Spatial cognition

空间认知
  • 文章类型: Journal Article
    空间术语含义的理论通常侧重于对象和位置的几何属性,这是理解含义的关键。例如,在英语中,“猫在垫子上”可能会参与表征图形的几何属性(“猫”,一个点)和地面(\'mat\',平面)以及两个物体之间的几何关系(\'on\',+垂直,与地面物体的距离为0)。然而,大量文献表明,几何性质远远不足以捕捉许多空间表达式的含义,相反,提供包含或支持关系的对象的力动态属性可能对这些表达式的含义至关重要。我认为这两种方法都需要理解语言中出现的各种空间术语,空间术语分为两个不同的集合,一个由图形和地面的几何特性及其空间关系表示,另一个是对象的力动态属性及其关系。这种在空间范围内的分工有很多后果,由于这两种类型在习得问题的性质和可能的学习机制上不同,已经观察到的跨语言变异的程度和种类,以及语用原则在空间术语中的应用。推测,这两种类型也可能植根于不同的认知系统及其神经基底。
    Theories of spatial term meanings often focus on geometric properties of objects and locations as the key to understanding meaning. For example, in English, \"The cat is on the mat\" might engage geometric properties characterizing the figure (\'cat\', a point) and the ground (\'mat\', a plane) as well as the geometric relationship between the two objects (\'on\', + vertical, 0 distance from ground object). However, substantial literature suggests that geometric properties are far from sufficient to capture the meanings of many spatial expressions, and that instead, force-dynamic properties of objects that afford containment or support relationships may be crucial to the meanings of those expressions. I will argue that both approaches are needed to understand the variety of spatial terms that appear in language and further, that spatial terms fall into two distinct sets, one represented by geometric properties of figure and ground and their spatial relationships, and the other by the force-dynamic properties of objects and their relationships. This division of labor within spatial terms has many consequences, with the two types differing in the nature of the acquisition problem and likely learning mechanisms, the extent and kind of cross-linguistic variation that has been observed, and the application of pragmatic principles to spatial terms. Speculatively, the two types may also be rooted in different cognitive systems and their neural substrates.
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  • 文章类型: Journal Article
    视觉系统适应广泛的视觉特征,从颜色和运动等低级特征到因果关系等高级特征,也许,number.根据一些,适应是一种严格的感知现象,这样,适应的存在许可的声称,一个特征是真正的感知性质。鉴于索赔关于适应的理论重要性,然后,重要的是要确切地了解视觉系统何时表现出适应性和不表现出适应性。这里,我们将一种特定的适应作为案例研究:对尺寸的视觉适应。有四个实验的证据支持,我们认为,尽管实验室中的尺寸适应具有强大的效果,(1)尺寸适应效应在现象学上表现不佳(在某些情况下,几乎无法察觉),(2)尺寸适应的一些效果出现矛盾,鉴于目前的大小适应理论,很难解释,(3)先前关于尺寸适应的研究可能未能将尺寸分离为适应尺寸。最终,我们认为,虽然有证据表明尺寸适应是真实的,尺寸适应是一个令人困惑和知之甚少的现象。
    The visual system adapts to a wide range of visual features, from lower-level features like color and motion to higher-level features like causality and, perhaps, number. According to some, adaptation is a strictly perceptual phenomenon, such that the presence of adaptation licenses the claim that a feature is truly perceptual in nature. Given the theoretical importance of claims about adaptation, then, it is important to understand exactly when the visual system does and does not exhibit adaptation. Here, we take as a case study one specific kind of adaptation: visual adaptation to size. Supported by evidence from four experiments, we argue that, despite robust effects of size adaptation in the lab, (1) size adaptation effects are phenomenologically underwhelming (in some cases, hardly appreciable at all), (2) some effects of size adaptation appear contradictory, and difficult to explain given current theories of size adaptation, and (3) prior studies on size adaptation may have failed to isolate size as the adapted dimension. Ultimately, we argue that while there is evidence to license the claim that size adaptation is genuine, size adaptation is a puzzling and poorly understood phenomenon.
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  • 文章类型: Journal Article
    孩子们对基础测量概念有持续的困难,可以链接到他们收到的指令。这里,我们专注于测试各种方法来支持他们的理解,即标尺包括空间间隔单位。我们研究了基于证据的学习工具-不确认证据和/或结构对齐是否增强了他们对尺子单元的理解。不确定的证据,在这种情况下,涉及让孩子计算与标尺原点不对齐的对象下的空间间隔单位。结构对齐,在这种情况下,涉及当对象与标尺的原点对齐时,通过在标尺单元顶部覆盖塑料单元芯片来突出显示标尺单元。在采用测试前/培训/测试后设计的三个实验中,总共120名二年级学生被随机分配到6种训练条件中的一种(每个实验2种).培训条件包括不同的循证学习原则或“照常营业”指导(控制),每个分配相等(每个条件N=20)。在每个实验中,在预试中表现不超过机会水平的儿童被选择继续训练,共88名学生进行了改进分析。孩子们在训练条件方面表现出了显着改善,其中包括不确定的证据,但不在结构对齐或控制条件下。然而,一项探索性分析提示,与仅有不确定证据相比,当结构比对结合不确定证据时,改善发生得更快,并且保留得更好.
    Children have persistent difficulty with foundational measurement concepts, which may be linked to the instruction they receive. Here, we focus on testing various ways to support their understanding that rulers comprise spatial interval units. We examined whether evidence-based learning tools-disconfirming evidence and/or structural alignment-enhance their understanding of ruler units. Disconfirming evidence, in this context, involves having children count the spatial interval units under an object that is not aligned with the origin of a ruler. Structural alignment, in this context, involves highlighting what a ruler unit is by overlaying plastic unit chips on top of ruler units when an object is aligned with the origin of a ruler. In three experiments employing a pre-test/training/post-test design, a total of 120 second graders were randomly assigned to one of six training conditions (two training conditions per experiment). The training conditions included different evidence-based learning principles or \"business-as-usual\" instruction (control), with equal allocation to each (N = 20 for each condition). In each experiment, children who did not perform above chance level on the pre-test were selected to continue with training, which resulted in a total of 88 students for the analysis of improvement. The children showed significant improvement in training conditions that included disconfirming evidence, but not in the structural alignment or control conditions. However, an exploratory analysis suggests that improvement occurred more rapidly and was retained better when structural alignment was combined with disconfirming evidence compared to disconfirming evidence alone.
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  • 文章类型: Journal Article
    与重要刺激的空间接近度通常会引起冲动行为。我们如何克服冲动倾向决定了行为的适应性。这里,我们使用虚拟现实技术来研究刺激的空间接近度是否与辅助运动区(SMA)功能有因果关系.在两个实验中,我们着手研究这些过程,使用一个虚拟环境,重新创建近和远的空间,以测试SMA在空间冲动性的因果贡献。在在线第一个实验(N=93)中,我们使用近距离(21厘米)或远距离刺激(360厘米)的进行/不进行任务来验证和测量远距离刺激的影响。在实验2(N=28)中,我们在SMA上应用了经颅静态磁刺激(tSMS)(双盲,交叉,假对照设计),以测试其在控制对近距离和远距离刺激的脉冲趋势方面的计算。分析了反应时间和错误率(遗漏和委托)。此外,EZ模型参数(a,v,Ter和MDT)进行计算。与远处刺激相比,近距离刺激引起的反应更快,但错误率也更高。特别是在佣金错误中(实验1)。对SMA的真实刺激减慢了反应延迟(实验2),由决策阈值(a)增加介导的效应。目前的研究结果表明,冲动性可能受到空间接近度的调节,导致加速动作,可能导致对附近物体的不准确响应增加。我们的研究还为SMA在调节空间冲动性中的作用提供了第一个起点。
    Spatial proximity to important stimuli often induces impulsive behaviour. How we overcome impulsive tendencies is what determines behaviour to be adaptive. Here, we used virtual reality to investigate whether the spatial proximity of stimuli is causally related to the supplementary motor area (SMA) functions. In two experiments, we set out to investigate these processes using a virtual environment that recreates close and distant spaces to test the causal contributions of the SMA in spatial impulsivity. In an online first experiment (N = 93) we validated and measured the influence of distant stimuli using a go/no-go task with close (21 cm) or distant stimuli (360 cm). In experiment 2 (N = 28), we applied transcranial static magnetic stimulation (tSMS) over the SMA (double-blind, crossover, sham-controlled design) to test its computations in controlling impulsive tendencies towards close vs distant stimuli. Reaction times and error rates (omission and commission) were analysed. In addition, the EZ Model parameters (a, v, Ter and MDT) were computed. Close stimuli elicited faster responses compared to distant stimuli but also exhibited higher error rates, specifically in commission errors (experiment 1). Real stimulation over SMA slowed response latencies (experiment 2), an effect mediated by an increase in decision thresholds (a). Current findings suggest that impulsivity might be modulated by spatial proximity, resulting in accelerated actions that may lead to an increase of inaccurate responses to nearby objects. Our study also provides a first starting point on the role of the SMA in regulating spatial impulsivity.
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  • 文章类型: Journal Article
    这项研究的目的是检查视频游戏体验之间的关联,空间认知,以及50名医学生的腹腔镜手术技能。
    对参与者进行了视频游戏体验评估,空间认知,和腹腔镜技术。还记录了每周播放的小时数。使用结构方程模型来确定这些变量之间的关系。
    我们的发现表明,视频游戏体验和空间认知对腹腔镜技能产生了积极影响。有趣的是,过度沉迷于视频游戏而没有随之而来的空间认知改善的学生对他们的腹腔镜技能产生了负面影响。
    这些发现强调了视频游戏作为提高手术技能的工具的潜力。但也强调了过度游戏的潜在弊端。游戏与手术技能之间的正相关表明,视频游戏可以整合到手术教育中。未来的研究应该集中在确定能够有效促进视觉空间技能的特定视频游戏,以及确定游戏和传统手术训练之间的最佳平衡。
    UNASSIGNED: The purpose of this study was to examine the association between video gaming experience, spatial cognition, and laparoscopic surgical skills in a cohort of 50 medical students.
    UNASSIGNED: Participants were assessed for video gaming experience, spatial cognition, and laparoscopic skills. The number of hours played per week was also recorded. Structural equation modeling was used to determine the relationship between these variables.
    UNASSIGNED: Our findings revealed that video gaming experience and spatial cognition exerted a positive influence on laparoscopic skills. Interestingly, students who excessively indulged in video games without concomitant improvements in spatial cognition experienced a negative impact on their laparoscopic skills.
    UNASSIGNED: These findings underscore the potential of video gaming as a tool for improving surgical skills, but also highlight the potential downsides of excessive gaming. The positive correlation between gaming and surgical skills suggests that video games could be integrated into surgical education. Future research should focus on identifying specific video games that effectively promote visuospatial skills as well as determining the optimal balance between gaming and traditional surgical training.
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  • 文章类型: Journal Article
    行为,感官,脊椎动物导航的神经基础主要在哺乳动物和鸟类中描述。然而,我们对在较小尺度上移动的脊椎动物的导航能力和机制知之甚少,比如两栖动物。为了解决这个知识差距,我们对甘蔗蟾蜍的导航进行了广泛的实地研究,莱茵娜码头.首先,我们进行了一项易位实验,以描述夏威夷的入侵蟾蜍如何在长达一公里的位移后导航回家。接下来,我们测试了嗅觉和磁感操作对归巢的影响,因为这些感官通常与两栖动物导航有关。我们发现,单独的消融都不能阻止归巢,这表明蟾蜍导航是多模式的。最后,我们检验了这样一个假设,即内侧皮层,海马的两栖动物同源物,参与归巢。通过比较归巢和非归巢蟾蜍的神经活动,我们发现了支持内侧大脑皮层受累的证据,侧皮层,和导航中的隔膜,表明神经结构的保守性支持跨脊椎动物的导航。我们的研究为理解行为奠定了基础,感官,和两栖动物导航的神经基础,并进一步表征脊椎动物行为和神经结构的演变。
    The behavioral, sensory, and neural bases of vertebrate navigation are primarily described in mammals and birds. However, we know much less about navigational abilities and mechanisms of vertebrates that move on smaller scales, such as amphibians. To address this knowledge gap, we conducted an extensive field study on navigation in the cane toad, Rhinella marina. First, we performed a translocation experiment to describe how invasive toads in Hawai\'i navigate home following displacements of up to one kilometer. Next, we tested the effect of olfactory and magnetosensory manipulations on homing, as these senses are most commonly associated with amphibian navigation. We found that neither ablation alone prevents homing, suggesting that toad navigation is multimodal. Finally, we tested the hypothesis that the medial pallium, the amphibian homolog to the hippocampus, is involved in homing. By comparing neural activity across homing and non-homing toads, we found evidence supporting the involvement of the medial pallium, lateral pallium, and septum in navigation, suggesting a conservation of neural structures supporting navigation across vertebrates. Our study lays the foundation to understand the behavioral, sensory, and neural bases of navigation in amphibians and to further characterize the evolution of behavior and neural structures in vertebrates.
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  • 文章类型: Journal Article
    虚拟的整合,混合,认知神经科学和神经心理学中的增强现实技术代表了一个变革性的前沿。在这篇评论中,我们对探索虚拟现实(VR)影响的研究进行了荟萃分析,混合现实(MR)以及认知神经科学和神经心理学的增强现实(AR)。我们的评论强调了VR的多功能应用,从空间认知评估到创伤性脑损伤的康复。我们发现MR和AR为认知训练提供了创新的途径,特别是与记忆有关的疾病。这些应用扩展到解决社会认知障碍,并作为心理健康问题的治疗干预措施。神经科学家和技术开发人员之间的合作是至关重要的,强化学习和神经影像学研究增强了改善预后的潜力。伦理考虑,包括知情同意,隐私,和可访问性,需要小心注意。我们的审查确定了荟萃分析的共同方面,包括VR技术在认知神经科学和神经心理学方面的潜力,MR和AR在记忆研究中的应用,以及VR在神经康复和治疗中的作用。
    The integration of virtual, mixed, and augmented reality technologies in cognitive neuroscience and neuropsychology represents a transformative frontier. In this Commentary, we conducted a meta-analysis of studies that explored the impact of Virtual Reality (VR), Mixed Reality (MR), and Augmented Reality (AR) on cognitive neuroscience and neuropsychology. Our review highlights the versatile applications of VR, ranging from spatial cognition assessments to rehabilitation for Traumatic Brain Injury. We found that MR and AR offer innovative avenues for cognitive training, particularly in memory-related disorders. The applications extend to addressing social cognition disorders and serving as therapeutic interventions for mental health issues. Collaborative efforts between neuroscientists and technology developers are crucial, with reinforcement learning and neuroimaging studies enhancing the potential for improved outcomes. Ethical considerations, including informed consent, privacy, and accessibility, demand careful attention. Our review identified common aspects of the meta-analysis, including the potential of VR technologies in cognitive neuroscience and neuropsychology, the use of MR and AR in memory research, and the role of VR in neurorehabilitation and therapy.
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  • 文章类型: Journal Article
    以自我为中心和以分配为中心的空间记忆障碍会影响患有轻度认知障碍(MCI)的老年人的导航能力。具体认知研究暗示可以将特定的辅助工具实施到虚拟现实(VR)训练中以增强空间记忆。
    在这项研究中,我们初步测试了\'ANTaging\',一种以自我为中心和以分配为中心的沉浸式VR训练,与MCI中照常治疗(TAU)空间训练相比。
    这项对照试验招募了MCI患者。在预测测试中使用了认知电池,经过十次ANTaging或TAU干预后,3个月随访(FU)。主要结果是空间认知测试(Corsisupra-span,CSS;人体模型测试,MT)。还收集了以自我为中心和以分配为中心的VR性能。
    我们发现,与TAU相比,ANTaging显着提高了FU的MT得分。CSS在两组中略有改善。关于次要结果,在ANTaging而不是TAU组中,听觉-言语遗忘在测试后显着改善,而在TAU中,在FU中显着下降,但在ANTaging组中没有。对于TAU,FU的全球认知显着改善,对于ANTaging保持稳定。其他测试显示没有改善或恶化。临床意义表明ANTaging对CSS有效。在ANTaging会话中,虚拟以自我为中心和以分配为中心的内存性能得到了改进。
    与TAU相比,ANTaging具有改善MCI空间认知的潜力。具身认知研究为设计有效的空间导航康复提供了见解。
    UNASSIGNED: Egocentric and allocentric spatial memory impairments affect the navigation abilities of older adults with mild cognitive impairment (MCI). Embodied cognition research hints that specific aids can be implemented into virtual reality (VR) training to enhance spatial memory.
    UNASSIGNED: In this study, we preliminarily tested \'ANTaging\', an embodied-based immersive VR training for egocentric and allocentric memory, compared to treatment as usual (TAU) spatial training in MCI.
    UNASSIGNED: MCI patients were recruited for this controlled trial. A cognitive battery was administered at pre-test, after ten sessions of ANTaging or TAU intervention, and at 3-month follow-up (FU). The primary outcomes were spatial cognition tests (Corsi supra-span, CSS; Manikin test, MT). VR egocentric and allocentric performance was also collected.
    UNASSIGNED: We found that ANTaging significantly improved MT scores at FU compared to TAU. CSS slightly improved in both groups. Concerning secondary outcomes, auditory-verbal forgetting significantly improved at post-test in the ANTaging but not TAU group and significantly declined at FU in the TAU but not in the ANTaging group. Global cognition significantly improved at FU for TAU and remained stable for ANTaging. Other tests showed no improvement or deterioration. Clinical significance showed that ANTaging is effective for CSS. Virtual egocentric and allocentric memory performance improved across ANTaging sessions.
    UNASSIGNED: ANTaging holds the potential to be superior for improving spatial cognition in MCI compared to TAU. Embodied cognition research provides insights for designing effective spatial navigation rehabilitation in aging.
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  • 文章类型: Journal Article
    我们对智障人士(ID)探索和导航大规模空间的能力知之甚少。在这项交叉综合征研究中,患有唐氏综合症(DS)的个体,患有威廉姆斯综合征(WS)和通常发育中的儿童(TD;5-11岁)的个体探索虚拟环境,目的是学习环境中的所有事物(实验1)或找到六颗星(实验2)。当目标只是了解没有特定目的地的环境时,WS和DS组之间几乎没有差异(实验1);两组的表现水平类似于TD儿童的子集,具有相似的非语言能力。当任务的目标是在环境中定位目标时,差异变得明显(实验2)。DS组表现最弱,在非语言能力相似的情况下,表现在或低于TD儿童子集的水平,而WS组在TD子集组的级别上执行。DS,WS和TD组也表现出不同的探索行为模式。DS的探索行为较弱,并且在所有试验中都没有改善。在WS中,所有试验中的探查行为均发生了变化,但不典型(重复试验后,再就诊次数增加).此外,诊断个体差异分析(潜在轮廓分析)揭示了探索和导航变量的五个轮廓,其中没有一个是DS或WS特有的。只有非常差的导航员的最极端特征是DS和WS参与者特有的。有趣的是,所有其他配置文件包含至少一个患有DS的个体和至少一个患有WS的个体。这凸显了调查智力残疾个体表现异质性的重要性,以及数据驱动的跨诊断方法对识别行为特征的有用性。
    We know little about the ability to explore and navigate large-scale space for people with intellectual disability (ID). In this cross-syndrome study, individuals with Down syndrome (DS), individuals with Williams syndrome (WS) and typically developing children (TD; aged 5-11 years) explored virtual environments with the goal of learning where everything was within the environment (Experiment 1) or to find six stars (Experiment 2). There was little difference between the WS and DS groups when the goal was simply to learn about the environment with no specific destination to be reached (Experiment 1); both groups performed at a level akin to a subset of TD children of a similar level of non-verbal ability. The difference became evident when the goal of the task was to locate targets in the environment (Experiment 2). The DS group showed the weakest performance, performing at or below the level of a subset of TD children at a similar level of non-verbal ability, whilst the WS group performed at the level of the TD subset group. The DS, WS and TD group also demonstrated different patterns of exploration behavior. Exploration behaviour in DS was weak and did not improve across trials. In WS, exploration behavior changed across trials but was atypical (the number of revisits increased with repeated trials). Moreover, transdiagnostic individual difference analysis (Latent Profile Analysis) revealed five profiles of exploration and navigation variables, none of which were uniquely specific to DS or to WS. Only the most extreme profile of very poor navigators was specific to participants with DS and WS. Interestingly, all other profiles contained at least one individual with DS and at least one individual with WS. This highlights the importance of investigating heterogeneity in the performance of individuals with intellectual disability and the usefulness of a data-driven transdiagnostic approach to identifying behavioral profiles.
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  • 文章类型: Journal Article
    目的:准确的垂直感知对于日常生活活动至关重要,例如正确估计空间中的物体方向。本研究使用便携式和可自构建的改良桶测试和旋转柱测试,为主观视觉垂直(SVV)和主观触觉垂直(SHV)建立了规范数据。此外,年龄的贡献,性别,对SVV和SHV上的线/柱的起始位置和准确度进行了评估。
    方法:本研究,PRECISE项目的一部分(ClinicalTrials.govIDNCT05978596),是按照STROBE指南进行的。招募没有视觉/神经/前庭障碍的健康成年人。主观视觉垂直和SHV精度用恒定误差来描述(即,相对于其方向的0°[真实垂直]平均偏差),无符号错误(即,与方向无关的0°平均偏差),和可变性(即,个体内部标准差)。
    结果:对60名参与者进行了评估(平均年龄:41.14[SD=16.74]岁)。-2.82°和2.90°之间的主观视觉垂直常数误差,无符号误差高达2.15°,和变异性高达1.61°被认为是正常的。主观触觉垂直恒定误差范围为-6.94°至8.18°,无符号误差高达6.66°和可变性高达4.25°。较高的年龄导致较高的SVV无符号错误和可变性。女性的SHV变异性高于男性。某些起始位置导致较高的SVV和SHV常数以及SVV无符号误差。
    结论:提供了负担得起的规范数据,自构造,和便携式SVV和SHV工具。这些规范与更复杂的设备一致,可用于区分正常值和异常值。
    OBJECTIVE: Accurate verticality perception is essential for daily life activities, such as correctly estimating object orientation in space. This study established normative data for the subjective visual vertical (SVV) and subjective haptic vertical (SHV) using the portable and self-constructable modified Bucket test and Rotating-Column test. Additionally, the contribution of age, sex, and starting position of the line/ column on SVV and SHV accuracy were evaluated.
    METHODS: This study, part of the PRECISE project (ClinicalTrials.gov ID NCT05978596), was conducted following the STROBE guidelines. Healthy adults without visual/neurological/vestibular disorders were recruited. Subjective visual vertical and SHV accuracy were described in terms of constant errors (i.e., mean deviation from 0° [true vertical] respecting its direction), unsigned errors (i.e., mean deviation from 0° irrespective of direction), and variability (i.e., intra-individual standard deviation).
    RESULTS: Sixty participants were evaluated (mean age: 41.14 [SD = 16.74] years). Subjective visual vertical constant errors between -2.82° and 2.90°, unsigned errors up to 2.15°, and variability up to 1.61° are considered normal. Subjective haptic vertical constant errors ranged from -6.94° to 8.18°, unsigned errors up to 6.66° and variability up to 4.25°. Higher ages led to higher SVV unsigned errors and variability. SHV variability was higher in females compared to males. Certain starting positions led to higher SVV and SHV constants and SVV unsigned errors.
    CONCLUSIONS: Normative data are provided for affordable, self-constructable, and portable SVV and SHV tools. These norms are consistent with more sophisticated equipment and can be used to distinguish between normal and abnormal values.
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