Abstract
For navigation ability, a transfer of knowledge from virtual training environments to real-world scenarios has been shown in several studies in the past. The purpose of this investigation is to demonstrate the equivalence of a series of navigation tasks in complex real-world and virtual buildings. Instead of testing knowledge transfer in very simple environments, identical tasks were performed in either version of a complex building. In this investigation, 29 participants were shown twelve landmarks, followed by a battery of tasks which were carried out in the real building by half of the participants, whereas the other half performed identical tasks in a virtual model of the same environment. No significant differences or effects were found, but due to the multifaceted nature of the gathered data and large variability within groups, overlap of both groups’ distributions was minimal. To discover the underlying factors of this variability, further research is needed.
©2011 by Walter de Gruyter Berlin Boston
Articles in the same Issue
- Editorial
- Virtual reality and assistive technologies for people with disabilities
- Review Articles
- SimCoach: an intelligent virtual human system for providing healthcare information and support
- Exploring intelligent agents in three-dimensional games for cognitive stimulation
- Participatory design approach with children with autism
- PiTaSu: wearable interface for assisting senior citizens with memory problems
- Virtual reality posttraumatic stress disorder (PTSD) exposure therapy results with active duty OIF/OEF service members
- Original Articles
- Traumatic brain injury memory training: a virtual reality online solution
- A virtual reality approach to gait training in service members with lower extremity amputations
- Continuation of balance training for stroke subjects in home environment using virtual reality
- Audio-visual biofeedback system for postural control
- Assessing navigation in real and virtual environments: a validation study
- Development of an interactive stepping game to reduce falls in older adults
- A study to evaluate a low cost virtual reality system for home based rehabilitation of the upper limb following stroke
- Remote monitoring and quantification of upper limb and hand function in chronic disability conditions
- Wearable device to assist independent living
- Designing a workplace for workers with motion disability with computer simulation and virtual reality techniques
- Low-cost optical tracking for collaborative applications in immersive virtual environments
- Mobile audio assistance in bus transportation for the blind
- Telehealth with 3D games for stroke rehabilitation
- Case Report
- Post-traumatic stress disorder treatment with virtual reality exposure for criminal violence: a case study in assault with violence
Articles in the same Issue
- Editorial
- Virtual reality and assistive technologies for people with disabilities
- Review Articles
- SimCoach: an intelligent virtual human system for providing healthcare information and support
- Exploring intelligent agents in three-dimensional games for cognitive stimulation
- Participatory design approach with children with autism
- PiTaSu: wearable interface for assisting senior citizens with memory problems
- Virtual reality posttraumatic stress disorder (PTSD) exposure therapy results with active duty OIF/OEF service members
- Original Articles
- Traumatic brain injury memory training: a virtual reality online solution
- A virtual reality approach to gait training in service members with lower extremity amputations
- Continuation of balance training for stroke subjects in home environment using virtual reality
- Audio-visual biofeedback system for postural control
- Assessing navigation in real and virtual environments: a validation study
- Development of an interactive stepping game to reduce falls in older adults
- A study to evaluate a low cost virtual reality system for home based rehabilitation of the upper limb following stroke
- Remote monitoring and quantification of upper limb and hand function in chronic disability conditions
- Wearable device to assist independent living
- Designing a workplace for workers with motion disability with computer simulation and virtual reality techniques
- Low-cost optical tracking for collaborative applications in immersive virtual environments
- Mobile audio assistance in bus transportation for the blind
- Telehealth with 3D games for stroke rehabilitation
- Case Report
- Post-traumatic stress disorder treatment with virtual reality exposure for criminal violence: a case study in assault with violence