Location probability learning in 3-dimensional virtual search environments

When a visual search target frequently appears in one target-rich region of space, participants learn to search there first, resulting in faster reaction time when the target appears there than when it appears elsewhere. Most research on this location probability learning (LPL) effect uses 2-dimensi...

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Bibliographic Details
Main Authors: Interrante, V. (Author), Jiang, Y.V (Author), Sisk, C.A (Author)
Format: Article
Language:English
Published: Springer Science and Business Media Deutschland GmbH 2021
Subjects:
Online Access:View Fulltext in Publisher
LEADER 02545nam a2200301Ia 4500
001 10.1186-s41235-021-00284-3
008 220427s2021 CNT 000 0 und d
020 |a 23657464 (ISSN) 
245 1 0 |a Location probability learning in 3-dimensional virtual search environments 
260 0 |b Springer Science and Business Media Deutschland GmbH  |c 2021 
856 |z View Fulltext in Publisher  |u https://doi.org/10.1186/s41235-021-00284-3 
520 3 |a When a visual search target frequently appears in one target-rich region of space, participants learn to search there first, resulting in faster reaction time when the target appears there than when it appears elsewhere. Most research on this location probability learning (LPL) effect uses 2-dimensional (2D) search environments that are distinct from real-world search contexts, and the few studies on LPL in 3-dimensional (3D) contexts include complex visual cues or foraging tasks and therefore may not tap into the same habit-like learning mechanism as 2D LPL. The present study aimed to establish a baseline evaluation of LPL in controlled 3D search environments using virtual reality. The use of a virtual 3D search environment allowed us to compare LPL for information within a participant’s initial field of view to LPL for information behind participants, outside of the initial field of view. Participants searched for a letter T on the ground among letter Ls in a large virtual space that was devoid of complex visual cues or landmarks. The T appeared in one target-rich quadrant of the floor space on half of the trials during the training phase. The target-rich quadrant appeared in front of half of the participants and behind the other half. LPL was considerably greater in the former condition than in the latter. This reveals an important constraint on LPL in real-world environments and indicates that consistent search patterns and consistent egocentric spatial coding are essential for this form of visual statistical learning in 3D environments. © 2021, The Author(s). 
650 0 4 |a association 
650 0 4 |a Cues 
650 0 4 |a human 
650 0 4 |a Humans 
650 0 4 |a probability learning 
650 0 4 |a Probability Learning 
650 0 4 |a reaction time 
650 0 4 |a Reaction Time 
650 0 4 |a spatial learning 
650 0 4 |a Spatial Learning 
650 0 4 |a virtual reality 
650 0 4 |a Virtual Reality 
700 1 |a Interrante, V.  |e author 
700 1 |a Jiang, Y.V.  |e author 
700 1 |a Sisk, C.A.  |e author 
773 |t Cognitive Research: Principles and Implications