Navigation tools, like maps, compasses, and GPS devices are common in daily life. But do they help us learn large-scale spaces more easily?
Given that self-report data are not fully ecologically valid in spatial cognition studies, we use cutting-edge technology to create more plausible and controlled environments to investigate our spatial abilities.
In this line of research, we are investigating how effective navigation tools can be and ways to improve them. For instance, although a compass provides the same sort of directional information as other distant visual cues (like a mountain range to the West), is either actually used to learn an environment more easily?
To answer these questions, we are using a virtual reality head-mounted display (HTC Vive) and an omnidirectional treadmill (Virtuix Omni VR) to create an immersive virtual environment (VE). Our participants walk on the treadmill and learn a widely-used virtual environment (Virtual Silcton) with or without various navigational cues. We then test whether they use these cues to aid in learning their surroundings and perform better on tasks that tap their large-scale spatial knowledge. This work will inform future approaches to improve and support spatial navigation behavior across individuals with vastly different spatial navigation abilities.
Poster for Psychonomic Society Annual Meeting 2023. Awarded a Graduate Conference Award.
Preprint here!
Throughout evolutionary history, people navigated in real three-dimensional environments. In relatively recent times, desktop virtual reality (VR) and cutting-edge technologies like immersive VR are becoming accessible.
Although some studies have shown similarities between real and virtual navigation, our understanding of individual variability in VR spatial knowledge has been limited.
Desktop VR research supports that playing video games is associated with cognitive advantages like increased attention, visuospatial abilities, and spatial navigation skills. However, what accounts for video game players' improved spatial navigation ability is unclear.
Here, we examine the relationship between video game experience, immersion, and spatial navigation ability. Our central hypothesis is that variations in the mental representation scale of environments account for the navigation performance differences between video game players and non-players. We will use a within-subjects quasi-experimental design, testing video game players and non-players in immersive and desktop VR. Participants will learn large-scale environments and get tested on their spatial knowledge and a new measure allowing inference on the scale of spatial representations. This work will be the first to investigate a mediated relationship between video game play and navigation through mental representation scales and uncover the processes behind the well-studied direct correlations.
Poster for Symposium for Individual Differences in Cognition (SIDIC), Psychonomic Society Annual Meeting 2023.
1. Yüksel, E., Boogart, Z., Weisberg, S.M. (under review). This is not the way: A global directional cue does not improve spatial learning in an immersive virtual environment.
2. Yüksel, E., Kadihasanoglu, D. (2021). Affordance for sitting: Perception of preferred and maximum sitting heights in a virtual reality environment. Perception 50(1), 87.
1. Yüksel, E., Boogaart, Z., Weisberg, S. M. (November 2023). This is not the way: global directional cues do not improve spatial navigation in an immersive virtual environment. 64th Annual Meeting of the Psychonomic Society. San Francisco, CA, USA.
2. Yüksel, E., Weisberg, S. M. (November 2023). Navigating the metaverse: the relation between scale and expertise in spatial knowledge of immersive and desktop virtual reality. Poster presentation at the Symposium for Individual Differences in Cognition. San Francisco, CA.
3. Yüksel, E., Boogart, Z., Weisberg, S.M. (February 2023). This is not the way: Global directional cues do not improve spatial navigation in an immersive virtual environment. [Conference presentation]. 13th Annual North Central Florida Society for Neuroscience Chapter Conference, Gainesville, FL, United States.
4. Yüksel, E., Boogart, Z., Weisberg, S.M. (June 2022). This is not the way: A global directional cue does not improve spatial navigation in an immersive virtual environment. [Conference presentation]. 4th Interdisciplinary Navigation Symposium (virtual).
5. Yüksel, E., Kadihasanoglu, D. (August 2021). Affordance for sitting: Perception of preferred and maximum sitting heights in a virtual reality environment. [Conference presentation abstract]. European Conference on Visual Perception (virtual). https://journals.sagepub.com/pb-assets/ECVP%202021%2003010066211059887-1641553299747.pdf
1. Yüksel, E., Boogart, Z., Weisberg, S.M. (May 2022). This is not the way: A global directional cue does not improve spatial navigation in an immersive virtual environment. [Data Blitz Talk]. Florida Consortium on the Neurobiology of Cognition (virtual).