DOI: 10.4018/IJVAR.2018070103
International Journal of Virtual and Augmented Reality
Volume 2 • Issue 2 • July-December 2018
Copyright © 2018, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
38
On Being Lost:
Evaluating Spatial Recognition
in a Virtual Environment
Tomohiro Sasaki, Future University Hakodate, Hakodate, Japan
Michael Vallance, Future University Hakodate, Hakodate, Japan
ABSTRACT
People who have a poor sense of direction are called 方向オンチ (houkou-onchi) in Japanese. What
makes those people houkou-onchi? What are the differences between people who get lost and others?
In an attempt to answer these questions, three applications were developed using virtual reality (VR),
informed by the literature of cognitive psychology. The applications were used to collect data about
spatial recognition and to determine the essence of houkou-onchi. Experiments were conducted in
which subjects (n=23) first answered a questionnaire, then participated in three applications to test
their spatial recognition and psychological ability, and finally undertook a paper-based task. The data
and resultant analysis found that the faster the mental rotation ability a person has, the better he/she
can understand directions. In addition, people who actively engage in their surroundings also have a
better sense of direction. The article details the design, implementation and subsequent experiments
of the VR applications.
KEywORdS
Design, Japan, Lost, Oculus Rift, Spatial Recognition, Virtual Reality
INTROdUCTION
Nowadays, Virtual Reality (VR) has grabbed peoples’ attention around the world. Commercial VR
Head Mounted Displays (HMD) have been produced by various companies such as HTC, Oculus,
Sony, and Samsung. Currently, VR in Japan is mainly used for entertainment due to the possible future
financial gains; for example, on the Oculus, PlayStation and Steam stores, numerous VR games are
available. However, VR has a long history of being used internationally in medical research, military
simulations, and education experiments. In the research detailed in this paper, using a HMD and
a game engine called Unity, three VR applications were developed in order to learn about human
spatial recognition. The purpose was to determine the differences between people who get lost (called
houkou-onchi or 方向オンチ in Japanese) and others who don’t, using originally designed VR
applications in which users explored a uniquely designed virtual city.
The paper is organized as follows. First a literature review highlights the relationship between
spatial recognition and mental rotation. The uniqueness of using a 3D virtual city to evaluate spatial
recognition is then summarized: in particular houkou-onchi 方向オンチ in Japanese; people who
get lost. Two hypotheses are offered for research. This is followed by an explanation of application
development and the method utilized to collect data. Experiments and resultant data are then detailed.
A discussion of results and hypothesis is followed by a conclusion, considered limitations of the
research and suggestions for future work.