VALIDACIÓN DE UNA NUEVA TAREA DE REALIDAD VIRTUAL PARA EL ESTUDIO DEL APRENDIZAJE ESPACIAL.
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2022-12-16
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(ES) El objetivo principal fue la replicación de los fenómenos básicos de adquisición simple e interferencia
en aprendizaje espacial para la validación de un software específico en desarrollo para la implementación de
estudios de cognición espacial con seguimiento de la mirada en participantes humanos. Se dispuso una tarea
en la que los participantes, mediante un juego de realidad virtual basado en la lógica de la piscina de Morris,
debían encontrar un tesoro escondido, para lo que se podían ayudar de las claves de alrededor. Se esperaba
que las claves que indican la posición exacta del tesoro, dieran lugar a que los participantes permanecieran
más tiempo en el cuadrante objetivo y realicen más excavaciones en ese cuadrante. Durante la fase de
interferencia se esperaba que el tiempo y número de excavaciones se trasladara del cuadrante previamente
entrenado hasta el nuevo cuadrante donde se situó el tesoro. Los resultados obtenidos confirmaron dicha
hipótesis.
(EN) The main objective was the replication of the basic phenomena of simple acquisition and interference in spatial learning for the validation of a specific software under development for the implementation of gaze-tracking spatial cognition studies in human participants. A task was set up in which participants, using a virtual reality game based on Morris pool logic, had to find a hidden treasure, for which they could be helped by the surrounding cues. It was expected that the clues indicating the exact position of the treasure would result in participants staying longer in the target quadrant and making more excavations in that quadrant. During the interference phase, it was expected that the time and number of digs would move from the previously trained quadrant to the new quadrant where the treasure was located. The results obtained confirmed this hypothesis.
(EN) The main objective was the replication of the basic phenomena of simple acquisition and interference in spatial learning for the validation of a specific software under development for the implementation of gaze-tracking spatial cognition studies in human participants. A task was set up in which participants, using a virtual reality game based on Morris pool logic, had to find a hidden treasure, for which they could be helped by the surrounding cues. It was expected that the clues indicating the exact position of the treasure would result in participants staying longer in the target quadrant and making more excavations in that quadrant. During the interference phase, it was expected that the time and number of digs would move from the previously trained quadrant to the new quadrant where the treasure was located. The results obtained confirmed this hypothesis.