KT_Head_2
 

RESEARCH PROJECTS

NAVIGATIONAL ABILITY

In this study participants had to walk as quickly and efficiently as possible to a target tree while avoiding three obstacle trees along the way. There were three blocks of trials in which the participants' FOV was restricted to 10°, 20°, or 40° in diameter. Based on the performance data in the 10° FOV condition, we divided the participants into two groups, Good and Poor Navigators, and found that the Good Navigators were able to maintain higher levels of performance across the three FOV tested (path efficiency did not change and latency, walk time, and time spent standing still did not increase to the degree seen for the Poor Navigators). We suggest that the Good Navigators picked up on the stable cues in the environment and used this spatial information to a greater extent than the Poor Navigators to guide them to the target tree as FOV decreased.


Movies: Top-Down View
Movies taken from a top-down perspective of a Good Navigator (left column) and a Poor Navigator (right column) performing a goal-navigation task with a simulated 10 deg field of view (FOV). The moving red sphere represents the participant and the line of blue dots moving out from the sphere represents the gaze direction of the participant. The branches and leaves of the trees have been removed to give a clearer view. The target tree has been shaded light blue and pink to make it more visible in the movies; this is not how it appeared to the participants in the trial. 

Good Navigator


Poor Navigator



Movies: First-Person View

Movies of the same trials as above, from a first-person perspective. The movies illustrate the scene from the participant's perspective. Cross indicates participant's point of fixation.

Good Navigator


Poor Navigator



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