Physical and Virtual b Objects
Andrew T Stull Andrew T. Stull
Department of Psychological & Brain Sciences University of California, Santa Barbara
ThinkSpatial Brown Bag 2/14/12
Physical and Virtual Objects b Andrew T Stull Andrew T. Stull - - PowerPoint PPT Presentation
Physical and Virtual Objects b Andrew T Stull Andrew T. Stull Department of Psychological & Brain Sciences University of California, Santa Barbara ThinkSpatial Brown Bag 2/14/12 Thank you! Mary Hegarty Trevor Barrett Rich
Department of Psychological & Brain Sciences University of California, Santa Barbara
ThinkSpatial Brown Bag 2/14/12
Ri h M
Mike Stieff
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Research:
M lti di l i
learning?
H d ti l bilit ff t l i ith bj t ?
Human computer interactions
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Studies:
Ph i l bj t
y p
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Ki h & M li (1994) G & F (2004) Kirsch & Maglio (1994); Gray & Fu (2004)
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Draw a Dash-Wedge diagram
Draw a Dash Wedge diagram.
CH3
Cl H3C
H3C H HO H
HO H Cl H3C
Cl H3C H
H CH3
Dash-Wedge Newman Fischer Dash-Wedge Newman Fischer Task: Translate one to another IV: Model vs. No Model
3 diagrams and 1 model (18 trials)
– Models group
– No Models group did not receive models
– Drawing accuracy – Model use behaviors – Spatial ability (MRT) – Experience
Trials recorded on video for later coding
D i
more accurate translations th l ith t d l
Group N Drawing accuracy M (SE) Models 32 .40 (.05)
than people without models.
– F(1,62) = 5.04, p = .028*, d = 0.56
( ) No Models 32 .26 (.04)
0.4 0.5
Drawing accuracy
i
0.1 0.2 0.3
M d l N M d l
Proporti
Model No Model
g
(28 Ps, 44% of trials) ( y) ( , % ) – align to start (26 Ps, 24% of trials) – align to target (24 Ps, 35% of trials) – reconfigure (15 Ps, 22% of trials)
Group N Drawing accuracy
– F(2,61) = 18.59, p < .01* – Users vs. No Model
Users vs Non users
M (SE) Models (all) 32 .40 (.05) User 13 66 ( 06)
– Users vs. Non-users
– Non-users vs. No Model
User 13 .66 (.06) Non-user 19 .23 (.05) No Models 32 .26 (.04)
by 50% align to target.
0.8
Drawing accuracy
ability or experience.
0.2 0.4 0.6 Proportion User Non-user No Models
O O
O O O O O O O
Parts Centers Order
O
X
√ X √ √
√ √ 2
√ √ 1 L l 3 √ √ √
√ √ √
p p p p g
0.6 0.8 1.0
Model No Model 0.0 0.2 0.4 1 2 2.5 3
Prop
No Model 0 4 0.6 0.8 1.0 p of Ps Users Non-users No Model 0.0 0.2 0.4 1 2 2.5 3 Pro
Level
No Model
Level
Correlations
i l t d ith
(r = .74, p < .01*) – align to start (r = .54, p < .01*) – align to target (r = 84 p < 01*) align to target (r .84, p < .01 ) – reconfigure (r = .66, p < .01*)
p y
(r = .33, p = .03*) – align to start (r = .27, p = .07) – align to target (r = .33, p = .03*) reconfigure (r = 40 p = 01*) – reconfigure (r = .40, p = .01*)
reconfigure explain 72% of variance in drawing accuracy
( ) p )
β = 01 p = 92 sr2 < 01 spatial ability: β .01, p .92, sr < .01
β = -.16, p = .32, sr2 = .01
β = 17 p = 32 sr2 = 01
β = .17, p = .32, sr = .01
controlling for the other variables controlling for the other variables.
Summary Summary
– Most don’t without encouragement. Most don t without encouragement.
Spatial ability is a predictor of accuracy.
Technology is rapidly replacing traditional material. Low-spatial individuals may be especially burdened. (Garg, Norman, Eva, Spero, & Sharan, 2002) Di i i i f l h h i l Disorientation is common for some people when they use virtual
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Procedure
error & efficiency
feature recognition
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feature recognition (learning measure)
Training (5 min) t f b – anatomy of bone – 2-page paper booklet
Spinous process Superior ti l
booklet – 5 anatomical features
articular process Transverse
Practice (3 min) i t f ti
Inferior articular Transverse f process
– interface practice – review anatomy on 3D computer model
process foramen
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3D computer model
Object Manipulation (orientation matching)
Orientation References Control
Transverse Transverse foramen foramen
Start
Transverse foramen Transverse foramen
Target
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foramen foramen
When interacting with virtual objects, learners are frequently disoriented. frequently disoriented.
Do orientation references reduce disorientation? D th i l i ? Do they improve learning? How do these factors interact with a learner’s interact with a learner s spatial ability?
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Stull, Hegarty, & Mayer, 2009
– Orientation References (38) vs Control (37) – Orientation References (38) vs. Control (37) – High Spatial (36) vs. Low Spatial (39)
– Object Manipulation:
– Anatomy Posttest:
experience
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experience.
Manual: error (deg) Manual: error (deg)
Participants who used ORs
Error
.070
were more accurate.
F(1, 71) = 7.62, p = .01*, d = 0.63
Spatial ability significantly predicted accuracy.
F(1,71) = 5.32, p = .02*, d = 0.46 lower is better
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Manual: directness (deg x sec)
Participants who used ORs
Directness
Manual: directness (deg x sec)
.001*
were more direct.
F(1, 71) = 20.02, p < .001*, d = 0.86
Spatial ability significantly predicted directness.
F(1 71) 24 50 001* d 0 79 F(1,71) = 24.50, p < .001*, d = 0.79 lower is better
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Learning: feature recognition (prop correct)
High spatial Ps learned well
Feature Recognition
Learning: feature recognition (prop correct)
.02*
g p with or without ORs.
OR x SA: F(1,71) = 5.92, p = .02*
Low spatial Ps who used ORs learned more with th ith t OR than without ORs.
F(1,71) = 6.27, p = .02*, d = 0.76
higher is better
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The shape of the object may hurt performance
Are learners making a symmetry error?
Example of a symmetry error
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(error >120°)
significantly more common for the control group (74% of errors group (74% of errors >120° are symmetry errors).
F(1,73) = 7.16, p < .01*
to disambiguate the shape of the object. p j
represented.
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Same/Different decision: 0°/0°
2 images can be the same (0°) or vary by 30°, 60°, or 180°
0°/30°
80 trials (20 orient. x 4 angles)
0°/60°
0°/180° is the key comparison Record eye gaze information
0°/180°
Record eye gaze information Record accuracy of decision
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Accurate (10 best Ps) vs. Inaccurate (10 worst Ps) E d fi ti b l f di it Error and eye fixation by angle of disparity.
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Summary
manipulating virtual objects.
Hi h ti l P d ll ith ith t i l
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When working with computers including virtual reality our When working with computers, including virtual reality, our primary interface (hand) is filtered by a secondary interface. H d thi h i l “filt ” f th i t f ff t How does this physical “filter” of the interface affect user performance?
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What are the important cognitive and perceptual factors?
Chemical models
VR system designed to match the physical experience
– Stereo glasses – Co-located interface
Interface allows for important interactions
– Object rotation – Bond rotation
Monitor Monitor Mirror The virtual model image and the interface were co-located VR Interface
– Comparing use of VR models to Physical models
– Evaluate
S d h
Ri h M Trevor Barrett
Mike Stieff
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