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An immersive first-person navigation task for abstract knowledge acquisition

View ORCID ProfileDoerte Kuhrt, View ORCID ProfileNatalie R. St. John, View ORCID ProfileJacob L. S. Bellmund, View ORCID ProfileRaphael Kaplan, View ORCID ProfileChristian F. Doeller
doi: https://doi.org/10.1101/2020.07.17.208900
Doerte Kuhrt
1Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway
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  • For correspondence: dorte.kuhrt@ntnu.no
Natalie R. St. John
1Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway
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Jacob L. S. Bellmund
2Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
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Raphael Kaplan
1Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway
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Christian F. Doeller
1Kavli Institute for Systems Neurocience, Centre for Neural Computation, The Egil and Pauline Braathen and Fred Kavli Centre for Cortical Microcircuits, Norwegian University of Science and Technology, Trondheim, Norway
2Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
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ABSTRACT

Advances in virtual reality (VR) technology have greatly benefited spatial navigation research. By presenting space in a controlled manner, changing aspects of the environment one at a time or manipulating the gain from different sensory inputs, the mechanisms underlying spatial behaviour can be investigated. In parallel, a growing body of evidence suggests that the processes involved in spatial navigation extend to non-spatial domains. Here, we leverage VR technology advances to test whether participants can navigate abstract knowledge. We designed a two-dimensional quantity space - presented using a head-mounted display - to test if participants can navigate abstract knowledge using a first-person perspective navigation paradigm. To investigate the effect of physical movement, we divided participants into two groups: one walking and rotating on a motion platform, the other group using a gamepad to move through the abstract space. We found that both groups learned to navigate using a first-person perspective and formed accurate representations of the abstract space. Interestingly, navigation in the quantity space resembled behavioural patterns observed in navigation studies using environments with natural visuospatial cues. Notably, both groups demonstrated similar patterns of learning. Taken together, these results imply that both self-movement and remote exploration can be used to learn the relational mapping between abstract stimuli.

Competing Interest Statement

The authors have declared no competing interest.

Footnotes

  • ↵o these authors jointly supervised this work

  • https://osf.io/nvu4t/

Copyright 
The copyright holder for this preprint is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. It is made available under a CC-BY-NC 4.0 International license.
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Posted December 17, 2020.
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An immersive first-person navigation task for abstract knowledge acquisition
Doerte Kuhrt, Natalie R. St. John, Jacob L. S. Bellmund, Raphael Kaplan, Christian F. Doeller
bioRxiv 2020.07.17.208900; doi: https://doi.org/10.1101/2020.07.17.208900
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An immersive first-person navigation task for abstract knowledge acquisition
Doerte Kuhrt, Natalie R. St. John, Jacob L. S. Bellmund, Raphael Kaplan, Christian F. Doeller
bioRxiv 2020.07.17.208900; doi: https://doi.org/10.1101/2020.07.17.208900

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