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RESEARCH PROJECTS |
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| GENDER, CUE PREFERENCE, AND PATH INTEGRATION IN VIRTUAL ENVIRONMENTS | |||||||||||||||||||||||||||||||||
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In order to examine whether men and women rely on different cues when walking without vision, a paradigm was created in which visual cues (a doorframe and a target ball located inside the doorframe but offset to the left or right of the participant’s midline were presented for 1s at the beginning of each trial) and auditory cues (a tone sounded at the end of each trial) were placed in conflict. For example, in one condition the doorframe and target were presented at a distance of 6m from the starting position but the tone ending each trial did not sound until participants had walked 8m. We found that when the visual cues lacked detail, the male participants relied on the auditory cues to scale their path angles while the female participants did not. When the visual cues were more informative (depth cues and texture were increased), the male participants relied on the visual cues but the female participants still did not systematically scale their path angles with either cue. These results suggest that the male participants were able to use both auditory and visual cues to determine the appropriate path angle while the female participants were not able to effectively use either cue to update their perceived location when walking without vision. |
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