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Active and passive contributions to spatial learning

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Abstract

It seems intuitively obvious that active exploration of a new environment will lead to better spatial learning than will passive exposure. However, the literature on this issue is decidedly mixed-in part, because the concept itself is not well defined. We identify five potential components of active spatial learning and review the evidence regarding their role in the acquisition of landmark, route, and survey knowledge. We find that (1) idiothetic information in walking contributes to metric survey knowledge, (2) there is little evidence as yet that decision making during exploration contributes to route or survey knowledge, (3) attention to place-action associations and relevant spatial relations contributes to route and survey knowledge, although landmarks and boundaries appear to be learned without effort, (4) route and survey information are differentially encoded in subunits of working memory, and (5) there is preliminary evidence that mental manipulation of such properties facilitates spatial learning. Idiothetic information appears to be necessary to reveal the influence of attention and, possibly, decision making in survey learning, which may explain the mixed results in desktop virtual reality. Thus, there is indeed an active advantage in spatial learning, which manifests itself in the task-dependent acquisition of route and survey knowledge.
THEORETICAL REVIEW
Active and passive contributions to spatial learning
Elizabeth R. Chrastil &William H. Warren
Published online: 15 November 2011
#Psychonomic Society, Inc. 2011
Abstract It seems intuitively obvious that active explora-
tion of a new environment will lead to better spatial
learning than will passive exposure. However, the literature
on this issue is decidedly mixedin part, because the
concept itself is not well defined. We identify five potential
components of active spatial learning and review the
evidence regarding their role in the acquisition of landmark,
route, and survey knowledge. We find that (1) idiothetic
information in walking contributes to metric survey
knowledge, (2) there is little evidence as yet that decision
making during exploration contributes to route or survey
knowledge, (3) attention to placeaction associations and
relevant spatial relations contributes to route and survey
knowledge, although landmarks and boundaries appear to
be learned without effort, (4) route and survey information
are differentially encoded in subunits of working memory,
and (5) there is preliminary evidence that mental manipu-
lation of such properties facilitates spatial learning. Idiot-
hetic information appears to be necessary to reveal the
influence of attention and, possibly, decision making in
survey learning, which may explain the mixed results in
desktop virtual reality. Thus, there is indeed an active
advantage in spatial learning, which manifests itself in the
task-dependent acquisition of route and survey knowledge.
Keywords Navigation and spatial memory .Spatial
cognition .Attention in learning
Introduction
It is hard to deny the importance of learning the spatial
layout of the environment in our daily lives, as we go to
work, do errands, find restaurants, and manage to get back
home. In order to navigate successfully, we must acquire
some knowledge of the spatial relationships between these
locations. Successful navigation may involve scene and
place recognition, reliance on salient landmarks, route
knowledge, and/or survey knowledge (Wiener, Buchner,
& Holscher, 2009). Route knowledge enables one to follow
a known path from one location to another, whereas survey
knowledge includes some configural information and gives
one the ability to take novel shortcuts and detours between
locations, traversing paths that have never been taken
before. There are thus different types of spatial knowledge
that a navigator might acquire during exploration of a new
environment, which could depend on the structure of that
environment, how it is explored, or the effort devoted to
learning it.
Appleyard (1970) was one of the first to note that
passengers on a bus seem to acquire only route knowledge
of a city, whereas bus drivers have a much greater level of
survey knowledge. Taxi drivers may have even greater
knowledge than bus drivers, since they navigate novel
routes through the city (Maguire, Woollett, & Spiers, 2006).
This intuition immediately suggests that the difference
between passive exposure and active exploration has
important implications for spatial learning. But the anecdote
raises more questions than it answers. Is there, in fact, a
systematic difference between active and passive learning?
If so, what are the differences in the resulting spatial
knowledge? What constitutes activeexploration specifi-
callythe physical activity of self-motion and its sensory
motor consequences, or the cognitive activity of choosing a
route or attending to and encoding particular aspects of the
environment?
The purpose of this review is to investigate how the
mode of exploration in a new environment influences the
resulting spatial knowledge. We focus on the distinction
between active and passive spatial learning and ask how
they contribute to landmark, route, and survey knowledge.
E. R. Chrastil (*):W. H. Warren
Cognitive, Linguistic, & Psychological Sciences,
Brown University,
Box 1821, Providence, RI, USA
e-mail: chrastil@brown.edu
Psychon Bull Rev (2012) 19:123
DOI 10.3758/s13423-011-0182-x
We begin by arguing that the active/passive dichotomy is
too coarse a distinction, for activelearning encompasses
a number of potential components. Our goal is to tease out
the active and passive contributions to these types of spatial
knowledge and identify gaps in the existing literature. We
start with the sensorymotor components of physically
walking through an environment and then pursue cognitive
mechanisms that may play a role in active learning. We
discuss how literature on spatial updating contributes to
larger issues of spatial navigation. We then turn to attention
and working memory, which operate in tandem to selec-
tively encode different aspects of the environment; active
manipulation of spatial information in working memory can
yield greater learning. Research on these topics has been
hampered by inconsistent methods, making both qualitative
and quantitative comparisons difficult. Throughout the
review, we point out these inconsistencies, while attempting
to draw firm conclusions wherever possible.
The results suggest that there is a relation between active
exploration and the acquisition of spatial knowledge.
Specifically, we argue that the idiothetic information
available during walking contributes to metric survey
knowledge and appears to interact with attention. We find
that some aspects of places and landmarks can be learned
without much effort but that full route and survey
knowledge require the allocation of attention and encoding
in working memory. Different components of working
memory may be responsible for encoding certain aspects of
the environment, while mental manipulation of spatial
information may also play a role in learning.
Active and passive spatial learning
Despite Appleyards(1970) observation, studies comparing
active and passive spatial learning have yielded surprisingly
mixed results. One reason for the heterogeneous findings is
that active exploration actually involves several complex
activities that are often confounded in experimental
designs.
Components of active learning
To test passive learning, experimenters typically present
visual information about the path of self-motion through the
environmentsuch as the sequence of views seen by an
explorerto a stationary observer in the form of a video or
series of slides. Active learning, however, may not be
limited to physical movement alone. In addition to the
motor control of action, active learning could include the
resulting sensory information about self-motion and several
cognitive processes (Gaunet, Vidal, Kemeny, & Berthoz,
2001). Specifically, we can identify five distinct compo-
nents of active exploration that potentially contribute to
spatial knowledge: (1) efferent motor commands that
determine the path of locomotion, (2) reafferent proprio-
ceptive and vestibular information for self-motion (1 and 2
are collectively referred to as idiothetic information;
Mittelstaedt & Mittelstaedt, 2001), (3) allocation of
attention to navigation-related features of the environment,
(4) cognitive decisions about the direction of travel or the
route, and (5) mental manipulation of spatial information.
These components may be grouped into those that involve
physical activity (motor control and reafferent information)
and those that involve cognitive activity (attention, decision
making, and mental manipulation) (Wilson, Foreman,
Gillett, & Stanton, 1997). For present purposes, we will
refer to navigation that involves any or all of these five
components as active. But the aim of this review is to refine
the concept by identifying which of these components
actually play a role in spatial learning. We attempt to
elucidate their relative contributions to particular forms of
spatial knowledge and whether they act independently or
interact in some way.
On the basis of theoretical considerations, we would
expect these components of active learning to differentially
affect what the explorer learns about specific aspects of
spatial structure. First, we hypothesize that idiothetic
information plays an essential role in the acquisition of
survey knowledge. Survey, or map,knowledge is
believed to depend upon information about the metric
distances and directions between locations, such as that
provided by the motor, proprioceptive, and/or vestibular
systems, together with a process of path integration.
Although passive vision also provides information about
the depth and visual direction of objects, spatial perception
is subject to large affine distortions (Koenderink, van
Doorn, & Lappin, 2000; Loomis, Da Silva, Fujita, &
Fukusima, 1992; Norman, Crabtree, Clayton, & Norman,
2005). The idiothetic systems specifically register distance
and turn information along a traversed path, providing a
basis for path integration, and thus might be expected to
improve the accuracy of survey knowledge.
Second, we hypothesize that active decision making
about the path of travel is sufficient for the acquisition of
route knowledge, in the absence of idiothetic information.
Given that route knowledge is believed to consist of a
sequence of turns at recognized locations (placeaction
associations) along a learned route (Siegel & White, 1975),
making decisions about turns on ones path should be
sufficient to acquire useful route knowledge, without metric
information.
Third, we hypothesize that the acquisition of route and
survey knowledge depends on the allocation of attention to
corresponding environmental properties. For example,
assuming that placeaction associations depend on rein-
2 Psychon Bull Rev (2012) 19:123
forcement learning mechanisms, explicitly attending to
conjunctions of landmarks and turns should facilitate route
learning (Chun & Turk-Browne, 2007; Sutton & Barto,
1998). Similarly, attending to information about the relative
spatial locations of places should enhance survey learning.
On the other hand, to the extent that object encoding and
recognition are automatic processes (Duncan, 1984;
OCraven, Downing, & Kanwisher, 1999), landmark
learning should not require the allocation of attention.
Finally, these components may interact. For instance,
actively making decisions about his or her route may lead
the observer to attend to different features of the environ-
ment than when following a prescribed route.
Note that many experiments make use of desktop virtual
reality setups (desktop VR), in which participants use a
joystick to steer around a virtual environment presented on
a monitor. This process is quite different from walking
around an environment: Although desktop VR does involve
some physical hand movements, actual walking provides
qualitatively different motor, proprioceptive, and vestibular
information.
Navigation versus spatial updating
The issue of active and passive learning has also come up
in recent research on the topic of spatial updating. Spatial
updating occurs when an observer maintains information
about the spatial relations among objects as he or she
moves around in the environment. Spatial updating is thus
closely related to path integration and probably shares
many of the same mechanisms, including reliance on visual
and idiothetic information. However, there are important
methodological differences between spatial updating and
navigation paradigms that make it difficult to compare the
findings. Experiments on spatial updating typically present
a small set of objects in a central location that are all
viewed simultaneously, so the participant can perceive the
spatial relationships between the objects. In navigation
experiments, by contrast, the observer is typically embed-
ded in a larger environmental layout and views objects
sequentially, so he or she must path integrate between them
to derive their spatial relationships. Despite these differ-
ences, some researchers have used results from spatial
updating to support claims concerning navigation. We
believe that active and passive spatial updating should not
be confused with active and passive navigation. We attempt
to clarify this rather unwieldy body of literature.
Limitations of the literature
To illustrate some of the challenges in conducting research
on active and passive learning, we begin with a few
introductory examples. Gaunet et al., (2001) attempted to
isolate the motor/proprioceptive component of active
learning using desktop VR. They asked three groups to
follow routes in novel environments: active, passive, and
snapshot. The active group physically handled a joystick to
steer but did not make decisions about the travel path; the
experimenters verbally instructed participants to go
straightor turn left.The passive group simply watched
a video of the same route through the environment, while
the snapshot group saw sample views taken from the video,
instead of continuous motion. The authors failed to find an
active/passive effect: There were no group differences in
pointing back to the start location from the end of the path
or in a scene recognition task. The only difference occurred
in route drawing, and even then there was no difference
between the active and passive groups; rather, the snapshot
group had larger distance and angle errors. The implication
of these results is that some spatial knowledge can be
obtained from all three modes of exploration. However, the
absence of an active advantage might be due to the reduced
motor and proprioceptive information when a joystick is
used or the lack of decision making during exploration.
Other evidence points to an active/passive effect.
Carassa, Geminiani, Morganti, and Varotto (2002) reported
that self-controlled exploration with a joystick in desktop
VR led to greater wayfinding abilities than did passively
following an avatar through the environment. However, this
result is confounded by the fact that the active group was
instructed to use the most efficient exploration procedures,
which could have promoted different spatial processing; in
addition, the visual input was not equated for the two
groups. Some research suggests that it may be the motor
component that yields an active advantage. Farrell et al.,
(2003) found that using a keyboard both to actively explore
and to follow a prescribed route in desktop VR led to fewer
errors when tested in a real environment, as compared with
participants without prior experience in the environment; in
contrast, passively watching a video of the route did not
yield such an improvement. However, visual input was not
equated in the active exploration and route-following
conditions, and it is not clear whether the difference
between route-following and passive viewing conditions is
due to motor control of the keyboard or to a difference in
attentional deployment.
These studies highlight some key challenges facing
research on active and passive navigation. First, the use of
desktop VR fails to provide appropriate idiothetic informa-
tion about self-motion. Motor control of a joystick or
keyboard is qualitatively different from that of legged
locomotion, and the resulting proprioception specifies the
joystick deflection or the number of key presses, rather than
properties of the step cycle, while vestibular information
specifies that the observer is stationary. These sources of
information could be vital for keeping track of the distance
Psychon Bull Rev (2012) 19:123 3
traveled and the magnitude of body rotations. The size of
the display may also affect performance on spatial tasks
(Tan, Gergle, Scupelli, & Pausch, 2006). In addition, the
relation between motor efference and visual reafference in
desktop VR is different from that in walking and, thus, may
affect visual path integration.
Second, it is difficult to isolate and test the active and
passive components. The difference between the active and
passive groups in Gaunet et al. (2001), for example,
consisted of only the motor and proprioceptive information
arising from use of a joystick. The null result in this study
thus may not be surprising. To adequately test the
contribution of physical activity, an ideal experiment would
compare one group that walked around in the environment
with full locomotor control and information about self-
motion, guided by an experimenter (to prevent decision
making), with a group that watched a matched video of that
exploration.
Third, it is important to equate the size and visibility of
the environments. Being able to see the entire layout at
once may yield different effects than being immersed in the
environment and moving around to view the layout. In the
former case, the spatial relations among objects are
immediately visible, whereas in the latter case, they must
be determined via path integration.
Finally, it is important to match the views seen by
participants to the greatest extent possible, including the
visual angle of the display. Often, researchers allow active
participants to freely explore the environment but guide
passive participants through a standard preplanned route.
The active groups may thus have exposure to the
environment that the passive groups do not, making
comparisons uncontrolled. Both Carassa et al. (2002) and
Farrell et al. (2003) failed to match the route of exploration
of the passive groups with that of the active groups.
If our review of active and passive learning were limited
to studies using real-world or ambulatory virtual environ-
ments with walking observers, matched views, and appro-
priate idiothetic information, the discussion would be very
short. Even the most complete studies tend to have one or
more of these limitations. We thus attempt to draw some
preliminary conclusions about active and passive spatial
learning from the available literature, bearing in mind that
they must be clarified by further research.
Idiothetic information, decision making, and attention
in spatial learning
In this section, we address the contributions of idiothetic
information and decision making during exploration to
landmark, route, and survey learning; we also discuss
attention as it relates to these factors. We begin by
exploring attempts to cross aspects of physical movement
with the ability to make decisions about exploration.
An illustrative example comes from the developmental
literature. When young children actively explore a play-
house, they are better at finding novel shortcuts and
reversing routes than are children who are led around or
carried around by their parents (Hazen, 1982). Thus,
making route decisions appears to improve childrens
spatial learning over being led on a route; such decision
making may also drive attentional allocation. On the other
hand, in this instance, idiothetic information did not appear
to contribute to spatial learning in children, for there was no
advantage to being led over being carried. When navigators
can make their own decisions about the direction of travel,
they may then test predictions about how their own actions
affect their subsequent views of the environment (Gibson,
1962; James, Humphrey, & Goodale, 2001) or the change
in direction and magnitude of their own movements (Larish
& Andersen, 1995).
Most research that focuses on decision making tends to
use desktop VR, making it difficult to assess the role of
idiothetic information. Conversely, research on idiothetic
information tends to ignore the role of decision making and
attention. Finally, we examine the relation between research
on spatial updating and the question of active and passive
spatial learning. We argue that the scale and visibility of the
environment are important factors to consider when these
two literatures are interpreted.
Motor control and decision making in desktop VR
A comprehensive examination of the active and passive
distinction was carried out in a series of experiments by
Patrick Péruch, Paul Wilson, and their colleagues, using
desktop VR. Péruch, Vercher, and Gauthier (1995) first
examined differences between active and passive learning
in a semiopen environment, using a within-subjects design.
In the active condition, participants were able to explore
freely using a joystick, giving them both motor and
cognitive control. In the passive-dynamic condition, they
watched a video of exploration, while in the passive-
snapshot condition they viewed slides of exploration.
During the test phase, they were asked to navigate through
the environment to each of four landmarks, taking the
shortest route possible. The active condition led to
significantly higher performance on this task than did
the passive-dynamic condition, which, in turn, was
significantly better than the passive-snapshot condition.
There were also individual differences, such that some
people tended to perform well in all conditions, while
others fared poorly throughout.
This finding stands in contrast to that of Gaunet et al.
(2001), who reported no difference between the active and
4 Psychon Bull Rev (2012) 19:123
the passive-dynamic conditions; hence, the effect might be
attributable to decision making during exploration in the
present experiment, as compared with a prescribed route in
Gaunet et al. However, Péruch et al. (1995) also provided
more exposure to the environment: Whereas participants in
Gaunet et al. saw a given section of a route only once, the
present participants learned a relatively small semiopen
environment and typically traveled through a given section
two to three times, which could have promoted active
learning. In addition, Péruch et al. used different environ-
mental layouts in each condition, and the passive video was
not matched to the active condition, so the effect could have
been due to variations between conditions. Thus, it is
unclear whether it is active motor control, active decision
making, the exposure to the environment, or the difference
in layout that accounts for the active advantage.
To address some of these problems, Wilson et al. (1997)
conducted an experiment with five groups in a yoked
design, using desktop VR with a keyboard (where active
denoted decision making). The active-with-movement
group both made decisions about their path and controlled
the movement by pressing the keyboard, whereas the
passive-without-movement group simply viewed the
corresponding display. The active-without-movement group
decided where to go but communicated the decision to
yoked passive-with-movement participants, who carried out
the action with the keyboard. The control group simply
performed the test trials without previous exposure to the
environment and should, thus, have performed at chance. In
the test phase, participants were virtually dropped at one of
three landmarks and were asked to point to the other two
landmarks; they also drew a map of the environment. All
experimental groups had significantly smaller pointing
errors than did the control group, indicating that some
survey learning had taken place. However, there were no
differences between any of the experimental groups, such
that neither motor nor cognitive activity proved to have an
effect. In a second experiment, the authors used a simpler
environment and test tasks similar to those of Péruch et al.
(1995). Even so, they found no differences between the
experimental groups and only one significant difference
between the control group and the passive group.
To reconcile their opposing findings, Wilson and Péruch
(2002) joined forces to examine the issue of motor and
cognitive control, again using desktop VR. They designed a
yoked setup in which active participants explored the
environment while passive viewers either sat next to them
and watched their movements together with the display or
only viewed a video of the display. The results in this case
show that passive participants were more accurate at
pointing to the targets when sitting next to the active
participants than when watching the video; they were also
more accurate than active participants in wayfinding. These
results contradict both the previous findings of either no
difference (Wilson, 1999; Wilson et al., 1997) or better
performance by active observers (Péruch et al., 1995; Tan et
al., 2006). To resolve these inconsistent findings, the
authors tested both the active and passive conditions in a
within-group design, with all yoked pairs sitting side-by-
side during exploration. In this case, they found no
differences between conditions for any of the dependent
measures.
A related experiment investigated the contribution of
active and passive exploration to scene recognition in
desktop VR. Christou and Bülthoff (1999) paired active
explorers who used a track ball to explore a virtual house
with passive observers who watched a video of the display.
They found that participants were best at recognizing
scenes of the environment on the basis of views they had
previously observed and were also better at recognizing
scenes from novel views than from mirror-reversed familiar
views. However, there was no difference between the active
and passive groups: Both showed higher accuracy and
faster reaction times for familiar views than for novel views
of the same environment. The results are consistent with the
acquisition of view-based scene representations but show
that active learning is no better than passive learning, even
for recognizing scenes from novel viewpoints. When
passive observers viewed only snapshots of the display,
performance on novel views dropped dramatically, to the
level of mirror-reversed views. This result confirms an
advantage of continuous visual motion during exploration
of the environment.
Taken together, these results offer little support for a role
of decision making in spatial learning. Any effects of active
versus passive exploration in desktop VR are small and
unreliable and may be susceptible to minor procedural
differences. In addition, the reduced motor and propriocep-
tive information from small movements of a joystick or
keyboard does not adequately test the idiothetic contribu-
tion. We thus take a more detailed look at the role of
idiothetic information in studies of active walking.
Idiothetic information during walking
Much of the research on idiothetic information during
locomotion goes beyond desktop VR by using ambulatory
VRenvironments that are presented in a head-mounted
display with a head-tracking system, so the participant can
walk through the virtual environment. In an early study,
Grant and Magee (1998) reported results consistent with an
idiothetic contribution. Participants were guided on a
prescribed route in a large-scale real environment and a
matched virtual environment with an interface that allowed
them to walk in place, so decision making and the visual
sequence were controlled; they were subsequently tested on
Psychon Bull Rev (2012) 19:123 5
finding locations in the real environment. Participants who
walked in the real environment were faster to find locations
in the test than were those who walked in place (reducing
idiothetic information) or used a joystick in the virtual
environment. The walk-in-place group also showed some
advantages over the joystick group, such as taking shorter
paths in the test. These results suggest a role for idiothetic
information; however, the real-environment group also had
a larger field of view and free head movements, as
compared with the VR groups.
Additional studies have also examined the contributions
of idiothetic information to wayfinding or route knowledge.
Ruddle and Lessels (2009) had participants search for
hidden objects in a room-sized virtual environment. They
found better performance for those who walked, as
compared with those who physically rotated but translated
with a joystick and those who used a joystick for both
rotation and translation. In contrast, Riecke et al. (2010)
reported an advantage only for physical turns over joystick
alone. They found that the addition of physical translation
aided learning only by leading to less total distance traveled
during search.
Ruddle, Volkova, Mohler, and Bülthoff (2011b) exam-
ined body-based contributions to route knowledge. They
had some participants walk in a virtual environment to
follow a specified route and then asked them to retrace the
route and repeat the out-and-back route several times. Other
participants made physical rotations but used a joystick for
the translation component. Overall, the walking group had
fewer errors, primarily when traveling in the reverse
direction on the route. Ruddle, Volkova, and Bülthoff
(2011a) similarly found an advantage for walking over
physical rotations and purely visual exploration of a virtual
marketplace. In this experiment, participants searched for
four target objects, and then, after returning to the start
location, they had to find the objects again and estimate
distances and directions to the other objects. In a small-
extent environment, the walking group traveled less to find
the target objects and had more accurate estimates of the
distance between targets. In a large-extent environment,
participants walked using an omnidirectional treadmill,
walked with a linear treadmill but used a joystick for
rotations, physically rotated but used a joystick for trans-
lations, or used a joystick for both rotations and trans-
lations. In the larger environment, those participants who
walked using a treadmill (either omnidirectional or linear)
had more accurate estimates of distance and direction
between targets. Together, these two studies indicate that
motor and proprioceptive information are vital to learning
routes, as well as to some survey knowledge, while
rotational information contributes minimally to wayfinding.
Most other examinations of idiothetic contributions to
spatial learning focus primarily on survey knowledge.
Chance, Gaunet, Beall, and Loomis (1998) examined
spatial learning from path integration in fairly simple
virtual mazes, which contained one to three target objects
separated by barriers. The experimenters varied the avail-
ability of idiothetic information by having participants walk
or steer with a joystick on a prescribed path through the
environment, thus eliminating decision making. Participants
were instructed to keep track of the object locations along
the path; at the end of the path, they reported the location of
each object by referring to the hands of a clock to indicate
their estimate (Experiment 1) or by turning to face the
objects location (Experiment 2), without feedback. Partic-
ipants who physically walked had lower absolute pointing
errors than did those who used a joystick to traverse the
path, but only after considerable exposure to the testing
procedures and environments (on the third trial in each
maze, Experiment 1) or with a path that had no decision
points, possibly allowing for more attention to the location
of the objects (Experiment 2). However, participants who
used a joystick to traverse linear segments but physically
turned in place to change direction were in between and
were not significantly different from either group. These
findings indicate that idiothetic information about transla-
tion and rotation during locomotion (and possibly each
separately) is important to keeping track of ones position
and acquiring spatial relations in the environment.
Waller and Greenauer (2007) conducted a similar
experiment in which participants traveled a prescribed path
through a series of hallways with several noted locations.
The walk group had visual and idiothetic information, the
wheeled group had only visual and vestibular information,
and the still group viewed videos of the display. Partic-
ipants were asked to point and estimate distances between
all possible pairs of locations. In contrast to Chance et al.
(1998), there were no overall differences in pointing errors
between conditions, but there was a significant advantage
for the walk group when the pairs of locations were linked
by a large number of turns. Mellet et al. (2010) likewise
found no differences in relative distance judgments when
comparing those who learned object locations by walking
in a simple real hallway and those who learned by using a
joystick in VR. Taken together, these ambulatory studies
suggest a contribution of motor and proprioceptive infor-
mation (although perhaps not vestibular information) to
spatial learning, but only on sufficiently complex paths and
after repeated exposure to the environment.
The environments used in the last several studies were
fairly simple, with few, if any, path intersections or choice
points. They were also fairly small, the size of a room or a
building, although objects were not simultaneously visible.
It is possible that idiothetic information is more useful for
spatial updating in a small-scale environment than for
learning survey knowledge in a large-scale space. Longer
6 Psychon Bull Rev (2012) 19:123
paths may lead to increasing drift in path integration
particularly, vestibular informationeventually rendering it
unreliable for estimating distance and direction (see Collett,
Collett, Chameron, & Wehner, 2003; Etienne, Maurer,
Boulens, Levy, & Rowe, 2004; Etienne, Maurer, &
Séguinot, 1996; Müller & Wehner, 2010, for the drift and
resetting of path integration in animals). To test this
hypothesis, Waller, Loomis, and Steck (2003) varied the
magnitude and fidelity of vestibular information that
participants had access to while exploring a large real-
world environment. Some participants were driven in a car
on a route through the environment while receiving full
visual and vestibular information. Others rode in the car
while viewing a video in an HMD that matched the
vestibular input, but with a reduced field of view. A third
group viewed the same video while the car traveled on a
different route, such that visual and vestibular information
were incongruent. A final group watched the video while
sitting still, receiving no vestibular input. Participants were
asked to estimate distances and directions between all 20
possible pairs of locations on the route. Those who had full
visual and vestibular information were more accurate than
any of the other three groups, which did not differ from
each other. These results suggest that vestibular input
contributes to survey knowledge of a large environment
only when it is paired with a large field of view. The
differences between the full-information and congruent
groups might be due to the field of view but could also
be attributed to active head turns or to visual fidelity in the
full-information condition.
An additional limitation of this experiment is the absence
of proprioceptive information. To remedy this limitation,
Waller, Loomis, and Haun (2004) presented both proprio-
ceptive and vestibular information during exploration.
Participants traveled a prescribed route by walking in a
virtual environment while wearing an HMD, viewing a
matched video in the HMD while sitting, or watching a
matched video in the HMD that was smoothed to
minimize head jitter and rotation. They kept track of
five locations along the route and, at the end, gave
pointing estimates between all possible pairs. Partic-
ipants who walked through the environment were more
accurate than those who watched either of the videos,
indicating that idiothetic information contributes to
survey knowledge of the environment. It remains to be
determined whether this effect is due to the motor and
proprioceptive information, the vestibular information,
or their combination.
Another line of evidence stems from research on
alignment effects in spatial cognition. Early work had
found that participants are more accurate in making spatial
judgments when they are aligned with the initial learning
orientation (e.g., to a map) than when facing the opposite
direction (Evans & Pezdek, 1980; Presson & Hazelrigg,
1984; Richardson, Montello, & Hegarty, 1999; Thorndyke
& Hayes-Roth, 1982). Such alignment effects imply that
the learned spatial representation is orientation specific.
However, recent evidence suggests that even a small
amount of motor and proprioceptive information can reduce
alignment effects (Richardson et al., 1999; Rossano, West,
Robertson, Wayne, & Chase, 1999; Sun, Chan, & Campos,
2004). Sun, Chan, and Campos found that participants who
walked on a prescribed route through a real building during
exploration had lower overall pointing errors to landmarks
than did those who rode a stationary bike on the same route
through a virtual building, presented in an HMD. However,
they reported no alignment effects in either group.
Alignment effects even disappeared when exploration was
controlled with a mouse, despite reduced motor and
proprioceptive information. Passively watching a video of
the corresponding display, however, resulted in the same
kinds of alignment errors as those observed in map
learning. These results indicate that very little motor
efferent and proprioceptive information, without vestibular
information, may be sufficient to yield orientation-free
spatial knowledge. The absence of alignment effects should
be noted with caution, since it does not necessarily correlate
with superior spatial knowledge. Rather, their absence
indicates that spatial knowledge is not view dependent,
although this conclusion seems at odds with the results of
Christou and Bülthoff (1999) for scene recognition. Better
spatial knowledge is acquired when actively walking, but
this result could be due to a larger field of view in the real
environment.
In sum, the evidence offers qualified support for an
idiothetic contribution to spatial learning. The addition of
motor, proprioceptive, and possibly vestibular information
due to walking during exploration appears to improve
performance on survey tasks such as pointing, over and
above passive vision alone (Chance et al., 1998; Waller
et al., 2004). Similar results are also seen in route learning
and wayfinding tasks (Riecke et al., 2010;Ruddleetal.,
2011a; Ruddle et al., 2011b). This pattern seems to hold
especially with complex paths or repeated exposure to the
same environment (Chance et al., 1998; Waller &
Greenauer, 2007), suggesting that passive vision may be
sufficient for simple environments (Mellet et al., 2010)
and that idiothetic learning may build up over time. Other
positive results could be attributable to a larger field of
view or free head movements in the walking condition
(Grant & Magee, 1998; Sun et al., 2004;Walleretal.,
2003). Thus, the general pattern of results is consistent
with a role for idiothetic information in active spatial
learning, although the relative contributions of locomotor
efference, proprioception, and vestibular information
remain to be determined.
Psychon Bull Rev (2012) 19:123 7
However, these studies did not attempt to control for the
allocation of attention during exploration, which may also
be an important contributor to active learning. It is possible
that attention is allocated to different aspects of the
environment in active and passive experimental conditions.
For example, active exploration requires greater interaction
with the environment, which may lead participants to attend
more to the spatial layout (Wilson & Péruch, 2002). Thus,
we turn to possible effects of attention during exploration.
Attention to spatial and nonspatial properties
Wilson et al. (1997; Wilson, 1999) speculated that the null
results in their desktop VR experiments might be explained
by similar patterns of attention in both active and passive
conditions. They had instructed all participants in both
conditions to pay attention to the spatial layout. Thus, they
hypothesized that when passive observers attend to spatial
properties, they perform as well as active explorers.
Conversely, other results suggest that active/passive
differences appear when attention is directed to nonspatial
aspects of the environment. Attree et al. (1996; Brooks,
Attree, Rose, Clifford, & Leadbetter, 1999) instructed
participants to attend to objects while taking a route
through a desktop virtual environmentspecifically, to
study the objects . . . and try to find an umbrella which
may or may not be there.Active participants explored the
environment using a joystick and performed better on
subsequent recall tests of spatial layout than did passive
participants who viewed a corresponding display. On the
other hand, passive participants were only marginally better
than active participants on object memory. These results
suggest that when passive observers attend to spatial
properties, they learn the layout as well as active observers,
but when they attend to objects, their layout learning
suffers. In contrast, active explorers may attend to the
spatial layout in order to successfully navigate through the
environment even when instructed to attend to objects, so
they acquire better spatial knowledge than do passive
observers in that condition.
However, Wilson (1999) found no active advantage for
spatial learning when attention was directed to objects.
Wilson and Péruch (2002) pursued this issue further by
instructing half of their yoked active/passive participants to
attend to the spatial layout and the other half to attend to the
objects in the environment. The object attention group
recognized more objects than did the spatial attention
group, and passive participants in the spatial group recalled
fewer objects than did the three other groups. However,
spatial tests of pointing and judging distance revealed no
differences between any of the groups. The only effect on
spatial learning was that the spatial attention group was
better at drawing a map than was the object attention group;
consistent with the authorsoriginal hypothesis, active
participants were only marginally better than passive
participants. These results cloud the picture further, leading
Wilson and Péruch to conclude that findings of attentional
influence on spatial learning are unreliable.
Taken together, there is no consistent evidence that
directing attention to spatial layout or objects influences
spatial learning, although it does appear to affect object
learning. Part of the inconsistency may be due to the use of
different measures of spatial knowledge: Tests of layout
recall seemed to show an attentional effect (Attree et al.,
1996; Brooks et al., 1999), whereas standard tests of survey
knowledge, such as pointing and distance estimates, did not
(Wilson, 1999; Wilson & Péruch, 2002). However, this
failure to find an effect of attention on survey tasks in
desktop VR is not particularly surprising. The acquisition
of survey knowledge depends on metric information during
learning, and the evidence we just reviewed indicates that it
is provided by idiothetic information during walking.
Desktop VR is thus an inherently inadequate paradigm in
which to test the role of attention; we return to the question
in the Attention and Incidental Spatial Learning section.
It remains possible that active exploration may provide
an advantage because the greater interaction with the
environment leads participants to attend to spatial layout,
but as yet there is little support for this hypothesis. Thus,
the active advantage during walking discussed in the
previous section (Idiothetic Information During Walking)
appears to be attributable to idiothetic information, rather
than to increased spatial attention in the active condition.
Idiothetic information in spatial updating
The active/passive distinction has also become important in
the recent literature on spatial updating. For present
purposes, we will consider spatial updating to be the
problem of keeping track of the spatial relations between
the observer and a small array of objects as the observer
moves around the environment. Spatial updating is closely
related to the problem of path integration, but the
experimental paradigms have important differences. In
most spatial-updating tasks, the environment usually con-
sists of a small array of objects that can be viewed all at
once, and the task emphasizes maintaining the spatial
relations among objects as ones viewpoint changes. In
contrast, in path integration tasks, the observer is typically
embedded in a larger layout of objects that cannot be
viewed simultaneously, and the task emphasizes keeping
track of ones position and orientation within that environ-
ment; this is typically assessed by judgments of the location
of the observers starting point. Both spatial updating and
path integration require measuring the distances traveled
and angles turned by the observer and probably share
8 Psychon Bull Rev (2012) 19:123
common mechanisms of integrating information about self-
motion. However, the tasks are sufficiently different that it
is not clear whether experimental results transfer from one
paradigm to the other.
It is important to point out a key difference between the
spatial-learning and spatial-updating literatures. Whereas
the active/passive question in spatial learning applies to
movement during exploration and learning, in spatial
updating it typically applies to movement after an object
array has already been learned. There is no evidence that
active movement while a small array of objects is examined
aids spatial learning (provided that there is sufficient static
information to specify the 3-D configuration). Participants
allowed to freely walk around while learning a spatial array
were no more accurate at later spatial judgments than were
those who viewed the display from a single monocular
viewpoint (Arthur, Hancock, & Chrysler, 1997), and free
movement during learning does not preclude alignment
effects (Valiquette, McNamara, & Smith, 2003). Thus,
active/passive spatial updating is chiefly concerned with
whether a known set of object relations is updated during
locomotion. Given that spatial learning of a layout of
objects presumably depends on keeping track of their
positions as one moves about, evidence from spatial
updating and path integration may have implications for
spatial learning. In addition, some wayfinding tasks may
appear on the surface to require path integration. However,
we do not wish to assume that all wayfinding requires
accurate survey knowledge derived from path integration or
spatial updating. Alternative navigation strategies based on
sequences of views, route knowledge, or the ordinal
relationships among objects may be sufficient for many
wayfinding tasks.
The question of active and passive spatial updating
focuses on the relation between visual and idiothetic
information. Rieser, Guth, and Hill (1986) initially reported
that after a layout of objects is learned, pointing estimates
from a novel location are faster and more accurate when
participants physically move to that location than when
they just imagine moving to it, regardless of whether the
participants physically moved to one of the objects or to a
random location in the room. While it is not clear whether
the times for physical movement and imagined movement
were equated, this result suggests that visual imagery and
idiothetic information may be intrinsically coupled. When a
self-rotation is imagined, pointing errors and latencies
increase with the magnitude of the imagined rotation, just
as they do with a physical rotation (Farrell & Robertson,
1998; Rieser, 1989). Conversely, when asked to ignore their
movements after traveling to a new location, people make
errors similar to those made when they imagine the
movement (Farrell & Robertson, 1998; Farrell & Thomson,
1998). These results indicate that idiothetic information and
the corresponding visual imagery cannot be easily
decoupled, implying that visual spatial updating may
automatically accompany physical movement.
Moreover, imagining or ignoring movement seems to be
an effortful process. When forced to make their responses
in these conditions quickly, people are prone to errors,
whereas when given time to mentally update their position
before responding, their performance is the same as when
they physically move (Farrell & Thomson, 1998). In
contrast, Waller, Montello, Richardson, and Hegarty
(2002) found no difference in errors between participants
who were asked to ignore a physical rotation and those who
stayed in place. However, they did not measure response
latencies, so participants who ignored the rotation may have
had sufficient time to mentally realign their orientation.
People who are blind from birth do not show this
discrepancy between imagined and actual movement; they
have poor performance in both cases (Rieser et al., 1986)
but may also form spatial representations through other
means that can at times be superior to those of sighted
individuals (Afonso et al., 2010). In contrast, late-blind
people show the same discrepancy as sighted individuals
(Rieser et al., 1986). Thus, once the relationship between
visual and idiothetic information for self-motion is ac-
quired, the calibration appears to be long-lasting and
functionally useful.
The evidence presented so far suggests that spatial
updating is automatic with physical movement, but it is
unclear exactly which components of idiothetic information
are vital to this process or whether visual information is
also sufficient. It is possible that some combination of
visual, motor, proprioceptive, and/or vestibular information
for self-motion is either sufficient or necessary for spatial
updating. If vestibular information is sufficient, passively
moving a person around an environment should yield accurate
updating; if efferent control is necessary, performance will
suffer. Féry, Magnac, and Israël (2004)testedthisquestionby
sitting participants in a rotating chair, giving them primarily
vestibular input. Participants first learned an array of objects
and then rotated through a prescribed turn. Those who
controlled their rotation via a joystick had smaller pointing
errors than did those who were passively turned, although
the latter were not completely random. In this situation, it
appears that having some measure of control over when the
rotations start and stop, without deciding how far to turn,
improves the accuracy of spatial updating. This result points
to the importance of motor and/or proprioceptive information
in spatial updating and also suggests a subsidiary role for
vestibular input.
In contrast, Wraga, Creem-Regehr, and Proffitt (2004)
found that motor efference added little to spatial updating
beyond the contributions of vestibular input. Their partic-
ipants sat in a swivel chair during learning and testing of
Psychon Bull Rev (2012) 19:123 9
objects in a virtual environment and either used their feet to
turn or were passively turned by the experimenter. The
active condition added little to either speed or accuracy of
spatial updating. Wraga et al. also examined the effects of
self-motion, as compared with display motion. In the same
environments as above, participants either stood in place
and rotated to learn the layout or stood still and used a
joystick to rotate the virtual environment. In this case, the
addition of vestibular and proprioceptive information in the
self-motion condition led to shorter response times and
fewer errors, as compared with visual and motor informa-
tion alone in the display motion condition. An interesting
difference between these two studies is that the objects in
Wraga et al.s displays surrounded the participant, such that
only one object was visible at a time. In contrast, Féry et al.
(2004) used a layout where all of the objects were learned
from a single perspective.
While vestibular and proprioceptive information provide
an advantage over visual information alone, there is some
evidence that the latter might be sufficient for spatial
updating. Riecke, Cunningham, and Bülthoff (2007) tested
participants in a virtual replica of a well-known environ-
ment. Participants were rotated in place and then pointed to
target locations. The researchers crossed two types of visual
rotationsthe full scene or just an optic flow patternwith
either a physical rotation or no physical rotation. While
optic flow alone was not sufficient for spatial updating, the
full scene including landmarks was sufficient for automatic
and obligatory spatial updating, even without a physical
rotation. In the case of a well-known environment, a rich
visual scene may be enough for spatial updating to occur by
means of view-based place recognition. It should be noted
that the environment was learned while participants were
walking or driving around the town, such that views could
be related via idiothetic information. Rich visual informa-
tion may be sufficient for spatial updating once the
environment is learned, but these results do not address
the question of whether visual information is sufficient for
spatial learning.
The contributions of visual and idiothetic information
have also been tested in studies of path integration (Harris,
Jenkin, & Zikovitz, 2000; Kearns, Warren, Duchon, & Tarr,
2002; Loomis et al., 1993; Tcheang, Bülthoff, & Burgess,
2011). In a standard triangle completion task, participants
walk on two prescribed outbound legs of a triangle and then
are asked to turn and walk back to their starting point on the
homebound leg. Klatzky, Loomis, Beall, Chance, and
Golledge (1998) showed that turn errors on the homebound
path are low when participants actively walk on the
outbound path or when they actively turn for the rotation
but only view optic flow during the translation on the
outbound legs. However, participants who only received
visual input or who imagined the outbound legs exhibited
large turn errors, demonstrating the importance of idiothetic
information. Allen, Kirasic, Rashotte, and Haun (2004)
reported that when young adults were led blindfolded or
were pushed in a wheelchair on the outbound legs, their
performance was the same on the homebound path. Older
adults, in contrast, suffered decreased performance in the
wheelchair condition, when only vestibular information
was available. These results indicate that vestibular infor-
mation is sufficientand motor and proprioceptive infor-
mation not essentialfor path integration in younger
adults, whereas the latter are necessary in older adults,
due to a loss in vestibular function with age. Kearns (2003)
dissociated optic flow from idiothetic information during
triangle completion by varying the visual gain in ambula-
tory VR. She found that idiothetic information accounted
for about 85% of the response for both turns and distance
on the homebound path, whereas optic flow accounted for
about 15% of the response. Tcheang et al. also altered the
visual gain during path integration tasks to determine the
contribution of visual information. They were able to
predict triangle completion errors made while participants
were blindfolded after a visual adaptation paradigm using a
multimodal integration model. In sum, it appears that
motor, proprioceptive, and vestibular information all con-
tribute to path integration, with visual information for self-
motion playing a significant but lesser role.
So far, the evidence suggests a degree of automatic
updating of spatial relations based on idiothetic information
when a person walks around an environment. Such spatial
updating would seem to be at odds with findings of
viewpoint dependency in scene and object recognition. A
number of studies have shown that learning a scene from
one viewpoint and then making judgments about the scene
from a novel viewpoint, either actual or imagined, impairs
performance (e.g., Shelton & McNamara, 1997,2001; Tarr,
1995). For example, Shelton and McNamara (1997) had
participants learn an array of objects from two viewing
directions and then asked them to make spatial judgments
from several imagined orientations. Angular error and
response latency for the learned orientations were signifi-
cantly lower than those for other imagined orientations.
These results support the notion that people have a
viewpoint-dependent representation of spatial configura-
tions, such that they have better access to scene information
in familiar views. In some cases, viewpoint dependency
may be overridden by the presence of an intrinsic reference
axis or frame of reference in the environment (Mou, Fan,
McNamara, & Owen, 2008; Mou & McNamara, 2002;
Shelton & McNamara, 2001).
Spatial updating is relevant here because it could mitigate
the limitations of viewer-centered spatial knowledge. As we
have seen, observers are less accurate at making spatial
judgments from a novel viewpoint. However, it is not clear
10 Psychon Bull Rev (2012) 19:123
whether this effect is due to a change in the orientation of the
objects or a change in orientation of the viewer (Simons &
Wang , 1998). If a person automatically updates his or her
position during active self-motion, as suggested by Féry
et al. (2004), he or she should have similar performance at
new and learned viewpoints, provided that sufficient idiot-
hetic information is available.
Simons and Wang (1998) probed this hypothesis by
directing participants to learn an array of five objects from
one viewpoint. They then divided the participants into two
groups: The different-viewpoint group walked to a new
viewpoint for testing, whereas the initial-viewpoint group
walked around but returned to their initial position for
testing. On half of the trials, the object array was constant,
so the initial-viewpoint group received the same view as
before, but the different-viewpoint group received a new
view of the array. On the other half of the trials, the object
array rotated such that the different-viewpoint group
actually saw the same view of the array as they originally
learned, while the initial-viewpoint group received a new
view (participants were informed about the type of trial
they were receiving). The participantstask was to identify
which of the objects had been moved to a different relative
position. The initial-viewpoint group did very well when
they saw the learned view of the array, but performance
suffered when they saw the rotated array. In contrast, the
different-viewpoint group had similar performance in both
conditions, indicating that they could judge object relations
from the learned view and were able to update their
position to the new view. Without the corresponding
idiothetic information, the initial-viewpoint group could
not adjust. In another experiment, the participants in both
groups were disoriented during the move to the test
viewpoint. In this case, neither group performed as well
with the new view as with the learned view, consistent with
an idiothetic contribution to spatial updating.
One potential problem in the initial Simons and Wang
(1998) paradigm is that the different-viewpoint group had
information (in this case, idiothetic) about the magnitude of
rotation and might have anticipated the new view by
mentally rotating the array before test while they walked
to the new viewpoint, whereas the same-viewpoint group
did not have information about the magnitude of rotation.
Thus, it is not clear whether the effect provides evidence for
active spatial updating or simply mental rotation. It is
necessary to show that the effect is stronger with active
idiothetic updating than with other information, such as
control of the movement, that would allow anticipation of
the new view.
Wang and Simons (1999) subsequently explored the
updating process in more detail. In one condition, partic-
ipants controlled a lever that rotated the display, giving
them information about the magnitude of rotation without
physically moving to a new location. In the other condition,
the experimenter controlled the lever, and participants
merely viewed the display. There was no difference in
performance between the two conditions, indicating that
idiothetic information from physical movement plays the
key role in spatial updating, not cognitive control of the
rotation or information about its magnitude. Finally,
performance was only marginally better when participants
received the learned view at the initial viewpoint than when
they were passively wheeled to a new view and viewpoint.
These conditions were comparable to performance in earlier
experiments in which participants actively walked to the
new viewpoint. Thus, vestibular information appears to be
sufficient for spatial updating, whereas motor and propri-
oceptive information are not essential. These results are
consistent with those of Allen et al. (2004), who also
reported the sufficiency of vestibular information for path
integration in young adults, but are contrary to the findings
of Féry et al. (2004), who found a greater contribution of
motor efference for spatial updating during rotation.
Wang and Simons effectively demonstrated that spatial
updating can occur when one actively moves around a
display, but they used only small angular differences in
viewpoint47
o
(Simons & Wang, 1998) and 40
o
(Wang &
Simons, 1999). Although they found no difference between
the different-viewpoint/same-view and different-viewpoint/
different-view conditions, both conditions showed some-
what reduced accuracy, as compared with the same-
viewpoint/same-view condition. That is, it is possible that
the updating achieved by active movement around the
display was not complete. Motes, Finlay, and Kozhevnikov
(2006, Experiment 2) used a similar task, requiring
participants to actively move around a learned scene. They
found that reaction time increased and accuracy suffered as
the angular distance from the learned view increased,
consistent with view-dependent scene recognition (Shelton
& McNamara, 1997,2001). They did not, however, include
a group that remained stationary while the array moved, so
it is difficult to determine whether the active group had
complete or partial updating.
Other experiments failed to find an active updating
effect. Using a more difficult scene recognition task with a
greater time delay between encoding and testing, Motes
et al. (2006, Experiment 1) found no advantage when the
observer moved, as compared with when the array moved,
with no nonidiothetic information about the magnitude of
the rotation; if anything, participants responded faster when
the array moved. Similarly, when using a viewpoint
misaligned from the learned viewpoint, Roskos-Ewoldsen,
McNamara, Shelton, and Carr (1998) found no difference
between participants who were passively wheeled to a new
location and knew their orientation in the room and
participants who were disoriented while being wheeled to
Psychon Bull Rev (2012) 19:123 11
the new location; both groups had higher errors than those
tested from the learned viewpoint. On the other hand,
Waller et al. (2002) reported evidence of active updating.
They found no view-based alignment effects when people
actively walked to a misaligned viewpoint, but the effects
reappeared when participants were disoriented. They also
obtained evidence that rotating in place alters the
orientation-specific representation of the layout. Finally,
Teramoto and Riecke (2010) found that the dynamic visual
information obtained from movement provides as much
information as does physical movement during a virtual
object recognition task. Seeing the whole environment
move was found to produce performance equivalent to that
when walking to a new viewpoint, suggesting that visual
information might be sufficient for spatial updating during
object recognition.
On balance, the literature is generally consistent with the
occurrence of spatial updating during active movement.
Thanks to an established calibration between idiothetic and
visual information for self-motion, active movement pro-
duces coordinated updating of viewer-centered object
locations and visual imagery and tends to reduce view-
dependent alignment effects. A couple of dissenting reports
suggest that spatial updating may be compromised by larger
rotations or more difficult recognition tasks. Active updat-
ing is clearly based on idiothetic information, although
there are conflicting results about whether vestibular
information is sufficient or whether motor and propriocep-
tive information are necessary. There are some suggestions
that visual information for place recognition or self-motion
may be sufficient for spatial updating under certain
conditions.
Conclusions: Idiothetic information, decision making,
and attention
In this section, we have examined the contributions of
idiothetic information, decision making, and attention to
spatial learning, primarily using VR techniques. The pattern
of evidence reviewed so far indicates that idiothetic
information during walking plays an important role in
active navigation, a pattern that is generally consistent
across the spatial-learning, path integration, and spatial-
updating literatures, with some exceptions. In principle,
idiothetic information could help an explorer keep track of
his or her position and orientation and relate the spatial
locations of objects as they walk around the environment.
In contrast, there is little evidence that making decisions
about ones path or attending to the spatial layout (as
opposed to isolated objects) during exploration makes a
contribution to spatial learning. However, these conclusions
must be regarded as preliminary because the available
evidence is limited and inconsistent.
One important limitation is that studies of decision
making and spatial attention discussed so far have been
done in desktop VR, which has failed to yield reliable
evidence of any active advantage in spatial learning,
whereas most studies of idiothetic information have been
done using prescribed routes in ambulatory VR. An
exception is a recent study by Wan, Wang, and Crowell
(2010), who found no evidence that path choice improved
path integration in the presence of full idiothetic informa-
tion. However, the authors did not examine its influence on
the resulting spatial knowledge. Thus, there is no research
investigating the contribution of these three components to
spatial learning in the same experimental paradigm,
especially regarding route knowledge. As a consequence,
possible additive effects or interactions between them
remain unexamined. Further studies in ambulatory environ-
ments are needed to investigate whether decision making
and spatial attention contribute to spatial learning when
normal idiothetic information is also available.
Second, we point out that the spatial-learning literature
has focused primarily on metric survey knowledge, as
opposed to weaker route, ordinal, or topological knowl-
edge. In most cases, the research involves survey tasks such
as standing (or imagining standing) at one location and
pointing to other locations or making distance judgments
between locations. These tasks probe metric knowledge of
the environment, which appears to depend on the metric
information provided by the idiothetic systems. This test of
metric knowledge might explain the dependence of an
active advantage on idiothetic information. Only a few
studies have tested other tasks that could be based on
weaker spatial knowledge (e.g., Grant & Magee, 1998;
Hazen, 1982; Péruch et al., 1995; Ruddle et al., 2011b;
Wilson et al., 1997; Wilson & Péruch, 2002). For example,
Hazen reported better route finding by children who had
freely explored than by those who were led by their parents,
suggesting a role for decision making in route knowledge.
Similarly, making decisions about exploratory behavior has
also been found to enhance other types of spatial memory
(Voss, Gonsalves, Federmeier, Tranel, & Cohen, 2011).
Thus, whether there is an active advantage in learning
weaker forms of spatial knowledge, and the components on
which it depends, remain a largely unexplored question.
A third limitation is that the studied environments, both
real and virtual, have varied widely in size. There is some
evidence that spatial abilities at different scales are partially,
although not totally, dissociable (Hegarty, Montello,
Richardson, Ishikawa, & Lovelace, 2006). The spatial
updating literature relies primarily on arrays of objects on
a tabletop, and path integration research typically covers a
few meters, whereas spatial learning research has used
room-, building-, or campus-sized environments. The main
concern is that small object arrays can be seen simulta-
12 Psychon Bull Rev (2012) 19:123
neously and spatial updating requires information only
about self-rotation, whereas larger, more complex environ-
ments cannot be viewed all at once and require more
sophisticated path integration to relate objects and views.
As a consequence, spatial updating focuses on active
movement after an object array is learned, while studies in
larger environments focus on active movement while a
spatial layout is learned.
Despite the varying methods, scales, and extents,
some common themes emerge. There is evidence that
under certain circumstances, rich visual information is
sufficient for spatial updating, but it is also clear that
optic flow alone is not sufficient. Most important, all
three literatures appear to demonstrate a role for idiot-
hetic information. Presumably, this advantage occurs
because spatial updating and path integration depend on
similar mechanisms of self-motion perception, and path
integration is important for the acquisition of survey
knowledge in larger environments.
Attention and incidental spatial learning
We now focus more directly on the cognitive dimensions of
active spatial learning. We begin by examining the role of
attention. This section will investigate what aspects of the
environment can be learned passively, without much
attentional deployment, and what aspects do require
attention. The research reviewed thus far offers little
support for a contribution of attention to active spatial
learning. In those experiments, however, attention was
manipulated by explicitly instructing participants to study
the spatial layout or environmental objects. In this section,
we review two other paradigms in an attempt to clarify the
role of attention in spatial learning. First, we examine the
literature on intentional and incidental learning, in which
attention is manipulated by varying the participants
awareness of an upcoming test or by employing interfer-
ence tasks during learning. Second, we consider research
that uses orienting tasks to direct attention more narrowly to
specific aspects of the environment. In both cases, we
examine the effects of these manipulations on acquiring
different types of spatial knowledge, including landmark,
route, and survey knowledge.
Incidental and intentional learning of spatial information
Consider the possible effects of the observers intentions on
spatial learning. If learning the environmental layout is
facilitated by active attention, explorers who are informed
that they will be tested on the layout and intentionally learn
it may perform better than if they are not informed of the
upcoming test. On the other hand, if spatial properties are
acquired automatically and learning is incidental, the
awareness of the test should not make a difference.
An early experiment by Lindberg and Garling (1983)
investigated whether survey knowledge was automatically
encoded as observers were guided on a route through a real
environment. Estimates of straight-line distances and
directions showed no differences in errors or latencies
between intentional- and incidental-learning groups. How-
ever, the incidental group was taken through the route three
times while the experimenters pointed out the reference
locations. Given these demand characteristics, it seems
likely that they may have inferred the purpose of the study
and paid attention to spatial information, leading them to
perform like the intentional group. In addition, distance and
direction estimates improved in both groups with increased
exposure to the environment, suggesting an effortful
process. The results thus do not support incidental learning
of survey knowledge and may even imply the opposite.
Van Asselen, Fritschy, and Postma (2006) investigated
the intentional and incidental encoding of route knowledge.
Half of their participants were told to pay attention to the
route they took through a building because they would be
tested on it later. The other half were told only that they
needed to go to another room in the building, giving them
no reason to pay particular attention to the route. The
intentional-encoding group more accurately filled in the
route on a map of the building and made fewer errors when
reversing the route on foot than did the incidental-encoding
group. Interestingly, the two groups were equally good at
identifying landmarks and putting those landmarks in the
correct temporal order. In this case, it appears that learning
a route is not an automatic process, whereas acquiring some
landmark and ordinal knowledge may require less effort. In
this paradigm, however, it is possible that participants in the
incidental-encoding group attended to such environmental
properties even without knowledge of the upcoming test,
making null results for landmark learning difficult to
interpret.
Other evidence from interference tasks suggests than
some attention is required to learn even simple elements of
a route, such as the sequence of landmarks and landmark
action associations. Albert, Reinitz, Beusmans, and Gopal
(1999) instructed their participants to learn a route from a
video display. Those who performed a difficult verbal
working memory task while watching the videos were less
proficient at putting landmarks in the correct order than
were those who were allowed to fully attend to the video.
The distractor task also interfered with associating land-
marks with the appropriate turns on the route, learning the
spatial relationships between landmarks, and even associ-
ating landmarks with the correct route. Similarly, Anooshian
and Seibert (1996) found that intentional learners who
performed a visual imagery task while viewing a route were
Psychon Bull Rev (2012) 19:123 13
more likely to make errors in assigning snapshots of
scenes to the correct route. These interference tasks
appear to affect conscious recollections, not measures of
familiarity (Anooshian & Seibert, 1996). Incidental
memories may thus provide a sense of being familiar with
landmarks, but they are not sufficient to guide the
navigator through a route; one may have a sense of
having been at a place before but have no idea which
direction to turn or where that place fits into a route or
spatial layout.
However, two notes of caution must be sounded before
concluding that acquiring the elements of route knowledge
requires attention. First, these two studies (Albert et al.,
1999; Anooshian & Seibert, 1996) relied on videos to
present the routes, so participants did not have access to the
idiothetic information that appears to be important for
spatial learning. Second, both reports used distractor tasks,
which not only interfere with attention, but also place a
high demand on working memory. More on the topic of
working memory loads will be discussed in the Working
Memory and Spatial Learning section.
Incidental encoding of small-scale spatial layouts has
also been examined, with mixed results. In children,
intentional learning of an object array proves to be no
better than incidental learning, suggesting that spatial
information may be acquired with little effort (Herman,
Kolker, & Shaw, 1982). In adults, alignment effects have
also been reported with both intentional and incidental
learning of the layout of objects in a room. In the incidental
condition, these effects indicate that participants learned the
layout from one or two viewpoints, which tend to be
aligned with their initial orientation or with the walls of the
room (Valiquette et al., 2003). Explicit instructions to
intentionally learn the layout also lead to alignment with
the walls of the room. Strong reference axes may influence
both intentional and incidental learning of a layout (Mou &
McNamara, 2002).
On the other hand, intentional learning appears to improve
performance when the task is to reproduce the layout by
placing the objects on a table immediately after viewing,
rather than to make spatial judgments from imagined positions
(Rodrigues & Marques, 2006). When the reproduction task is
delayed for several minutes, the performance of the
incidental group suffers, while the intentional group remains
fairly accurate. Participants in incidental and intentional
conditions also appear to have different memorization
strategies: Intentional learners focused on the locations of
the objects, whereas incidental learners tried to remember the
object names. These results suggest that spatial information
can be learned briefly when attention is focused elsewhere
but cannot be retained over time.
Intentional learning may be based on associative-
reinforcement mechanisms, whereas incidental learning
can occur without reinforcement. Reinforcement learning
blocksor overshadowslater learning, so learning a new
piece of information interferes with future learning. In
contrast, incidental learning does not act as a blocker and,
thus, does not prevent future learning. Doeller and Burgess
(2008; Doeller, King, & Burgess, 2008) observed blocking
when people performed tasks that emphasized learning the
relationship between objects and a landmark, but not when
the tasks emphasized learning the relationship between
objects and an environmental boundary. These findings
imply that spatial relations among landmarks must be
intentionally encoded, whereas spatial relations with
boundaries are learned incidentally. Thus, not only do local
features, like landmarks, help in learning a layout, but
intentional processing of those relations among features
leads to greater spatial learning. Global environmental
features, such as boundaries, are not explicitly associated
with object locations but appear to be acquired more
automatically.
Before concluding, it should be noted that even without
explicit instructions to attend to the spatial environment,
participants in these studies may still allocate attention to
the spatial layout. They may be inherently inclined to attend
to spatial properties, or the demand characteristics of the
experiment may lead them to do so. Acknowledging such
concerns, these studies suggest that explorers learn limited
properties of landmarks and routes incidentally, without
explicit attention. However, full route knowledge and
survey knowledge appear to require the intention to learn,
implying the need for attention to the relevant spatial
relations. Specifically, incidental encoding allows the
observer to identify landmarks, their relation to boundaries,
and, in some cases, their sequential order, although there is
conflicting evidence on this point. On the other hand,
intentional encoding appears to be necessary for place
action associations, reproducing a route, and spatial
relations between landmarks. For small-scale spatial layouts
that do not require as much exploration and integration,
there appears to be little difference between incidental and
intentional learning, although the latter may lead to more
long-term retention.
Differential attention to environmental properties
Another paradigm for investigating the role of attention in
spatial learning is to manipulate the prior information or the
orienting task that is presented to the participant. These
manipulations aim to direct attention to particular aspects of
the environment and appear to influence whether places,
sequences of landmarks, routes, or survey knowledge are
acquired during learning. This strategy assumes that some
attention is actively allocated, but only to specific aspects of
the environment.
14 Psychon Bull Rev (2012) 19:123
The type of information about the environment that is
presented prior to learning can push participants toward
encoding particular aspects of the layout. For example,
Magliano, Cohen, Allen, and Rodrigue (1995) gave their
participants information on the landmarks, route, or overall
layout before they viewed a slideshow of a route, with
instructions to learn that information. All groups were able
to recognize landmarks from the route and to put landmarks
in their correct temporal order. In survey tasks, the controls
who received no additional information performed better
than those given landmark information, indicating that there
is a cost associated with being given information that is
inappropriate for a survey task. Despite being able to put
landmarks in sequential order, the control and landmark
groups performed poorly when asked to give directions for
the route, indicating that they did not associate actions with
particular landmarks. These results are consistent with
findings discussed earlier (e.g., Magliano et al., 1995; van
Asselen et al., 2006) that some landmark and ordinal
knowledge is acquired without much effort but that full
route and survey knowledge requires attention, additional
information, or active manipulation of that information.
Directing attention to different features of the environ-
ment by manipulating the orienting task during learning can
also influence the type of spatial knowledge that is
acquired. For example, when instructed to only learn
locations in the environment, participants encode sequences
of landmarks without much effort but appear to have
difficulty placing landmarks in context, including the
appropriate action to take at a landmark and the spatial
relations among landmarks, suggesting a potential dissoci-
ation between place knowledge, on the one hand, and route
and survey knowledge, on the other (e.g., Albert et al.,
1999; Magliano et al., 1995; van Asselen et al., 2006).
However, attention to landmarks at the expense of turns
while a route is learned can also impair the ability to put
landmarks in sequential order, particularly in older adults
(Lipman, 1991). Tracking a particular landmark over time
also adversely affects the acquisition of survey knowledge,
as tested by placing locations on a map that contains two
given reference points (Rossano & Reardon, 1999). This
task led participants to encode locations with respect to the
tracked landmark at the expense of accurately encoding
them with respect to each other.
To compare learning of places and actions, Anooshian
(1996) guided participants along a route that contained
simulated landmarks (photographs of, e.g., a fire station),
while instructing them either to anticipate place names or to
learn turns on the route. For the place group, the landmarks
were visible on the first walk through the route but were
covered on the three subsequent walks, and participants
were tested on their memory for the location each time. For
the turn group, the landmarks were visible each time
through the route, and participants were tested on what
action they needed to take at each landmark. Interestingly,
the place group was not only better at later recalling
landmarks as they walked the route, but also better at
naming the next landmark in the sequence and pointing to
landmarks from new positions. While this result might
seem surprising, the orienting task required the place group
to learn the upcoming landmark at the next location, so they
acquired the landmark sequence and, apparently, some
configurational knowledge. In contrast, the action group
simply had to associate the current landmark with an action,
without anticipating the next landmark. These results
suggest that attending to the sequence of places on a route
(with idiothetic information) can lead to greater survey
knowledge than can attending to placeaction associations,
the basis of route knowledge.
Other evidence also indicates that the orienting task can
influence whether route knowledge or survey knowledge is
acquired. For instance, day-to-day use of a building typically
involves repeatedly traversing a few familiar routes. Moeser
(1988) found that nurses who worked in a complex hospital
building did not acquire survey knowledge of the building
even after 2 years of experience. This finding suggests that
the daily task of following known routes does not inexorably
lead to survey knowledge, contrary to Siegel and Whites
(1975) well-known hypothesis that landmark knowledge is
learned first, followed by routes, and that survey knowledge
eventually emerges. In contrast, Taylor, Naylor, and Chechile
(1999) found that experimentally manipulating the orienting
task influences the spatial knowledge that is acquired.
Participants given the goal of exploring a complex building
to learn the quickest routes through it were better on later
tests of route knowledge than were those instructed to learn
the buildings layout. However, the opposite effect was not
observed in this case: Two groups performed equally on tests
of survey knowledge, presumably because the route-learning
group had explored the building widely to find efficient
routes. Finally, participants who learned the building by
studying a map tended to show an advantage on both route
and survey tests over those who learned it by walking in the
environment (see also Thorndyke & Hayes-Roth, 1982,for
comparisons of map and route learning without orienting
tasks).
There also appear to be important individual differ-
ences in learning survey, as well as route, knowledge
(Wolbers & Hegarty, 2010). After 24 participants were
driven through two connected routes, Ishikawa and
Montello (2006) found that 17% of them had relatively
accurate survey knowledge after one exposure, and only
another 25% achieved accurate survey knowledge after
ten exposures (where accurateis rather liberally defined
as an absolute pointing error less than 30°). Only half of
the participants improved their survey knowledge over
Psychon Bull Rev (2012) 19:123 15
time, again contrary to Siegel and Whites(1975)
hypothesis.
Older adults appear to have difficulty retracing a route
(Wilkniss, Jones, Korol, Gold, & Manning, 1997), putting
scenes from the route in the correct order, and selecting the
most informative landmarks for navigation (Lipman, 1991).
Rather than paying attention to landmarks that are relevant
to finding the route, they appear to attend to those that are
most perceptually salient. Likewise, children tend to select
highly noticeable but spatially uninformative landmarks
(Allen, Kirasic, Siegel, & Herman, 1979). They are,
however, able to navigate the route well when given helpful
landmarks. These results indicate that the ability to navigate
a route successfully is related to the ability to attend to
relevant landmarks and not be distracted by other salient
objects. Verbal information about landmarks at decision
points has proven to be most informative when a route is
followed (Denis, Pazzaglia, Cornoldi, & Bertolo, 1999),
suggesting that attention to and selection of informative
landmarks is crucial to successful route navigation.
In sum, while certain environmental features may be
learned automatically, the evidence indicates that acquiring
route and survey knowledge depends on the intention to
learn or the orienting task and, by implication, the
deployment of attention. Rather than progressing through
a regular sequence of place, route, and survey knowledge,
the type of spatial knowledge that is acquired depends on
the task demands during learning. Landmarks, landmark
boundary relations, and, to some extent, sequences of
landmarks appear to be acquired incidentally, regardless of
the task. In contrast, the selection of informative landmarks,
placeaction associations, and spatial relations among
landmarks appears to depend on tasks that direct active
attention to the corresponding environmental properties.
Given that metric survey knowledge also depends on the
presence of idiothetic information during learning, this may
explain the failure to find reliable effects of attention in
desktop VR (see the Idiothetic Information During Walking
section). Thus, the present findings indicate that the control
of attention, in combination with idiothetic information, is
an important component of active exploration.
There are still many open questions involving attention
and spatial learning. Attention may interact with the other
components of active exploration by, for example, modu-
lating the contribution of idiothetic information or playing a
mediating role for cognitive decision making. The implica-
tions of such possible interactions have yet to be studied. In
addition, the limits of spatial attention have not been
investigated. It may be possible to learn multiple aspects
of the environment when directed to attend to both route
and survey information. On the other hand, there may be a
limit to attentional capacity that leads to depressed
performance on both.
Given that attention influences the acquisition of route
and survey knowledge, this implies that the relevant spatial
information must be encoded in working memory. Thus, we
next address the role of working memory in spatial
learning.
Working memory and spatial learning
Attention appears to contribute to the encoding of certain
aspects of the environment, but it remains to be seen how
that encoding takes place. Some environmental information
can be encoded without a major investment of attention,
such as landmarks and landmark sequences, but other
information may be difficult to encode even with full
attentional resources, such as metric spatial relations. Thus,
in this section, we discuss the role that particular compo-
nents of working memory play in encoding different types
of spatial information. Working memory may be considered
a part of active learning, especially when active manipu-
lation or transformation of the spatial information is
required. Working memory also affects how and where
attention is allocated. As we saw with attention, working
memory appears to contribute to spatial learning in a
variety of ways, depending on the component of working
memory involved, the particular spatial information, and
whether the information is actively transformed or is simply
maintained.
The interference paradigm
The main experimental framework in the literature on
working memory is an interference paradigm, in which
distractor tasks designed to interfere with specific working
memory processes are used to investigate how different
spatial properties are encoded. It is thus important to
distinguish two factors: (1) the aspect of the environment
that is to be encoded and (2) the type of working memory
process involved. The former refers to the information that
is to be acquired by the observer, such as landmark
information, route knowledge, or survey knowledge. The
latter refers to whether that information is encoded via
verbal, visual, or spatial working memory, or some
combination thereof. Distractor tasks are designed to
interfere with one or more of these functional processes
during the learning phase. The resulting knowledge of the
environment is probed during the test phase, although
distractors can also be used to interfere with retrieval of
information at test. The disruption of one type of encoding
may thus impair the acquisition of a particular environ-
mental property but not others, revealing something about
how they are encoded. For example, a spatial interference
task may inhibit the encoding of survey knowledge without
16 Psychon Bull Rev (2012) 19:123
disrupting the acquisition of route knowledge. In this
section, our aim is to identify such relationships between
types of working memory and forms of environmental
knowledge.
We should be clear at the outset that the understanding of
working memory continues to develop, and we are not
committed to a particular framework. Our goal is merely to
use current theory to see whether it will yield insights into
spatial learning. Working memory is typically broken down
into multiple functional subunits (Baddeley, 2003; Logie,
1995). These are thought to include verbal and visual-
spatial working memory, where the latter includes visual
and spatial components. In addition, the spatial component
is often divided into sequential and simultaneous processes,
which appear to be independent of each other (Pazzaglia &
Cornoldi, 1999). Researchers often test visual-spatial
working memory using the Corsi block test (Pazzaglia &
Cornoldi, 1999; Zimmer, 2008). Beginning with a random
layout of blocks, the experimenter points to a sequence of
blocks, and the participant must then repeat the sequence.
This task contains a high degree of sequential information;
the participant must not only tap the appropriate blocks, but
also do so in the correct order. Thus, this particular test of
visual-spatial abilities involves both spatial and sequential
aspects of working memory. Verbal working memory might
also play a role in acquiring spatial information if the
participant encodes a route using verbal directions, for
example, or if spatial information is presented in the form
of text. A verbal interference task may probe the degree to
which an observer verbally encodes spatial information.
As is discussed in the Incidental and Intentional
Learning of Spatial Information section, secondary tasks
do not appear to interfere with the encoding of certain types
of information, such as places or landmarks. On the other
hand, both verbal and visual-spatial interference tasks
disrupt the encoding of route information, including
assigning landmarks to the correct route and putting them
in sequential order, as well as learning spatial relationships
(Albert et al., 1999; Anooshian & Seibert, 1996), and may
also distract from path integration (Tcheang et al., 2011).
Similarly, a verbal shadowing task impairs selecting scenes
from a route, making relative distance judgments, and
verifying the route on a map (Allen & Willenborg, 1998).
These results indicate that people use some sort of verbal
strategy to help encode route information when passively
watching a video or slides. However, it is less clear whether
this is the case when they are actively exploring the
environment.
Encoding spatial texts
An important limitation of the literature on working
memory in navigation is that the majority of research has
used spatial descriptions as stimuli. Although such studies
may illuminate learning from directions or other verbal
descriptions, they are less informative about ordinary
spatial learning from exposure to the environment. Just as
with desktop VR, the spatial text paradigm is likely to be
supplanted by more immersive studies as they become
available. However, given the dearth of working memory
research in which participants are immersed in a real or
virtual environment, studies using spatial text currently
provide some of the only evidence on working memory and
spatial learning. One point of contact is that both spatial
text and route learning tap into the sequential aspects of
spatial working memory. Most spatial descriptions proceed
through a route and avoid cumbersome descriptions of
distance and orientation relationships. Similarly, much
immersive spatial learning is achieved by traversing routes
from place to place, so spatial descriptions may bear some
similarity to route learning.
Visual-spatial working memory appears to be key for
learning spatial texts (De Beni, Pazzaglia, Gyselinck, &
Meneghetti, 2005; Gyselinck, De Beni, Pazzaglia,
Meneghetti, & Mondoloni, 2007; Gyselinck, Meneghetti,
De Beni, & Pazzaglia, 2009), especially during encoding
(Pazzaglia, De Beni, & Meneghetti, 2007). While concurrent
verbal tasks disrupt spatial texts, concurrent spatial tasks
disrupt spatial texts more than verbal tasks do (Pazzaglia
et al., 2007). Concurrent spatial tasks interfere during both
encoding and retrieval (Pazzaglia et al., 2007), while
measures designed to interfere with central executive
processing interfere with encoding only (Brunyé & Taylor,
2008). Thus, it appears likely that verbal and executive
functions are involved with encoding spatial memories from
texts but that visual-spatial working memory plays a larger
role in both encoding and retrieving spatial descriptions.
Deeper understanding of the relationship between work-
ing memory and spatial learning comes from investigating
the subunits of visual-spatial working memory. In order to
distinguish the various components, Pazzaglia and Cornoldi
(1999) created four different interference tasks, designed to
probe verbal, visual, spatial-sequential, or spatial-
simultaneous aspects of working memory during encoding
of four types of texts. They found that spatial-sequential
working memory contributes the most to learning sequen-
tial information, while verbal encoding plays a role in
learning spatial-simultaneous information, possibly indicat-
ing that participants are verbalizing the simultaneous
information. Pazzaglia and Cornoldi then investigated how
the same three visual-spatial distractors interfered with the
encoding of texts that emphasized route, survey, or visual
knowledge of the environment. The authors expected that,
if such information is encoded via separable subsystems of
visual-spatial memory, the interference tasks would inter-
fere with the corresponding spatial information. The results
Psychon Bull Rev (2012) 19:123 17
show that the sequential task, indeed, impaired recall of the
route description but also interfered with the survey and
visual texts. This finding could be due to the inherently
sequential nature of verbal descriptions: Spatial information
in the texts was presented serially. It thus appears that
spatial-sequential interference disrupts the encoding of both
route and survey information from text, in contrast to
spatial-simultaneous memory, which did not interfere with
any spatial information. However, it is possible that this
effect is attributable to the sequential nature of texts or that
the spatial-simultaneous task may have been too easy to
produce comparable interference.
The results for maps complement those for texts.
Coluccia, Bosco, and Brandimonte (2007) asked partici-
pants to perform two types of interference tasks while
studying a map and then to draw a sketchmap of locations
and roads. They found that tapping a spatial pattern
interfered with learning both route and survey knowledge,
while a verbal interference task did not affect either one.
However, as we will see, other evidence suggests that
verbal tasks do interfere somewhat with acquiring route
knowledge in the real world when the route is experienced
sequentially (Garden, Cornoldi, & Logie, 2002). Displaying
the spatial layout simultaneously allows participants to
encode survey and route information via spatial-
simultaneous working memory, whereas presenting visual
or textual information sequentially invokes verbal and
spatial-sequential working memory to encode route and
survey knowledge.
In sum, there appear to be multiple components of
working memory involved in encoding spatial information
from textual descriptions. First, verbal working memory
appears to play a role in encoding route information that is
presented sequentially in text. Second, spatial working
memory is also involved when spatial information is
described in text. However, on the basis of this evidence,
it is difficult to conclude that spatial-sequential working
memory is normally invoked when encoding route and
survey knowledge, because textual stimuli are inherently
sequential. For the same reason, one cannot infer that
spatial-simultaneous working memory is normally unin-
volved in the acquisition of route and survey knowledge; it
is clearly involved when such information is presented
simultaneously in the form of a visual map.
Working memory during immersive spatial learning
Let us turn to the few studies that have investigated
working memory during eye-level wayfinding,or immer-
sive spatial learning in a real or virtual environment. As
was previously observed with slide and video sequences
(Albert et al., 1999; Allen & Willenborg, 1998; Anooshian
& Seibert, 1996), these studies confirm that verbal encod-
ing plays a role in the acquisition of route knowledge.
Participants who learn a route by viewing a display of a
virtual environment (Meilinger, Knauff, & Bülthoff, 2008)
or by walking through an actual town (Garden et al., 2002)
while performing a secondary lexical decision task make
errors on subsequent attempts to follow the same route.
Ordinal information for a route might be verbally encoded
as a series of place names with associated left or right turns.
Given the ample research on dual coding of information, it
may not be surprising that a route may be encoded verbally
as well as visuospatially (Meilinger et al., 2008).
Regarding spatial interference with route learning, at first
glance the results for immersive learning seem to contradict
those for spatial texts. Pazzaglia and Cornoldi (1999)
reported that a sequential spatial task interfered with route
learning from text, whereas a simultaneous spatial task did
not. In contrast, both Garden et al. (2002) and Meilinger et
al. (2008) found that a spatial distractor interfered with
route learning in an immersive environment. However,
Garden et al.s interference task called for participants to
tap a spatial pattern in a particular order; this can be
considered a sequential spatial task and, so, is consistent
with Pazzaglia and Cornoldis results. But the auditory
interference task used by Meilinger et al. required partic-
ipants to identify the direction from which a sound was
cominga simultaneous spatial task, which nonetheless
interfered with route learning. This apparent inconsistency
may be reconciled in the following way. The auditory
spatial task required participants to respond to tones to their
left, right, or front by pressing one of three buttons, and
thus the spatial direction of the tone might have been
verbally encoded. Given that verbal distractors interfere
with route learning, this distractor task may also have done
so. This general pattern of results points to a role for both
verbal working memory and spatial-sequential working
memory in the encoding of route knowledge.
Mental manipulation of spatial information
Returning to the theme of active and passive spatial
learning, a distinction has recently been introduced between
active and passive working memory tasks (Bosco, Longoni,
& Vecchi, 2004). Passive tasks involve memorizing spatial
information, while active tasks require manipulation or
transformation of that information. An example of a
simultaneous active task is one in which participants must
solve a jigsaw puzzle by reporting the number of the correct
piece without actually moving the pieces, thus requiring
mental rotation and comparison. On the other hand, the
Corsi block task, in which participants must repeat a
sequence of blocks, is a sequential passive task. Bosco
et al. found that performance on both of these tasks
correlates with the ability to learn landmark, route, and
18 Psychon Bull Rev (2012) 19:123
survey knowledge from studying a map, as measured,
respectively, by landmark recognition tasks, route recogni-
tion and wayfinding tasks, and map completion and
distance judgments. This correlation with both active and
passive tasks holds especially for men, while active tasks
were better predictors of womens spatial learning abilities.
In addition, when an environment was learned from a map,
both active and passive simultaneous working memory
ability was related to survey knowledge of landmark
locations and road connections (Coluccia et al., 2007).
This result is not surprising, however, because a map
provides simultaneous information about the layout. Thus,
active manipulation in working memory does not appear to
make a strong contribution to active spatial learning, but it
does deserve further investigation in light of the observed
gender difference.
The tasks considered so far have been designed to
interfere with elements of working memory to test their role
in spatial learning. Alternatively, one might approach the
same question by investigating whether specific active
working memory tasks facilitate aspects of spatial learning.
For example, instructions conducive to mental imagery,
such as imagining oneself in the environment described in a
spatial text, have been shown to improve performance on a
sentence verification task more than does just repeating the
previous sentence in the text (Gyselinck et al., 2007;
Gyselinck et al., 2009). This finding seems to be consistent
with enhancement by active, as opposed to passive,
working memory tasks.
Few studies have directly tested whether learning is
enhanced by active manipulation of spatial knowledge. It is
known that giving people advanced information, such as a
map or the route they will encounter, improves learning
(e.g., Magliano et al., 1995). Münzer, Zimmer, Schwalm,
Baus, and Aslan (2006) found that participants who
actively used a map to follow a route in a real environment
were better at retracing the route and placing landmarks
than were those who viewed the route on a map and then
received visual or auditory instructions about which way to
turn. The first group had to interact with the environment to
figure out the turns, requiring them to manipulate spatial
information in working memory. This type of mental
manipulation might contribute to an active advantage in
spatial learning. Active mental manipulation may also
interact with the other cognitive components of active
navigation that we outlined in the introduction: making
navigational decisions and allocation of attention.
In sum, the existing evidence suggests that different
elements of working memory may be involved in particular
aspects of spatial learning. A consistent result is that verbal
working memory seems to play a role in encoding route
information, whether it is presented via text, slide sequen-
ces, passive VR, or walking with idiothetic information.
Similarly, spatial-sequential working memory also appears
to contribute to the encoding of route knowledge from both
text and VR displays. However, the relationship between
the components of working memory and the acquisition of
survey knowledge is unknown, due to a dearth of pertinent
research. Most existing experiments are based on spatial
descriptions that present survey information sequentially
and thus, not surprisingly, invoke spatial-sequential work-
ing memory; analogously, spatial-simultaneous working
memory is invoked when survey knowledge is encoded
from a map. Systematic exploration of working memory
components in survey learning during walking in immer-
sive environments is needed. Finally, the distinction
between active manipulation and passive storage of spatial
information in working memory opens up a potential
avenue for research. Initial results suggest that mental
manipulation of spatial information may contribute to
active learning of both route and survey knowledge, but
more work with immersive spatial learning is called for.
Conclusions and future directions
We began with Appleyards(1970) original observation that
bus drivers acquire better survey knowledge of a city than
do their passengers, who acquire only route knowledge.
This intuition raised a number of questions about active and
passive contributions to spatial learning, to which, despite
the limitations of the existing literature, we can offer some
preliminary answers.
First, consistent with our first hypothesis, idiothetic
information contributes to spatial updating in small-scale
environments, to path integration in large-scale environ-
ments, and to spatial learning of survey knowledge. It may
require a sufficiently complex path or repeated exposure for
idiothetic information to reveal its effect, and several
studies did not control for field of view and free head
movements. Nevertheless, a core set of findings demon-
strates an influence of idiothetic information on spatial
learning. Motor and proprioceptive information, and
perhaps vestibular information, appear to play a role,
although their relative contributions remain to be
determined. This conclusion is consistent with the
theoretical claim that survey knowledge is derived from
information about metric distances and turn angles along
a traversed routethe sort of information provided by
idiothetic systems. There is preliminary evidence that
motor and proprioceptive information also contribute to
route knowledge, perhaps by better specifying the action
(turn angle and distance) in each placeaction associa-
tion. The role of idiothetic information in acquiring
weaker topological and ordinal knowledge remains to be
investigated.
Psychon Bull Rev (2012) 19:123 19
Second, seemingly at variance with our second hypoth-
esis, there is little evidence that making decisions about
ones path during exploration, in the absence of idiothetic
information, contributes to spatial learning. Any effects of
choosing a route, as opposed to following a prescribed
route, are small, unreliable, and vulnerable to minor
procedural differences. However, research on this topic
has tested the acquisition of survey knowledge only in
desktop VR, so it is not surprising that performance is poor.
Thus, the hypothesis that decision making is sufficient for
route learning remains to be tested. It also remains possible
that decision making contributes to survey learning in
combination with idiothetic information, but this question
must be investigated during walking in real or virtual
environments.
Third, consistent with our third hypothesis, the allocation
of attention to relevant environmental properties clearly
contributes to the acquisition of route and survey knowl-
edge. Whereas landmarks, their relation to boundaries, and
possibly landmark sequences appear to be encoded inci-
dentally, landmarkaction associations and spatial relations
among landmarks require the intention to learn, implicating
attention. Directing attention to placeaction associations
facilitates route learning at the expense of survey learning,
whereas directing attention to configural relations facilitates
survey knowledge but may not impact route knowledge. It
is important to note that research in desktop VR has
produced little evidence that attention to layout, as opposed
to objects, influences survey learning. The absence of
idiothetic information in desktop VR may have masked the
contribution of attention, making the presence of idiothetic
information necessary to test the contribution of attention to
the acquisition of survey knowledge.
Finally, spatial learning is influenced by the information
that is encoded in working memory. The interference
paradigm has provided evidence that verbal and spatial-
sequential working memory are involved in route learning,
regardless of whether the mode of presentation of route
information is verbal or eye-level visual. In contrast,
spatial-simultaneous working memory is implicated in the
encoding of survey knowledge from visual maps, but
otherwise the working memory components involved in
survey learning are unknown. Further research based on
ambulatory environments, rather than spatial texts, are
needed for progress in this area. In addition, some
promising results suggest that active manipulation of spatial
information in working memory may enhance spatial
learning.
In sum, there appears to be a reliable active advantage in
spatial learning, such that it is task dependent. Walking
humans acquire place, landmark, route, and/or survey
knowledge, depending on their goals, and can modulate
their learning by attending to and encoding different
environmental properties. A complex navigation task
may tap into some subset of this knowledge, depending
on the goals of the navigator. Such spatial learning
involves many cognitive processes that interact to
varying degrees depending on the task, on the deploy-
ment of attention and working memory, and active
mental manipulation of spatial information.
However, many questions remain about the components
of active learning in spatial navigation. The tentative
conclusions presented here must be tested in a more
rigorous and systematic fashion in ambulatory environ-
ments with full idiothetic information. In particular, it is
critical to determine whether influences of decision making
and attention are dependent on the presence of idiothetic
information during learning. Moreover, the underlying
neural bases of active and passive spatial learning are
relatively unexplored. Although there is a large body of
work on the neural correlates of landmark, route, and
survey learning, which we review in a companion article
(Chrastil, 2011), there is little research that directly
addresses the correlates of active and passive learning in
humans. One major obstacle is that physical movement is
severely restricted by most neuroimaging techniques,
whereas we argue that work in full ambulatory environ-
ments is needed to understand the contributions of decision
making and attention. Imaging studies may still inform our
understanding of nonmotor active learning, but their
limitations must also be acknowledged.
Despite these gaps, the groundwork has been laid for
a better understanding of active and passive spatial
learning. Idiothetic information during active walking is
important for the acquisition of metric survey knowl-
edge. Active attention selects landmark sequence, route,
or survey information to be encoded in the relevant
units of working memory. For a more comprehensive
picture of spatial learning, the systems in this
interconnected network must be considered in relation
to one another as they work together in complex
navigation tasks.
Author Note Preparation of this article was supported by National
Science Foundation Awards BCS-0214383 and BCS-0843940 and by
the National Aeronautics and Space Administration/Rhode Island
Space Grant Consortium. The authors would also like to thank Mike
Tarr and Rebecca Burwell for their helpful comments on an earlier
version of the manuscript.
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... Past empirical research has demonstrated that over-reliance on mobile maps negatively influences wayfinders' spatial knowledge acquisition of the traversed environment in the short term and further contributes to the long-term deterioration of their spatial abilities (Dahmani & Bohbot, 2020;Ishikawa, 2019;Ruginski et al., 2019). The negative effects of mobile maps are primarily attributed to changes in wayfinders' visual behavior (Gardony et al., 2013(Gardony et al., , 2015Hejtmánek et al., 2018) and to users entering a passive navigation state where the task of navigation is delegated to the map aid (Chrastil & Warren, 2012;Ishikawa, 2019;Willis et al., 2009). The modulation of visual attention during aided navigation leads to a divided and selective attention between the mobile map display and the environment (Gardony et al., 2013(Gardony et al., , 2015Hejtmánek et al., 2018;Willis et al., 2009). ...
... The modulation of visual attention during aided navigation leads to a divided and selective attention between the mobile map display and the environment (Gardony et al., 2013(Gardony et al., , 2015Hejtmánek et al., 2018;Willis et al., 2009). Consequently, the rate of spatial knowledge acquisition declines as the mobile map aid reduces the allocation of attentional resources to task-relevant environmental features that are important for spatial learning (Chrastil & Warren, 2012;Gardony et al., 2013Gardony et al., , 2015Hejtmánek et al., 2018;Willis et al., 2009). ...
... Such navigation improvements occur alongside a fundamental shift in the dynamics of visual attention, where landmarks in the environment that are prioritized by a navigator's visual encoding strategies are directly related to their importance in the resulting spatial representation (Hamid et al., 2010). It can also be argued that landmarks could facilitate self-localization and orientation processes in aided navigation by allowing the visual matching of the allocentric birds-eye-view of the mobile map with the egocentric first-person perspective experienced during active navigation (Chrastil & Warren, 2012;Kiefer et al., 2014;Montello, 2005;Richter & Winter, 2014;Willis et al., 2009). ...
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Depicting landmarks on mobile maps is an increasingly popular countermeasure to the negative effect that navigation aids have on spatial learning – landmarks guide visual attention and facilitate map-to-environment information matching. However, the most effective method to visualize landmarks on mobile map aids remains an open question. We conducted a real-world navigation study outdoors to evaluate the influence of realistic vs. abstract 3D landmark visualization styles on wayfinders’ navigation performance, visual attention, and spatial learning. While navigating with realistic landmarks, low-spatial-ability wayfinders focused more on the landmarks in the environment and demonstrated improved knowledge of directions between landmarks. Our findings emphasize the importance of visual realism when enriching navigation aids with landmarks to guide attention and enhance spatial learning for low-spatial-ability wayfinders.
... This hints at the human brain's ability to create spatial layout representations by piecing together incoming fragments in succession. Although surprising, our findings are in line with previous research showing that spatial updating is a highly robust, automatized, and reflex-like cognitive mechanism, which works remarkably well under visual or actionable constraints (e.g., limited visual input or viewing another person navigating on a computer screen, respectively) [42][43][44] . An alternative explanation, which we cannot rule out, could be that the limited visual information available through the flashlight's 8 • window was sufficient for participants to incidentally learn an object's precise location and context. ...
... explained by a sensorimotor spatial encoding benefit. That is, while spatial encoding also works when perceiving actions passively through visual input, the system works more precisely when the visual input is actively generated by self-coordinated actions from an egocentric frame of reference 42,43,46,47 . Even the visibility of one's own limbs is necessary to achieve an optimally working process 48 . ...
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A popular technique to modulate visual input during search is to use gaze-contingent windows. However, these are often rather discomforting, providing the impression of visual impairment. To counteract this, we asked participants in this study to search through illuminated as well as dark three-dimensional scenes using a more naturalistic flashlight with which they could illuminate the rooms. In a surprise incidental memory task, we tested the identities and locations of objects encountered during search. Importantly, we tested this study design in both immersive virtual reality (VR; Experiment 1) and on a desktop-computer screen (Experiment 2). As hypothesized, searching with a flashlight increased search difficulty and memory usage during search. We found a memory benefit for identities of distractors in the flashlight condition in VR but not in the computer screen experiment. Surprisingly, location memory was comparable across search conditions despite the enormous difference in visual input. Subtle differences across experiments only appeared in VR after accounting for previous recognition performance, hinting at a benefit of flashlight search in VR. Our findings highlight that removing visual information does not necessarily impair location memory, and that screen experiments using virtual environments can elicit the same major effects as VR setups.
... Prior research in spatial learning in young adults (for reviews: Chrastil and Warren, 2012;Smith, 2019), suggests that active exploration (relative to passive where one is simply guided to a path; no volitional control of movement) enhances memory for routes traveled and location of landmarks by a way of requiring greater attention and decision-making strategies (Sauzéon et al., 2015). Research in children also shows that they must first learn how to direct attention to spatial cues when navigating, suggesting that attention is a general ability that is important in navigational tasks (Heth et al., 1997). ...
... For instance, the existing literature contrasting active and passive interaction in virtual environments has been showing incoherent results on performance Rizzo et al., 2020). The difficulties in performing qualitative and quantitative comparisons (Jebara et al., 2014) might be on account of the divergences between the VR systems (e.g., non-immersive, semi-immersive, and fully immersive simulations), experimental designs, and the measures employed (e.g., interference of verbal distractors, type of participants' responses to encoded information) (Chrastil and Warren, 2012). Also, the different levels of ecological validity and the variation in the use of sensorimotor stimulation, with its potential effects on cognition may lead to discrepancies between studies that would hamper a reliable comparison (Rizzo et al., 2020). ...
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Lack of awareness of symptoms or having a condition referred to as anosognosia is a common feature of individuals with Alzheimer’s Disease (AD). Previous literature on AD reported difficulties in evaluating self-abilities, often showing underestimation of limitations. There is increasing evidence that the perspective through which information is presented may moderate the performance appraisal and that anosognosia in AD might be a consequence of a deficit in assuming a third-person perspective. In this context, some studies showed that subjects may better recognize self-and other-difficulties when exposed to a third-person perspective. Considering the variety of approaches aiming to investigate the lack of awareness, there is still a scarcity of methods that provide great ecological validity and consider more than one facet of awareness, thus failing to offer more accurate evaluations of daily experiences. The present paper primarily addresses the theme of the multidimensional character of awareness of abilities in AD and the effect of perspective-taking on its trajectories. The focus turns to virtual reality as a promising tool for a greater evaluation of perspective-taking and self-awareness. Particularly, these systems offer the possibility to involve users in cognitive and sensorimotor tasks that simulate daily life conditions within immersive and realistic environments, and a great sense of embodiment. We propose that virtual reality might allow a great level of complexity, veracity, and safety that is needed for individuals with AD to behave according to their actual abilities and enable to explore the liaison between the subject’s viewpoint, performance, and self-evaluation. In addition, we suggest promising clinical implications of virtual reality-based methods for individualized assessments, investigating specific impacts on subjects’ life and possible improvements in their awareness.
... This research extends beyond a cerebellar focus, offering broader implications for cognitive neuroscience in the context of active (Self) and passive (Other) learning. While it is seemingly evident that actively exploring a new environment facilitates superior spatial learning compared to passive visual exposure, the specific brain regions contributing to spatial knowledge in active learning remain unclear (Chrastil and Warren, 2012). The distinctions in cerebellar and cerebral activation between Other and Self Sequencing conditions underscore the similarities underlying passive observation and active engagement, as well as their differences. ...
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Spatial trajectory planning and execution in a social context play a vital role in our daily lives. To study this process, participants completed a goal-directed task involving either observing a sequence of preferred goals and self-planning a trajectory (Self Sequencing) or observing and reproducing the entire trajectory taken by others (Other Sequencing). The results indicated that in the observation phase, witnessing entire trajectories created by others (Other Sequencing) recruited cerebellar mentalizing areas (Crus 2 and 1) and cortical mentalizing areas in the precuneus, ventral and dorsal medial prefrontal cortex and temporo-parietal junction more than merely observing several goals (Self Sequencing). In the production phase, generating a trajectory by oneself (Self Sequencing) activated Crus 1 more than merely reproducing the observed trajectories from others (Other Sequencing). Additionally, self-guided observation and planning (Self Sequencing) activated the cerebellar lobules IV and VIII more than Other Sequencing. Control conditions involving non-social objects and non-sequential conditions where the trajectory did not have to be (re)produced revealed no differences with the main Self and Other Sequencing conditions, suggesting limited social and sequential specificity. These findings provide insights into the neural mechanisms underlying trajectory observation and production by the self or others during social navigation.
... It is proposed that the primary explanation for this longitudinal effect is reduced processing of the external world (i.e., reduced engagement of landmark navigation processes) due to the navigation aid device, devoid of environmental information, dominating attentional resources (Gardony et al., 2015). Following given route instructions essentially places the user into a passive navigation state rather than actively engaging with the spatial decision-making process, which is known to reduce spatial learning (Chrastil & Warren, 2012). ...
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An often-proposed enhancement for mobile maps to aid assisted navigation is the presentation of landmark information, yet understanding of the manner in which they should be displayed is limited. In this study, we investigated whether the visualization of landmarks as 3D map symbols with either an abstract or realistic style influenced the subsequent processing of those landmarks during route navigation. We utilized a real-world mobile electroencephalography approach to this question by combining several tools developed to overcome the challenges typically encountered in real-world neuroscience research. We coregistered eye-movement and EEG recordings from 45 participants as they navigated through a real-world environment using a mobile map. Analyses of fixation event-related potentials revealed that the amplitude of the parietal P200 component was enhanced when participants fixated landmarks in the real world that were visualized on the mobile map in a realistic style, and that frontal P200 latencies were prolonged for landmarks depicted in either a realistic or abstract style compared with features of the environment that were not presented on the map, but only for the male participants. In contrast, we did not observe any significant effects of landmark visualization style on visual P1-N1 peaks or the parietal late positive component. Overall, the findings indicate that the cognitive matching process between landmarks seen in the environment and those previously seen on a map is facilitated by more realistic map display, while low-level perceptual processing of landmarks and recall of associated information are unaffected by map visualization style.
... A recent systematic review emphasized that incorporating bodily cues (i.e., motor commands, proprioception, and vestibular information) during virtual navigation tasks enhances spatial memory (Tuena et al., 2019). Indeed, researchers are currently investigating the potential impact of the bodily information incorporated as part of VR task implementation in terms of both allocentric and egocentric reference frame use (Chrastil and Warren, 2012;Huffman and Ekstrom, 2021;Steel et al., 2021). One way to study and train spatial memory using active navigation is through the ANTaging software . ...
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Introduction Mild Cognitive Impairment (MCI) often presents challenges related to spatial navigation and retention of spatial information. Navigating space involves intricate integration of bodily and environmental cues. Spatial memory is dependent on two distinct frame of reference systems for organizing this information: egocentric and allocentric frames of reference. Virtual Reality (VR) has emerged as a promising technology for enhancing spatial navigation skills and spatial memory by facilitating the manipulation of bodily, environmental, and cognitive cues. Methods This usability study was based on a fully within-subjects design in which seven MCI patients underwent two kinds of VR conditions: participants were required to complete the ANTaging demo both in Oculus Rift S (immersive condition) and in Samsung UHD 4K monitor (semi-immersive condition). Participants were seated and they had to use a foot-motion pad to navigate and explore the environment to collect and relocate some objects in the virtual environment. Post-interaction, users provided feedback on their experiences. Additionally, usability, potential side effects, data analysis feasibility, and user preferences with immersive and semi-immersive technologies were assessed through questionnaires. Results Results indicated higher usability ratings for the semi-immersive setup, with fewer negative effects reported compared to the immersive counterpart. According to qualitative analyses of the interviews, patients do seem to like both VR apparatuses even though the semi-immersive condition was perceived as the most suitable choice because of the size of the screen. Patients generally found it difficult to remember object locations. Participants expressed the need for more practice with the foot-motion pad, despite an overall positive experience. They generally would like to use this system to improve their memory. Discussion Identifying these key aspects was crucial for refining the system before the upcoming clinical trial. This study sheds light on the potential of semi-immersive VR in aiding individuals with MCI, paving the way for enhanced spatial navigation interventions.
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This article examines the degree to which knowledge about the body's orientation affects transformations in spatial memory and whether memories are accessed with a preferred orientation. Participants learned large paths from a single viewpoint and were later asked to make judgments of relative directions from imagined positions on the path. Experiments 1 and 2 contribute to the emerging consensus that memories for large layouts are orientation specific, suggesting that prior findings to the contrary may not have fully accounted for latencies. Experiments 2 and 3 show that knowledge of one's orientation can create a preferred direction in spatial memory that is different from the learned orientation. Results further suggest that spatial updating may not be as automatic as previously thought.
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Studies of route and survey knowledge have been inconclusive regarding whether survey knowledge is an inevitable outgrowth of extensive route knowledge. The current study examines one factor affecting the development of survey knowledge from route knowledge: goal specificity. Goal specificity refers to the extent to which an explicit goal exists to which problem-solving activities are directed. Past studies have shown that goal specificity inhibits the development of schematic representations. Using computer-simulated navigation about a novel campus environment, goal specificity was found to interfere with the acquisition of survey knowledge. Practically speaking, this implies that when getting to a goal is of primary concern, the development of survey knowledge may be inhibited even after extensive direct experience.
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Proposes models of the spatial knowledge people acquire from maps and navigation and the procedures required for spatial judgments using this knowledge. From a map people acquire survey knowledge encoding global spatial relations. This knowledge resides in memory in images that can be scanned and measured like a physical map. From navigation people acquire procedural knowledge of the routes connecting diverse locations. People combine mental simulation of travel through the environment and informal algebra to compute spatial judgments. An experiment in which subjects learned an environment from navigation or from a map evaluates predictions of these models. -from Selected Rand Abstracts
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Recent evidence suggests that scene recognition across views is impaired when an array of objects rotates relative to a stationary observer, but not when the observer moves relative to a stationary display [Simons, D.J., Wang, R.F., 1998. Perceiving real-world viewpoint changes. Psychological Science 9, 315-320]. The experiments in this report examine whether the relatively poorer performance by stationary observers across view changes results from a lack of perceptual information for the rotation or from the lack of active control of the perspective change, both of which are present for viewpoint changes. Three experiments compared performance when observers passively experienced the view change and when they actively caused the change. Even with visual information and active control over the display rotation, change detection performance was still worse for orientation changes than for viewpoint changes. These findings suggest that observers can update a viewer-centered representation of a scene when they move to a different viewing position, but such updating does not occur during display rotations even with visual and motor information for the magnitude of the change. This experimental approach, using arrays of real objects rather than computer displays of isolated individual objects, can shed light on mechanisms that allow accurate recognition despite changes in the observer's position and orientation.
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Theories of visual attention deal with the limit on our ability to see (and later report) several things at once. These theories fall into three broad classes. Object-based theories propose a limit on the number of separate objects that can be perceived simultaneously. Discrimination-based theories propose a limit on the number of separate discriminations that can be made. Space-based theories propose a limit on the spatial area from which information can be taken up. To distinguish these views, the present experiments used small (less than 1 degree), brief, foveal displays, each consisting of two overlapping objects (a box with a line struck through it). It was found that two judgments that concern the same object can be made simultaneously without loss of accuracy, whereas two judgments that concern different objects cannot. Neither the similarity nor the difficulty of required discriminations, nor the spatial distribution of information, could account for the results. The experiments support a view in which parallel, preattentive processes serve to segment the field into separate objects, followed by a process of focal attention that deals with only one object at a time. This view is also able to account for results taken to support both discrimination-based and space-based theories.
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The focus of Part III has been on understanding how the reality of human energy regulation is far more complex and far more dynamic than the static, open-loop model of the simplistic energy balance equation, in part because the two limbs of energy balance are not independent, but instead are physiologically linked, interacting in complex ways and often compensating for each other in the face of interventions.272 Part III has also addressed how nonlinear feedback processes underlie many of the interactions and mutual independences in human energy regulation; how some of these interactions induce positive feedback effects, while others are negative; and how feedback processes operate at multiple overlapping levels (as homeostatic processes at the physiological level, between the physiological and the behavioral, and between people and their external environment).
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In Experiment 1, participants either actively explored a virtual environment (VE), or passively observed an active participant's exploration, noting the location of four targets. All participants also watched a prerecorded tour of a similar VE. Subsequent orientation and wayfinding measures found more accurate judgements for passive observers than active explorers, with little difference between these conditions and the prerecorded tour condition. In Experiment 2, a within-participant comparison found no differences between active and passive conditions. In Experiment 3, pairs of active and passive participants were instructed either to remember the spatial layout of a VE, or to memorise 24 target objects within the VE. Instructions to attend to the objects resulted in greater object recognition scores, and instructions to attend to the spatial layout resulted in better free-hand drawn maps. The results suggest that the effects of computer interactivity are unreliable, and that attention is a crucial factor in spatial learning.