2007
DOI: 10.1016/j.cognition.2006.05.013
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Learning your way around town: How virtual taxicab drivers learn to use both layout and landmark information

Abstract: By having subjects drive a virtual taxicab through a computer-rendered town, we examined how landmark and layout information interact during spatial navigation. Subject-drivers searched for passengers, and then attempted to take the most efficient route to the requested destinations (one of several target stores). Experiment 1 demonstrated that subjects rapidly learn to find direct paths from random pickup locations to target stores. Experiment 2 varied the degree to which landmark and layout cues were preserv… Show more

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Cited by 104 publications
(71 citation statements)
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References 30 publications
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“…Virtual reality tasks similar to the CG Arena are being developed and used extensively to assess place learning (Astur, Ortiz, & Sutherland, 1998;Cubukcu, 2004;Foreman et al, 2000;Foreman, Wilson, Duffy, & Parnell, 2005;Gamberini & Bussolon, 2001;Gillner & Mallot, 1998;Kallai, Makany, Karadi, & Jacobs, 2005;Livingstone & Skelton, 2007;Moffat & Resnick, 2002;Moffat et al, 2001;Newman et al, 2007;Richardson, Montello, & Hegarty, 1999). The benefit of using VR is that it provides an experimental environment in which maximum control of extraneous variables can be maintained, which is often not possible in real-world environments that contain distractions such as people, noises, and other stimuli.…”
Section: Discussionmentioning
confidence: 99%
“…Virtual reality tasks similar to the CG Arena are being developed and used extensively to assess place learning (Astur, Ortiz, & Sutherland, 1998;Cubukcu, 2004;Foreman et al, 2000;Foreman, Wilson, Duffy, & Parnell, 2005;Gamberini & Bussolon, 2001;Gillner & Mallot, 1998;Kallai, Makany, Karadi, & Jacobs, 2005;Livingstone & Skelton, 2007;Moffat & Resnick, 2002;Moffat et al, 2001;Newman et al, 2007;Richardson, Montello, & Hegarty, 1999). The benefit of using VR is that it provides an experimental environment in which maximum control of extraneous variables can be maintained, which is often not possible in real-world environments that contain distractions such as people, noises, and other stimuli.…”
Section: Discussionmentioning
confidence: 99%
“…In each testing session, patients played Yellow Cab, a taxi-driver video game (6,42), on a laptop computer in their hospital room. In Yellow Cab, patients used a handheld joystick to drive through a virtual three-dimensional environment delivering passengers to their requested destinations.…”
Section: Methodsmentioning
confidence: 99%
“…Discrimination and generalization learning have been presented as melodies that participants must classify as belonging to different composers (Artigas, Chamizio, & Peris, 2001) or as torpedoes to be launched at certain flying objects but not others (Nelson & Sanjuan, 2008;Nelson, Sanjuan, Vadillo-Ruiz, & Perez, 2011). The game approach has also been extended to spatial learning, such as remembering the location of a previously displayed spaceship (Spencer & Hund, 2002), and the popular approach of creating a three-dimensional town where participants play the role of a taxi driver and must learn landmark, spatial, and temporal relations that are later tested for recall (Newman et al, 2007), sometimes with neurophysiological recordings (Ekstrom & Bookheimer, 2007;Weidemann, Mollison, & Kahana, 2009).…”
Section: Gaming-up Experimentsmentioning
confidence: 99%