Cited by 138Spatial Cognition and NavigationVirtual Reality Applications and ImpactsVisual perception and processing mechanisms

“Active” and “passive” learning of three-dimensional object structure within an immersive virtual reality environment

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James, K. H., Humphrey, G. K., Vilis, T., Corrie, B., Baddour, R., Goodale, M. A.·2002·Behavior Research Methods, Instruments, & Computers

Abstract

We used a fully immersive virtual reality environment to study whether actively interacting with objects would effect subsequent recognition, when compared with passively observing the same objects. We found that when participants learned object structure by actively rotating the objects, the objects were recognized faster during a subsequent recognition task than when object structure was learned through passive observation. We also found that participants focused their study time during active exploration on a limited number of object views, while ignoring other views. Overall, our results suggest that allowing active exploration of an object during initial learning can facilitate recognition of that object, perhaps owing to the control that the participant has over the object views upon which they can focus. The virtual reality environment is ideal for studying such processes, allowing realistic interaction with objects while maintaining experimenter control.

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  • Studies in medical training and visual object recognition in which learners could manipulate 3-D computer visualizations and observe the instructional material from multiple views suggest that control over appearance can be effective.

    “studies in medical training and visual object recognition in which learners could manipulate 3-D computer visualizations and observe the instructional material from multiple views suggest that control over appearance can be effective (Garg et al. 2001;Harman et al. 1999;James et al. 2002).”

    From Interactivity in Video-based Models (2007) · cites this paper as James et al. 2002

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Research works printed but not linked: 2

  1. James, K. H. (2001). Controlling what we see: The effects of active ex- ploration on object recognition. Unpublished doctoral dissertation, University of Western Ontario.
  2. Tong, F. H., Marlin, S. G., & Frost, B. J. (1995, June). Cognitive map formation in a 3D visual virtual world. Poster presented at the IRIS/ PRECARN workshop, Vancouver, BC. (Manuscript received May 20, 2001; revision accepted for publication May 5, 2002.)

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Authors
James, K. H., Humphrey, G. K., Vilis, T., Corrie, B., Baddour, R., & Goodale, M. A.
Affiliations
  • Western University (CA)
  • National Research Council Canada (CA)
Corresponding author
Humphrey, G. K.
Venue
Behavior Research Methods, Instruments, & Computers
Published
2002-08
Volume
34
Issue
3
Pages
383-390
ISSN
  • 0743-3808 (ISSN-L)
  • 1532-5970
OpenAlex
W2127181765
Cited by
138
References
11
Citations by year
2026: 4 · 2025: 4 · 2024: 10 · 2023: 10 · 2022: 3 · 2021: 8 · 2020: 8 · 2019: 12 · 2018: 14 · 2017: 2 · 2016: 4 · 2015: 2 · 2014: 6 · 2013: 8 · 2012: 5
FWCI
3.24
Type
journal article
Language
en
Open access
Locations
  • Behavior Research Methods, Instruments, & Computers (publishedVersion)
  • PubMed (publishedVersion)
Funders
  • Canadian Institutes of Health Research
  • Natural Sciences and Engineering Research Council of Canada
Topics
  • Physical Sciences › Engineering › Automotive Engineering › Spatial Cognition and Navigation
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
Keywords
active learning, passive learning, object recognition, immersive virtual reality, object rotation, visual attention, object views
MeSH terms
Adult, Computers, Environment, Humans, Learning, Reaction Time, User-Computer Interface

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