Spatial perspective taking: Effects of social, directional, and interactive cues.

Including an avatar in the array in a spatial perspective-taking test improves performance, but it is not clear why. Different aspects of an avatar, including its directional nature, its agency (perceived ability for action), and its interactivity, may all influence perspective-taking performance. E...

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Publicado en:Memory & Cognition Vol. 47; no. 5; pp. 1031 - 1044
Autores principales: Gunalp, Peri, Moossaian, Tara, Hegarty, Mary
Formato: Artículo
Publicado: Springer Nature Jul2019
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        atl: Spatial perspective taking: Effects of social, directional, and interactive cues.
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        au:
          Gunalp, Peri
          Moossaian, Tara
          Hegarty, Mary
        affil: Department of Psychological and Brain Sciences, University of California, 93106, Santa Barbara, CA, USA
      su:
        Sex distribution
        Virtual reality
        Task performance
        Space perception
        Thought & thinking
        Prompts (Psychology)
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        subj:
          Sex distribution
          Virtual reality
          Task performance
          Space perception
          Thought & thinking
          Prompts (Psychology)
      keyword:
        Agency
        Mental simulation
        Perspective taking
        Sex differences
        Spatial ability
        Agency
        Mental simulation
        Perspective taking
        Sex differences
        Spatial ability
      ab: Including an avatar in the array in a spatial perspective-taking test improves performance, but it is not clear why. Different aspects of an avatar, including its directional nature, its agency (perceived ability for action), and its interactivity, may all influence perspective-taking performance. Experiment 1 examined how performance was influenced by a social directional cue (an avatar) and an abstract directional cue (an arrow). Participants performed best in the avatar condition and no better in the arrow condition than in a control condition. These results suggest that directionality of the cue alone is not sufficient to facilitate performance on this task. Experiment 2 compared an avatar to a concrete directional cue that was grounded in everyday experience interacting with objects, but was non-agentive (a chair). There was no significant difference between the avatar and the chair conditions, which both outperformed the control condition. Participants in both experiments and all conditions primarily reported utilizing mental simulation strategies that involved imagining themselves in the array of objects. The results suggest that grounding the task in everyday interactions with people or objects facilitates this mental simulation process and more generally enhances performance on perspective-taking tasks.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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