected either positively or negatively by the wayfinding strategy, as a higher score on familiarity indicates better VR game task performance, whereas for the usual spatial behavior wayfinding strategy, the opposite result was found for memory. These results can be used to assess VR game interface designs, taking into consideration age difference, task complexity, experiential self-report on 3D VR games, and including VR rotation navigational
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Analysis of the Learning Process through Eye Tracking Technology and Feature Selection Techniques. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app11136157] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
Abstract
In recent decades, the use of technological resources such as the eye tracking methodology is providing cognitive researchers with important tools to better understand the learning process. However, the interpretation of the metrics requires the use of supervised and unsupervised learning techniques. The main goal of this study was to analyse the results obtained with the eye tracking methodology by applying statistical tests and supervised and unsupervised machine learning techniques, and to contrast the effectiveness of each one. The parameters of fixations, saccades, blinks and scan path, and the results in a puzzle task were found. The statistical study concluded that no significant differences were found between participants in solving the crossword puzzle task; significant differences were only detected in the parameters saccade amplitude minimum and saccade velocity minimum. On the other hand, this study, with supervised machine learning techniques, provided possible features for analysis, some of them different from those used in the statistical study. Regarding the clustering techniques, a good fit was found between the algorithms used (k-means ++, fuzzy k-means and DBSCAN). These algorithms provided the learning profile of the participants in three types (students over 50 years old; and students and teachers under 50 years of age). Therefore, the use of both types of data analysis is considered complementary.
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Geisen M, Kim K, Klatt S, Bock O. Effects of practice on visuo-spatial attention in a wayfinding task. PSYCHOLOGICAL RESEARCH 2021; 85:2900-2910. [PMID: 33471173 PMCID: PMC8476399 DOI: 10.1007/s00426-020-01463-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/06/2020] [Accepted: 12/08/2020] [Indexed: 11/29/2022]
Abstract
Several studies have evaluated the distribution of visuo-spatial attention in a wayfinding task, using gaze direction as an indicator for the locus of attention. We extended that work by evaluating how visuo-spatial attention is modified by wayfinding practice. Young and older participants followed prescribed routes through a virtual city on six trials. Each trial was followed by a route recall test, where participants saw screenshots of intersections encountered, and had to indicate which way to proceed. Behavioral and gaze data were registered in those tests. Wayfinding accuracy increased from trial to trial, more so in young than in older persons. Total gaze time, mean fixation time, and the vertical scatter of fixations decreased from trial to trial, similarly in young and older persons. The horizontal scatter of fixations did not differ between trials and age groups. The incidence of fixations on the subsequently chosen side also did not differ between trials, but it increased in older age. We interpret these findings as evidence that as wayfinding practice increased, participants gradually narrowed their attentional focus to the most relevant screenshot area, processed information within this focus more efficiently, reduced the total time in which attention dwelled on the rejected side of the screenshot, but maintained the total time on the chosen side. These dynamic changes of visuo-spatial attention were comparable in young and older participants. However, it appears that decision-making differed between age groups: older persons’ attention dwelled longer on the chosen side before they made their choice.
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Affiliation(s)
- Mai Geisen
- Institute of Exercise Training and Sport Informatics, German Sport University Cologne, Cologne, Germany.
| | - Kyungwan Kim
- Institute of Exercise Training and Sport Informatics, German Sport University Cologne, Cologne, Germany
| | - Stefanie Klatt
- Institute of Exercise Training and Sport Informatics, German Sport University Cologne, Cologne, Germany.,Institute of Sports Science, University of Rostock, Rostock, Germany
| | - Otmar Bock
- Institute of Exercise Training and Sport Informatics, German Sport University Cologne, Cologne, Germany
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Puthusseryppady V, Emrich-Mills L, Lowry E, Patel M, Hornberger M. Spatial Disorientation in Alzheimer's Disease: The Missing Path From Virtual Reality to Real World. Front Aging Neurosci 2020; 12:550514. [PMID: 33192453 PMCID: PMC7652847 DOI: 10.3389/fnagi.2020.550514] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/09/2020] [Accepted: 09/16/2020] [Indexed: 01/10/2023] Open
Affiliation(s)
| | - Luke Emrich-Mills
- Research Development Programme, Norfolk and Suffolk National Health Service Foundation Trust, St Andrew's Lodge, Julian Hospital, Norwich, United Kingdom.,Institute of Cognitive Neuroscience, University College London, London, United Kingdom
| | - Ellen Lowry
- Norwich Medical School, University of East Anglia, Norwich, United Kingdom.,School of Psychology, University of East Anglia, Norwich, United Kingdom
| | - Martyn Patel
- Norwich Medical School, University of East Anglia, Norwich, United Kingdom.,Norfolk and Norwich University Hospitals National Health Service Foundation Trust, Norwich, United Kingdom
| | - Michael Hornberger
- Norwich Medical School, University of East Anglia, Norwich, United Kingdom
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Hilton C, Muffato V, Slattery TJ, Miellet S, Wiener J. Differences in Encoding Strategy as a Potential Explanation for Age-Related Decline in Place Recognition Ability. Front Psychol 2020; 11:2182. [PMID: 33013562 PMCID: PMC7511632 DOI: 10.3389/fpsyg.2020.02182] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/04/2020] [Accepted: 08/04/2020] [Indexed: 12/23/2022] Open
Abstract
The ability to recognise places is known to deteriorate with advancing age. In this study, we investigated the contribution of age-related changes in spatial encoding strategies to declining place recognition ability. We recorded eye movements while younger and older adults completed a place recognition task first described by Muffato et al. (2019). Participants first learned places, which were defined by an array of four objects, and then decided whether the next place they were shown was the same or different to the one they learned. Places could be shown from the same spatial perspective as during learning or from a shifted perspective (30° or 60°). Places that were different to those during learning were changed either by substituting an object in the place with a novel object or by swapping the locations of two objects. We replicated the findings of Muffato et al. (2019) showing that sensitivity to detect changes in a place declined with advancing age and declined when the spatial perspective was shifted. Additionally, older adults were particularly impaired on trials in which object locations were swapped; however, they were not differentially affected by perspective changes compared to younger adults. During place encoding, older adults produced more fixations and saccades, shorter fixation durations, and spent less time looking at objects compared to younger adults. Further, we present an analysis of gaze chaining, designed to capture spatio-temporal aspects of gaze behaviour. The chaining measure was a significant predictor of place recognition performance. We found significant differences between age groups on the chaining measure and argue that these differences in gaze behaviour are indicative of differences in encoding strategy between age groups. In summary, we report a direct replication of Muffato et al. (2019) and provide evidence for age-related differences in spatial encoding strategies, which are related to place recognition performance.
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Affiliation(s)
- Christopher Hilton
- Psychology Department, Ageing and Dementia Research Centre, Bournemouth University, Bournemouth, United Kingdom.,Biological Psychology and Neuroergonomics, Berlin Institute of Technology, Berlin, Germany
| | - Veronica Muffato
- Department of General Psychology, University of Padua, Padua, Italy
| | - Timothy J Slattery
- Psychology Department, Ageing and Dementia Research Centre, Bournemouth University, Bournemouth, United Kingdom
| | - Sebastien Miellet
- Active Vision Lab, School of Psychology, University of Wollongong, Wollongong, NSW, Australia
| | - Jan Wiener
- Psychology Department, Ageing and Dementia Research Centre, Bournemouth University, Bournemouth, United Kingdom
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From repeating routes to planning novel routes: the impact of landmarks and ageing on route integration and cognitive mapping. PSYCHOLOGICAL RESEARCH 2020; 85:2164-2176. [PMID: 32929584 PMCID: PMC8357655 DOI: 10.1007/s00426-020-01401-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/13/2020] [Accepted: 08/04/2020] [Indexed: 12/02/2022]
Abstract
The integration of intersecting routes is an important process for the formation of cognitive maps and thus successful navigation. Here we present a novel task to study route integration and the effects that landmark information and cognitive ageing have on this process. We created two virtual environments, each comprising five places and one central intersection but with different landmark settings: in the Identical Landmark environment, the intersection contained visually monotonic features whereas the intersection contained visually distinctive features in the Different Landmarks environment. In both environments young and older participants were presented with two short routes that both traversed through the shared intersection. To test route integration, participants were asked to either repeat the learning routes, to navigate the routes from the destination to the starting place or to plan novel routes. As expected, results demonstrate better performance when repeating or retracing routes than when planning novel routes. Performance was better in younger than older participants and in the Different Landmark environment which does not require detailed knowledge of the spatial configuration of all places in the environment. A subgroup of the older participants who performed lower on a screening test for cognitive impairments could not successfully complete the experiment or did not reach the required performance criterion. These results demonstrate that strategically placed landmarks support the integration of route knowledge into spatial representations that allow for goal-dependent flexible navigation behaviour and that earliest signs of atypical cognitive ageing affect this process of route integration.
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Abstract
Successful navigation requires memorising and recognising the locations of objects across different perspectives. Although these abilities rely on hippocampal functioning, which is susceptible to degeneration in older adults, little is known about the effects of ageing on encoding and response strategies that are used to recognise spatial configurations. To investigate this, we asked young and older participants to encode the locations of objects in a virtual room shown as a picture on a computer screen. Participants were then shown a second picture of the same room taken from the same (0°) or a different perspective (45° or 135°) and had to judge whether the objects occupied the same or different locations. Overall, older adults had greater difficulty with the task than younger adults although the introduction of a perspective shift between encoding and testing impaired performance in both age groups. Diffusion modelling revealed that older adults adopted a more conservative response strategy, while the analysis of gaze patterns showed an age-related shift in visual-encoding strategies with older adults attending to more information when memorising the positions of objects in space. Overall, results suggest that ageing is associated with declines in spatial processing abilities, with older individuals shifting towards a more conservative decision style and relying more on encoding target object positions using room-based cues compared to younger adults, who focus more on encoding the spatial relationships among object clusters.
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The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation. Symmetry (Basel) 2020. [DOI: 10.3390/sym12060995] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
The application of virtual reality in a driving simulation is not novel, yet little is known about the use of this technology by senior populations. The effects of age, gender, control device (joystick or handlebar), and task type on wayfinding proficiency using a virtual reality (VR) driving simulation were explored. The driving experiment model involved 96 randomly recruited participants, namely, 48 young people and 48 seniors (split evenly by gender in each group). Experiment results and statistical analyses indicated that, in a VR driving scenario, task type significantly affected VR driving performance. Navigational scores were significantly higher for the straight (easy/symmetrical straight route) task than those for the curved (difficult/asymmetrical curved route) task. The aging effect was the main reason for the significant and interacting effects of gender and control device. Interactions between age and gender difference indicated that the young group exhibited better wayfinding performance than the senior group did, and in the young group, males had better performance than that of females. Similarly, interactions between age and control device indicated that the handlebar control-device type resulted in better performance than the joystick device did in the young group, but no difference was found in the senior group due to age or learning effects. Findings provide an understanding of the evaluation of the interface designs of navigational-support systems, taking into consideration any effects of age, gender, control device, and task type within three-dimensional VR games and driving systems. With a VR driving simulator, seniors can test-drive inaccessible products such as electric bicycles or cars by using a computer at home.
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