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Anthony E. Richardson Morgan E. PowersLauren G. Bousquet 《Computers in human behavior》2011,27(1):552-560
In recent years, studies have shown that video game experience is related to improvements across a variety of cognitive and visuospatial tasks. This study investigated the relationship between prior video game experience and spatial performance in virtual and real environments. Across two experiments, gaming experience was related to performance in desktop virtual environments; those with more video game experience were more accurate in pointing to nonvisible targets. In contrast, gaming experience was unrelated to three different real environment tasks, suggesting that video games may primarily influence perceptual and cognitive abilities in the visual domain over abilities that also involve kinesthetic or vestibular input. Contrary to expectations, gaming experience was also related to performance in immersive virtual environments, which may be related to the use of a joystick interface during immersive travel. Video game experience was also positively related to performance in a dynamic spatial task and to verbal SAT and math SAT scores. Sex differences in desktop virtual navigation and dynamic spatial ability were eliminated when game experience was included as a covariate. 相似文献
143.
This paper describes a method of robustly modeling road boundaries on-line for autonomous navigation. Since sensory evidence for road boundaries might change from place to place, we cannot depend on a single cue but have to use multiple sensory features. It is also necessary to cope with various road shapes and road type changes. These requirements are naturally met in the proposed particle filter-based method, which makes use of multiple features with the corresponding likelihood functions and keeps multiple road hypotheses as particles. The proposed method has been successfully applied to various road scenes with cameras and a laser range finder. To show that the proposed method is applicable to other sensors, preliminary results of using stereo instead of the laser range finder are also described. 相似文献
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PIRF-Nav 2.0: Fast and online incremental appearance-based loop-closure detection in an indoor environment 总被引:1,自引:0,他引:1
Aram KawewongAuthor Vitae Noppharit TongprasitAuthor Vitae 《Robotics and Autonomous Systems》2011,59(10):727-739
This paper presents a fast and online incremental solution for an appearance-based loop-closure detection problem in a dynamic indoor environment. Closing the loop in a dynamic environment has been an important topic in robotics for decades. Recently, PIRF-Nav has been reported as being successful in achieving high recall rate at precision 1. However, PIRF-Nav has three main disadvantages: (i) the computational expense of PIRF-Nav is beyond real-time, (ii) it utilizes a large amount of memory in the redundant process of keeping signatures of places, and (iii) it is ill-suited to an indoor environment. These factors hinder the use of PIRF-Nav in a general environment for long-term, high-speed mobile robotic applications. Therefore, this paper proposes two techniques: (i) new modified PIRF extraction that makes the system more suitable for an indoor environment and (ii) new dictionary management that can eliminate redundant searching and conserve memory consumption. The results show that our proposed method can complete tasks up to 12 times faster than PIRF-Nav with only a slight percentage decline in recall. In addition, we collected additional data from a university canteen crowded during lunch time. Even in this crowded indoor environment, our proposed method has better real-time processing performance compared with other methods. 相似文献
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导航和控制系统是水下航行器的重要组成部分,CAN总线是现场总线和分布式实时控制的发展趋势.针对传统采用RS422通信的集中式导航控制系统中控制管理中心任务过重、可靠性差、抗干扰 能力差等缺点,设计了基于CAN总线的分布式导航和控制系统.首先给出了分布式系统的构建方案;再针对基于PC104的控制管理中心、预置器与CAN总... 相似文献
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