Maze Experiment #2 Methods

Maze Experiment #2

A complete description of this experiment was published in Presence 7(2), 129-143. A postscript file of the manuscript can be downloaded here Figures are available here. Or view the .pdf file here: Download

 

Method

Subjects. A total of 125 people (61 men and 64 women) participated in the experiment. 82 of the participants were undergraduates between the ages of 18 and 40 enrolled in an introductory psychology course at the University of Washington. These people participated in the experiment in return for extra credit in their class. For the four weeks of the study during which the Psychology Department’s human subject pool was unavailable, the remaining 43 participants were recruited through an advertisement in the campus paper. These recruited participants were between the ages of 18 and 50 and were paid an hourly rate for their participation.

Materials and apparatus. The real world environment was a 14’ x 18’ maze with movable 7’ tall black curtains, configured as shown in Figure M3-1. The curtains hung from a rectangular grid of cables each spaced two feet apart. The ceiling of the maze extended approximately eight feet above this grid, allowing ambient light into the maze. At four locations, a large stuffed animal was suspended from the grid, four and a half feet from the ground, along with a large cardboard numeral. The numerals helped indicate to the subject the correct path to take through the maze as well as making communication about the maze’s locations easier. In this way, the numerals and stuffed animals served as prominent landmarks in the maze.


Figure M3-1


For the virtual portions of the experiment, the room described above was modeled using WorldUp by Sense8 Corp on a Pentium Pro 200 with an Oxygen 102 graphics accelerator card (see fig M3-2). At seven locations in the virtual maze we placed red directional arrows at eye-level. The arrows indicated the correct route to take through the maze and they also helped to make the space more interpretable for inexperienced users. A Thrustmaster PFCS joystick provided four degrees of freedom of navigational control (three degrees of translation plus the ability to pan one’s viewpoint). Subjects in the immersed condition used a VR4 HMD from Virtual Research and had additional navigational (and viewpoint) control with a six degree of freedom head tracker (Polhemus Fastrak). Depending on the location of the user in the VE, the virtual scenes for both desktop and immersed conditions were rendered between 8.0 and 11.1 frames per second with a mean of 10.0. In addition to the virtual maze room, a large maze-like virtual environment was created in which participants learned the rudiments of navigation in a virtual environment. The computer on which the virtual portions of the experiment were conducted was in the same room (though in a separate area) as the actual real world maze.


Figure M3-2


Procedure All participants were initially given the Guilford Zimmerman standardized test of spatial orientation ability. They were then given a short task that familiarized them with wearing a blindfold while walking around a practice maze. This task gave the experimenter the opportunity to correct the participants of habits such as walking too slowly and taking too small steps while blindfolded. (Pilot studies had shown that a short practice session with a blindfold helped to reduce the variance in scores during the testing phase of the experiment.) The experimenter then reconfigured the maze to the standard configuration (see figure M3-1) and allowed the participant exposure to a version the maze according to their experimental condition. Twenty participants were randomly assigned to each of the following six exposure conditions:

1. Blind: Participants in this group were given no exposure to the mazeroom.

2. Real: For each trial, participants in this group were given one minute in which to explore freely the real world maze. At the beginning of the first trial, the experimenter pointed out the appropriate route between each object and thereafter, participants were given no information or advice but were allowed to wander through the maze on their own.

3. Map: At each trial, participants in this group were shown a map of the maze and were asked to study it for one minute. At the beginning of the first study session, the experimenter oriented the map for the participant and pointed out the correct route to take through the maze.

4. VR-Desk: This group was given two minutes of exposure to a virtual replica of the maze at each trial. (Previous experiments had shown that one minute of VE exposure was not enough time to allow a person to navigate through the maze. A two minute exposure period allowed most participants to navigate through the entire maze on their first trial.) These participants were seated 24 inches from a 21-inch color monitor which rendered the virtual scenes at 800 x 600 resolution (true color, 60 Hz refresh). As with the real world group, participants were initially instructed which way to go so that they could get to each location in order. The arrows in the virtual maze also provided path information. The participants’ motion and viewpoint in the virtual environment were controlled by the user with a joystick.

5. VR-Immersive: At the beginning of each trial, this group was given two minutes of exposure to the same virtual maze and were given the same advice as the other groups on the route to take through the maze; however, they experienced it with a VR4 head-mounted display (742 x 230 resolution, 60 degree field of view) and a six degree of freedom tracker. These participants also controlled their motion and gaze with the joystick.

6. VR-Long Immersive: This group was identical to the immersive group; however, at each trial, they were allowed five minutes of exposure time to the virtual maze.

Prior to the maze exposure, all of the participants in the virtual conditions had been given between 30 and 75 minutes of instruction and training in how to use the input devices efficiently. A virtual practice world was used in which the elements of navigation with the joystick (and tracker) were trained and practiced. After learning the basic navigation skills, these participants were timed on a "virtual obstacle course" that required extensive use of the elements of navigation and concentrated on those that would be important for navigating through the maze room. Subjects were not allowed to proceed with the experiment until they could complete the obstacle course in under four minutes. Training time for participants thus varied depending on their abilities. All but four people were able to complete the obstacle course in less than four minutes. It was clear to the experimenter that the four participants who did not complete the obstacle course had difficulty physically moving the joystick because of its relatively high spring tension. These four people were randomly re-assigned to one of the three non-virtual conditions.

After encountering either a virtual, a real, or a map version of the maze, subjects were blindfolded and escorted to the beginning of the real world maze. They were then instructed to touch each stuffed animal in order, as quickly as possible, while minimizing the number of times that they hit the walls of the maze. As participants went through the maze blindfolded, the experimenter timed them and counted how many times they touched the walls. Participants were informed and continually reminded of how they were being scored, and were asked to do their best to minimize their time and touches of the walls (or "bump count"). This process of exposure to the maze followed by a blindfolded walk-through task was repeated six times.

After the sixth exposure to the maze, the experimenter gave the participant a distracting task while he altered two of the curtains in the maze (see Figure M3-3). This new configuration was identical to the one on which subjects had been trained except that two of the possible three paths between the first and third stuffed animals were now blocked. In the new configuration, both the most familiar and the most direct path were blocked. The participant was instructed that his or her task was no longer to touch each animal. Rather, the task was to go as quickly as possible from the first stuffed animal directly to the third stuffed animal. When the subjects discovered that the typical path between the first and third animals had been blocked, they were forced to rely on their mental representation of the maze and integrate the piece-meal knowledge they had acquired to that point. We refer to this task as the "integration task." The experimenter recorded how long the participants took to complete the integration task, how many times they touched the maze walls, and the route(s) that they attempted to take.


Figure M3-3


Finally, participants were given a 30 question true/false test in which they identified whether a given map of the room correctly represented a portion of the maze. False items on this test (see figure M3-4a) were wrong because they either showed an incorrect route between locations (see figure M3-4b) or an incorrect relative position of locations (see figure 5b). Though both types of items required configurational knowledge, we refer to the items showing possible routes between object locations as ‘route items.’ Those items which showed only the relative location of points we refer to as ‘survey items.’


Figure M3-4a

Figure M3-4b

Results

Across all trials, the partial correlation (controlling for subject) between the participant’s time through the maze and their bump count was quite high (r(832) = .94, p < .0005). Because of this correlation, all of the subsequent analyses will be univariate, treating time through the maze as the dependent variable. None of the results we obtain differ substantially when we consider bump count as an additional (or sole) measure.

Figure M3-5 illustrates the effect of repeated exposures on time through the maze for each experimental group. Differences in transfer of spatial knowledge between the non-blind conditions were evaluated using a repeated measures fixed effects ANOVA, treating trial number (1 - 6) as a within subject independent variable, experimental condition (map, real, desk, short immersion, and long immersion) and gender as between subject independent variables. Time through the maze was the dependent variable. In summary, this analysis yielded a significant two-way interaction between condition and trial (F(20, 286) = 1.84, p = .017) and significant main effects of trial (F(5, 86) = 31.73, p < .0005), condition (F(4, 90) = 2.73, p = .034) and gender (F(1, 90) = 18.75, p < .0005). All other effects were not significant. We defer analysis of the gender related effects to the section on individual differences.


Figure M3-5


Not surprisingly, subjects’ performance in all conditions improved steadily over trials -- the main effect of trial was significant (F(5, 86) = 31.73, p < .0005). More importantly, the rate of this improvement depended on the type of training the participant had received, probably because participants in the different conditions were converging towards the same asymptote. The interaction of trial and condition was significant (F(20, 286) = 1.84, p = .017).

Early Learning: effects of immersion and maps Table M3-1 shows mean times through the maze on the first two trials for each experimental group. Participants who were allowed only one minute of exposure to the real maze were able to traverse it blindfolded much faster on the first two trials than those participants in the other conditions. On average, subjects in all VR conditions performed worse in the initial trials (M = 270.51 s) than those people in either the real world (M = 163.32 s) or map (M = 242.88 s) conditions. By the second trial, only the group that was given a much longer training time in the immersive VE was able to outperform participants trained on the map (Mlong immerse = 122.05 s; Mmap = 191.70 s). The lag in performance for the participants who trained in most VE conditions is partly responsible for the significance of the trial by condition interaction. Statistical comparisons between immersed and non-immersed VE groups and between VE training in general and map training are not significant over the first two trials. The only significant Helmert contrast comparing group differences on the first two trials is the one that compares the real world group with all other non-blind groups. The difference between the real world group’s mean time and that of the other non-blind groups over the first two trials was, with 95% confidence, estimated to lie within the interval (14.76, 286.85).


Table M3-1


Later learning: asymptotic performance and the effect of long immersion Figure M3-6 illustrates the mean times for each group on the blindfold task after the sixth training session. By the sixth trial, participants in the long immersive condition outperformed those in the real world training group (Mlong immerse = 40.95; Mreal = 56.5 seconds), although this difference is not significant. Participants who trained in the other conditions converged on a somewhat worse performance. The contrast comparing mean times for the real and long immersed condition with the two other VE conditions is significant (t(43) = 3.22, p = .002).


Figure M3-6


The convergence of performance between the real and virtual groups by the sixth trial cannot be attributed to the learning of the environment that occurs while the subject is blindfolded. By the sixth trial, those subjects in the blind condition are still performing significantly worse than the other groups. The contrast comparing the times of the blind group on the sixth trial with those of the other groups is highly significant (t(19) = 4.55, p = .0002).

Representation differences Differences in mental representations after the sixth trial were measured by combining the results of the integration task and the true-false questionnaire. The integration task forced participants to access their mental representation of the maze by blocking off the familiar path from one maze location to the other. In addition to recording the time to complete the integration task and the number of times the participant ran into the maze walls, the experimenter also recorded which alternate routes the subject attempted to take. Two statistics were derived from the true-false questionnaires: the total percent correct, and a "survey score" which was calculated by subtracting the number of correct ‘route’ items (see figure M3-4a) from the number of correct ‘survey’ items (see figure M3-4b).

Representation differences were tested using a fixed effect MANOVA with gender and experimental condition (real world, map, desktop, immersive, and long immersive) as between subjects independent variables. Time on the integration task, bumps in the maze on the integration task, whether the participant initially attempted the shortest route, percent correct on the true-false test, and survey score on the true false test were included as dependent variables. The analysis revealed significant main effects of both condition (F(20, 253) = 1.90, p = .013) and gender (F(5, 76) = 2.58, p = .033). The interaction of condition and gender was not significant. The most sensitive predictor of group differences in spatial representations was whether the participant initially attempted to take the shortest route in the integration task. Follow-up univariate analysis on this variable revealed a highly significant effect of training condition (F(4, 90) = 3.76, p = .007). The difference in means between these groups is due primarily to the lower scores of the immersive conditions. On average, participants in the immersed conditions chose to take the shortest route on the integration task only 35% of the time, whereas, people in the other conditions averaged 63%. This difference is significant (t(79) = 2.90, p = .005).

Individual differences Most of our dependent measures varied reliably with gender. On average, in all non-blind experimental groups, men outperformed women at the blindfold task (F(1, 90) = 18.75, p < .0005). A gender effect was particularly strong for women who trained in the three VE conditions. This trend is illustrated in figure M3-7. VE-trained women performed significantly worse than men in the VE conditions (the 95% confidence interval for the mean difference between VE men and VE women [assuming equal variances] was 225.21 +/- 141.45 s ). They also performed significantly worse than women trained in the real world (the 95% CI for the mean difference between these groups [assuming equal variance] was 271.65 +/- 173.24 s). Moreover, there was not a significant difference between women and men who trained in the real world.


Figure M3-7


Men also outperformed women on four of the five measures of spatial representation (all but the survey score from the true-false questionnaire), and the MANOVA conducted on our representation measures showed a significant effect of gender (F(5, 76) = 2.58, p = .033). T-tests confirmed that men took less time to complete the integration task (t(65) = 2.70, p = .009), touched the walls of the maze less frequently (t(65) = 2.40, p = .020), and scored higher on the true-false test (t(91) = 2.39, p = .019). The Guilford Zimmerman test of spatial orientation was moderately predictive of a participant’s overall performance on the true-false test (r(95) = .44, p = < .0005); however, it was not predictive of the survey score derived from the true-false test, nor was it predictive of any of the behavioral measures of spatial knowledge.

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