TY - JOUR
T1 - How much of what we learn in virtual reality transfers to real-world navigation?
AU - Hejtmanek, Lukas
AU - Starrett, Michael
AU - Ferrer, Emilio
AU - Ekstrom, Arne D.
N1 - Funding Information:
We would like to thank Charlotte Mehaffey for helping to design the virtual Center for Neuroscience. This research was supported by grants from the National Science Foundation (NSF BCS-1630296, PI: ADE) and a Fulbright scholarship (Komise J. W. Fulbrighta, Prague, CZ) to LH.
Funding Information:
We would like to thank Charlotte Mehaffey for helping to design the virtual Center for Neuroscience. This research was supported by grants from the National Science Foundation (NSF BCS-1630296, PI: ADE) and a Fulbright scholarship (Komise J. W. Fulbrighta, Prague, CZ) to LH.
Publisher Copyright:
Copyright © 2020 by Koninklijke Brill NV, Leiden, The Netherlands.
PY - 2020
Y1 - 2020
N2 - Past studies suggest that learning a spatial environment by navigating on a desktop computer can lead to significant acquisition of spatial knowledge, although typically less than navigating in the real world. Exactly how this might differ when learning in immersive virtual interfaces that offer a rich set of multisensory cues remains to be fully explored. In this study, participants learned a campus building environment by navigating (1) the real-world version, (2) an immersive version involving an omnidirectional treadmill and head-mounted display, or (3) a version navigated on a desktop computer with a mouse and a keyboard. Participants first navigated the building in one of the three different interfaces and, afterward, navigated the real-world building to assess information transfer. To determine how well they learned the spatial layout, we measured path length, visitation errors, and pointing errors. Both virtual conditions resulted in significant learning and transfer to the real world, suggesting their efficacy in mimicking some aspects of real-world navigation. Overall, real-world navigation outperformed both immersive and desktop navigation, effects particularly pronounced early in learning. This was also suggested in a second experiment involving transfer from the real world to immersive virtual reality (VR). Analysis of effect sizes of going from virtual conditions to the real world suggested a slight advantage for immersive VR compared to desktop in terms of transfer, although at the cost of increased likelihood of dropout. Our findings suggest that virtual navigation results in significant learning, regardless of the interface, with immersive VR providing some advantage when transferring to the real world.
AB - Past studies suggest that learning a spatial environment by navigating on a desktop computer can lead to significant acquisition of spatial knowledge, although typically less than navigating in the real world. Exactly how this might differ when learning in immersive virtual interfaces that offer a rich set of multisensory cues remains to be fully explored. In this study, participants learned a campus building environment by navigating (1) the real-world version, (2) an immersive version involving an omnidirectional treadmill and head-mounted display, or (3) a version navigated on a desktop computer with a mouse and a keyboard. Participants first navigated the building in one of the three different interfaces and, afterward, navigated the real-world building to assess information transfer. To determine how well they learned the spatial layout, we measured path length, visitation errors, and pointing errors. Both virtual conditions resulted in significant learning and transfer to the real world, suggesting their efficacy in mimicking some aspects of real-world navigation. Overall, real-world navigation outperformed both immersive and desktop navigation, effects particularly pronounced early in learning. This was also suggested in a second experiment involving transfer from the real world to immersive virtual reality (VR). Analysis of effect sizes of going from virtual conditions to the real world suggested a slight advantage for immersive VR compared to desktop in terms of transfer, although at the cost of increased likelihood of dropout. Our findings suggest that virtual navigation results in significant learning, regardless of the interface, with immersive VR providing some advantage when transferring to the real world.
KW - Navigation
KW - Proprioception
KW - Spatial cognition
KW - Transfer
KW - Virtual reality
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U2 - 10.1163/22134808-20201445
DO - 10.1163/22134808-20201445
M3 - Article
C2 - 31972540
AN - SCOPUS:85082813726
SN - 2213-4794
VL - 33
SP - 479
EP - 503
JO - Multisensory research
JF - Multisensory research
IS - 4-5
ER -