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Is Walking Like Rotating? the Relative Roles of Different Reference Frames for Object Recognition in a Virtual World

 Michael J. Tarr, Andrew P. Duchon and Carl Hill-Popper
  
 

Abstract:
Abstract: Our ability to recognize objects across changes in viewpoint has been commonly studied with stationary subjects and static displays of isolated single objects. In contrast, real-world recognition involves ambulant observers in cluttered environments containing multiple objects. Moreover, viewpoint changes may be generated through a rotation of the object (ROTATION) or through movement of the observer (WALKING) - conditions that preserve different relations between the viewer-, object-, and environment-centered frames of reference in a scene and that provide different information about how the environment is changing. Using virtual reality (VR) to create a dynamically changing world responsive to a subject's movements, we compared recognition of novel 3D objects across viewpoint changes generated by ROTATION, WALKING, or a condition in which subjects were instantaneously transported to a new position (TRANSPORT). Critically, in all conditions the same visual information was available from each object view, therefore differences in performance can be attributed to differences in the relations between reference frames and extra-retinal information such as odometry. There were, however, no strong differences in the pattern of performance across the different conditions - in each case larger changes in viewpoint relative to the object yielded proportionally slower responses and greater errors. Such results indicate that even in conditions where observers consciously generate a change in viewpoint, they are unable to utilize view-invariant recognition mechanisms.

 
 


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