the effect of memory schemas on object recognition in virtual environments

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Page 1: The Effect of Memory Schemas on Object Recognition in Virtual Environments

F O R U M

The Effect of Memory Schemas on ObjectRecognition in Virtual Environments

Abstract

Prior theoretical work on memory schemas, an influentialconcept of memory from the field of cognitive psychology,is presented for application to fidelity of computer graphicssimulations. The basic assumption is that an individual’sprior experience will influence how he or she perceives,comprehends, and remembers new information in a scene.Schemas are knowledge structures; a scene could incorpo-rate objects that fit into a specific context or schema (e.g.,an academic’s office) referred to as consistent objects. Ascene could also include objects that are not related to theschema in place referred to as inconsistent objects. In thispaper, we describe ongoing development of a renderingframework related to scene perception based on schemas.An experiment was carried out to explore the effect ofobject type and rendering quality on object memory recog-nition in a room. The computer graphics simulation wasdisplayed on a Head Mounted Display (HMD) utilizing ste-reo imagery and head tracking. Thirty-six participants acrossthree conditions of varied rendering quality of the samespace were exposed to the computer graphics environmentand completed a memory recognition task. Results revealedthat schema consistent elements of the scene were morelikely to be recognized than inconsistent information. Over-all higher confidence ratings were assigned for consistentobjects compared to inconsistent ones. Total object recog-nition was better for the mid-quality condition compared tothe low-quality one. The presence of shadow information,though, did not affect recognition of either consistent orinconsistent objects. Further explorations of the effect ofschemas on spatial awareness in synthetic worlds could leadto identifying areas of a computer graphics scene that re-quire better quality of rendering as well as areas for whichlower fidelity could be sufficient. The ultimate goal of thiswork is to simulate a perceptual process rather than tosimulate physics.

1 Introduction

It is not computationally feasible to be immersedinto an interactive artificial environment which exactlymimics the panoply and complexity of sensory experi-ences associated with a real world scene. For instance, itis technologically challenging to control all of the sen-sory modalities to render the exactly equivalent sensoryarray as that produced by real world interaction. Themapping from the real world environment to a com-puter graphics environment is mediated by environmen-tal or visual fidelity (Waller, Hunt, & Knapp, 1998).The term visual fidelity refers to the degree to whichvisual features in the VE conform to visual features inthe real environment. Within this area, one can distin-guish between physical realism, in which the syntheticscene is an accurate point-by-point representation of thespectral radiance values of the real scene; photorealism,in which the synthetic scene produces the same visualresponse as the real scene even if the physical energydepicted from the image is different compared to thereal scene; and finally functional realism, in which thesame information is transmitted in real and syntheticscenes while users perform visual tasks targeting transferof training in the real world (Ferwerda, 2001). Func-tional realism embraces many rendering tactics (Mania& Robinson, 2005). For example, flight simulators usu-ally provide synthetic scenes that are not physically accu-rate or photorealistic, however, they are functionally

Presence, Vol. 14, No. 5, October 2005, 606–615

© 2005 by the Massachusetts Institute of Technology

Katerina ManiaDepartment of InformaticsUniversity of SussexFalmer Brighton BN1 9QT, [email protected] RobinsonCAE Systems, UKKaren R. BrandtSchool of PsychologyUniversity of Keele, UK

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realistic because they transmit similar information to theuser as flying a real plane (Waller, Hunt, & Knapp,1998). There is always a trade-off between visual fidelityand computational complexity (Mania, Adelstein, Ellis,& Hill, 2004). It is essential to have robust and yet effi-cient techniques in order to assess the fidelity of VE im-plementations composed of computer graphics imagery,display technologies, and 3D interaction metaphors (in-teraction fidelity) across a range of application fields.

One of the central issues for VE applications is cen-tered on how humans mentally represent an interactivecomputer graphics world and how their recognition andmemory of synthetic worlds of varied fidelity levels cor-respond to their real-world counterparts. The utility ofVEs for any applications for which they are being pro-posed is predicated upon the accuracy of the spatial rep-resentation formed in the VE. Memory tasks are oftenincorporated in benchmarking processes when assessingfidelity of a VE simulation because spatial awarenesscould be significant for human performance efficiency ofmany tasks that entail awareness of space (Bailey & Wit-mer, 1994; Bliss, Tidwell, & Guest, 1997). A com-monly employed strategy for assessing the simulationfidelity of a VE is comparing memory performanceamong VE systems of varied rendering quality or inter-action interface, often including comparative evaluationsin real world settings (Dinh, Walker, Hodges, Song, &Kobayashi, 1999; Mania, Troscianko, Hawkes, & Chalm-ers, 2003). Would cognitive systems respond in a similarfashion to a specific scene presented in a VE as theywould to that same contextual scene in the real world?And how could we match the capabilities of the VE sys-tem related to visual and interaction fidelity to the require-ments of the human perceptual and motor systems?

The proposed research suggests a new approach. Be-ing in a certain place, for instance, an academic’s office,results in mentally representing spatial elements depen-dent on their degree of association with that place.These representations could be described as assump-tions or spatial hypotheses that humans adopt after avery short exposure to the space. If we were able to ex-ploit existing research on how these assumptions orschemas are formed in the real world and then be ableto simulate those assumptions in a VE scenario, we

would have a powerful new measure of functional real-ism. Similar information would be transmitted betweena synthetic scene and a real world scene, both depictinga specific schema.

2 The Role of Schemas in Memory

The proposed approach is based on classic findingsfrom memory research. Schemas are knowledge struc-tures or cognitive frameworks based on past experience.Schema theories propose that perception, languagecomprehension, and memory are processes that involvethe interaction of new episodic information with old,schema consistent information (Brewer, 2000; Kuipers,1975). Schema consistent scene elements are expectedto be found in a given context, for instance in an aca-demic’s office. Information slots which have not beenfilled with perceptual information are filled by defaultassignments based on stereotypic expectations frompast experience (Kuipers, 1975). The results from theKuipers study demonstrated the effect of such stereo-typic expectations; if a quick visual scan of a room indi-cates that there is a clock on the wall, hands may be as-signed to it at a memory test after a brief exposure tothe room, even though this particular clock did nothave hands. Inferences of absent elements of a space aresaid to occur when memory performance after exposureto a space contains spatial information that was not ac-tually there but was expected to be there based on pastassociations. This integration may be so complete thatepisodic information cannot be distinguished fromschema consistent information. Alternatively, the twotypes of information may remain distinct.

It has generally been shown that memory perfor-mance is frequently influenced by schema-based expec-tations and that an activated schema can aid retrieval ofinformation in a memory task (Minsky, 1975). Thereare fundamentally different ways in which schemasmight influence memory performance. Schemas coulddetermine which objects are looked at and encoded intomemory (e.g., fixation time). They could also guide theretrieval process and also determine what information is tobe communicated at output (Brewer & Nakamura, 1984).

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Certain research on schemas in a real world settinghas demonstrated that memory performance is betterfor consistent items; this is known as the consistency ef-fect (Brewer & Treyens, 1981). Consistent items areitems that are likely to be found in a given environment.Brewer and Treyens showed that schema expectancy,i.e. how likely an object is to be found in a scene, waspositively correlated with recall and recognition scoresafter a short exposure to a scene, thus supporting theso-called consistency effect. Participants were taken intowhat they thought was an academic’s office and laterwere tested for memory of the objects in the room withdrawing recall, written recall or verbal recognition. Inaddition to schema expectancy being positively corre-lated with recall and recognition, expected objects wereinferred in recall. The recall of these items demonstratedthe power of the office-schema information in influenc-ing place memory. Moreover, there is evidence that in-consistent items provoke better memory performance,known as the inconsistency effect (Lampinen, Copeland,& Neuschatz, 2001). Different theoretical models sup-port specific hypotheses regarding how schemas influ-ence memory. Pichet’s & Anderon’s 1977 schemamodel predicts better memory performance for schemaconsistent items claiming that inconsistent items areignored. On the contrary, the contention that schemainconsistent information for an episodic event will beeasily accessible and therefore would provoke bettermemory performance, the so-called dynamic memorymodel is also supported (Friedman, 1979; Schank,1999; Holingworth & Henderson, 1998). A review of alarge number of independent schema studies conductedby Rojahn and Pettigrew (1992) found small differencesbetween the number of studies supporting better mem-ory performance for consistent objects and studies con-cluding that inconsistent objects provoke better mem-ory performance. The researchers suggested that thisspecific outcome of their meta-analysis could be the re-sult of a number of methodological variations, such asmethods of presentation of the stimuli, instructions,total number of objects in the rooms, time of exposureto the environment, and type of memory task. Researchinvestigating how schema theories apply to real versusvirtual memories have supported the consistency effect

related to recognition scores as well as the inconsistencyeffect related to confidence ratings thereby demonstrat-ing that synthetic scenes could induce similar responsesto real world scenes (Flannery & Walles, 2003).

The schema/non schema dichotomy taps into twoseparate processes each of which plays a role in ourencoding of a scene by incorporating all informationincluded in the scene. The appeal of schema theory toour goal of exploring functional fidelity is that it estab-lishes the degree to which the appropriate schema hasbeen activated in the real scene and its VE equivalent.Schema activation occurs when schema consistent orinconsistent information either positively or negativelycorrelates with memory performance, hence influencingplace memory. The higher the similarity between thetwo schema activations, the higher the functional fidel-ity of the VE irrespective of the level of visual or interac-tion fidelity per se. This allows us to vary aspects of theVE system investigating how these variations impactmemory performance. How these factors can be investi-gated experimentally is a challenging research proposi-tion and one that the present paper will be exploring.

The current study explores memory recognition afterexposure to a computer graphics environment presented inthree varied levels of rendering quality of the same space,displayed on a head tracked, stereo capable HeadMounted Display (HMD). The current study was de-signed to explore the effect of memory schemas and di-minished rendering quality, that is, shadow detail variation,on memory recognition of consistent and inconsistent ob-jects in an office setting. It was predicted that the resultswould be similar to those of Brewer and Treyens (1981) inshowing the consistency effect. It was also anticipated thatrendering quality would not have a strong effect on mem-ory recognition especially for objects expected to be foundin a specific context. The methodology and the scene uti-lized were similar to that of Brewer and Treyens.

3 Materials and Methods

3.1 Apparatus

The VEs were presented in stereo at VGA resolu-tion on a Kaiser Electro-optics Pro-View 30 HMD with

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an FOV of 30° diagonal (see Figure 2). An IntersenseIntertrax2, three degree of freedom (DOF) tracker wasutilized for rotation. The viewpoint was set in the mid-dle of the virtual room and navigation was restricted toa 360° circle around that viewpoint and 180° vertically(rotation). Participants were sitting on a swivel chairduring exposure. The application ran on a standard PC.

Despite the difference in polygon count the framerate was retained constant across conditions at 12frames per second (fps).

3.2 Visual Content

According to the group they were assigned to,participants completed the same memory recognitiontask in one of the following conditions:

1. Using an interactive, precomputed radiosity simu-lation of an office on a stereo head-tracked HMD;referred to as the high-quality condition (80% ra-diosity iterations).

2. Using an interactive, precomputed radiosity simu-lation of the same office on a stereo head-trackedHMD; referred to as the mid-quality condition(40% radiosity iterations).

3. Using a low quality, interactive flat shaded com-puter graphics simulation of the same office on astereo head-tracked HMD; referred to as the low-quality condition.

Each environment varied considerably with regard tothe nature of shadows (Figure 1). Radiosity algorithmsdisplay view-independent diffuse inter-reflections in ascene assuming the conservation of light energy in aclosed environment. All energy emitted or reflected byevery surface is accounted for by its reflection from orabsorption by other surfaces. Radiosity methods allowany surface to emit light; thus, all light sources are mod-eled inherently as having area. The surfaces of a sceneare broken up into a finite number of n discrete patches,each of which is assumed to be of finite size, emittingand reflecting light uniformly over its entire area. Theresult of a radiosity solution is an interactive 3D repre-sentation of light energy in an environment allowing forsoft shadows and color bleeding that contribute to a

near-photorealistic image but without any specular re-flections. Setting the subdivision accuracy to varyinglevels during the calculation of the illumination modelproduced a radiosity mesh of varying complexity, whichin turn produced an illumination solution of varyingshading accuracy. This process lead to the production ofthree distinct environments based on the same basicgeometry and materials (Figure 1). The environment ofthe low-quality condition did not incorporate any shad-ows. The environment of the mid-quality condition wasa result of 40% radiosity iterations. The environment ofthe high-quality condition was a result of 80% of avail-able radiosity iterations. In all cases, a single ceiling

Figure 1. Flat-shaded (top), radiosity mid-quality environment

(middle), and high-quality environment (bottom).

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mounted light source was used. The basic model con-struct was identical and the contents and room layoutremained unchanged in each condition. All objects werevisible and recognizable in all conditions. The level ofluminance of the scene was constant across conditions.

The radiosity rendering process described above re-sulted in three distinct models of varying polygoncount. Each of the three environments was presented instereoscopic 3D by employing a dual channel video sub-system. The geometric models of the scene were im-ported into WorldUP, a proprietary VR authoring soft-ware package. WorldUP allows simulation of specificbehavior to be added in order to control the interactionwith the synthetic scene. Due to the increased polygoncount and stereo rendering, the high-quality radiosityenvironment placed a greater computation demand,therefore, it could not be rendered and displayed in realtime as rapidly as either the mid-quality or low-qualityversions. In order to maintain parity with regard to thedisplay and update speed of each environment given thediffering levels of computational load, the maximumframe rate of the high-quality environment was ascer-tained via the use of a simple frame-rate counter, at 12frames per second (fps). A simple subsystem calculatedthe actual frame rate the selected environment was run-ning at, compared this to the desired 12 fps once everyframe and paused the simulation for the amount of timecorresponding to the differential in frame rate.

The experimental computer graphics space consistedof a graduate student’s office (Figure 1). The objectsincluded in the memory recognition questionnaire fell

under five types. They were included in random order inthe memory recognition questionnaire:

● Seven present room frame objects (walls, floor, ceil-ing, light, doorknob, door, light switch, etc.)

● Twenty-seven consistent objects present (computer,monitor, desk, paper bin, etc.)

● Eighteen consistent objects absent (telephone,pens, computer mouse, etc.)

● Fifteen inconsistent objects present (skull, Vikinghelmet, etc.)

● Nine inconsistent objects absent (soldering iron,wrench, etc.)

The collection of these objects was largely based on aprevious real-world study by Brewer and Treyens(1981). Consistent objects are related to the officeschema, for example, it is likely that they are found in agraduate’s office. Inconsistent objects are not likely tobe found in a graduate’s office, therefore, they are notassociated with the office schema. This categorizationwas the result of the preexposure study by Brewer andTreyens. There were a total of 76 objects listed.

3.3 Participants

Thirty-six participants were recruited from theUniversity of Sussex, UK postgraduate population. Abetween subjects design was used. The 36 participantswere therefore separated into three groups of 12 corre-sponding to three fidelity conditions (low-quality vs.mid-quality vs. high-quality). Participants in all condi-tions were naı̈ve as to the purpose of the experiment. Allparticipants had normal or corrected to normal visionand no reported neuromotor impairment.

3.4 Procedures

The interpupilary distance (IPD) of each partici-pant was measured prior to exposure and the stereo ap-plication’s parallax was adjusted accordingly for eachindividual. The exposure time was 45 seconds acrossconditions. Participants were led to believe that this wasjust a practice phase of the main experiment, thus, theywere not aware of the experimental task prior to expo-

Figure 2. Apparatus used in all experimental conditions.

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sure. Participants were given identical instructions acrossconditions. At the start of the simulation a popup win-dow was generated to acquire each participant’s ID.Once the ID had been entered, the window was re-moved and a timer started. When this timer indicatedthat the 45 seconds of exposure had expired, the simu-lation was shut down automatically, ensuring that eachtest participant was restricted to exactly 45 seconds ofexposure to the environment. Participants were thenasked to indicate on a scale of 1 to 5 whether each ob-ject mentioned in the memory recognition list given waspresent in the environment to which they had been ex-posed, with a rating of 1 being positively not presentand a rating of 5 being positively present. These ratingsare referred to as confidence ratings. The room wherethe experiment was taking place was kept dark duringexposure. The amount of time between exposure andmemory testing was the same across conditions.

As suggested by Brewer and Treyens (1981), theamount of time spent looking at an individual objectmay affect memory encoding. While neither the Brewerand Treyens experiment nor this research included sys-tems necessary to track eye movement, a record of eachtest participant’s head movement was monitoredthrough software. While this information is not at ahigh enough resolution to be useful in determining thetime spent looking at each object, the amount and loca-tion of participants’ idle time was monitored so as toascertain that it was similar across conditions. This wasconsidered significant in order to meaningfully comparememory recognition scores and confidence ratingsacross conditions. A measurement was taken once everyfour frames, providing three measurements every secondacross all conditions.

4 Results and Discussion

The participants completed the memory objectrecognition task across the three conditions. The confi-dence ratings and derived memory recognition scoreswere analyzed using analysis of variance (ANOVA).

Participants indicated on a confidence scale of 1 to 5how strongly they believed each object in the environ-

ment was present, with 1 being positively not presentand 5 being positively present. Subsequently, the data-set was recoded to two values:

● 0, if the confidence score for each object was 1, 2,or 3.

● 1 if the confidence score for each object was 4 or 5.

The proportion of correctly identified objects out of thetotal number of objects in each object category was cal-culated, signifying recognition scores. The statisticalanalysis reported below is also supported when confi-dence ratings are recoded differently, for example, as-signing confidence ratings 1 and 2 as zero and 3, 4, and5 as one. In the future it would be valuable to provide aforced choice memory recognition test to avoid suchrecodes. The analysis is reported separately for presentand absent objects; however, the statistical significancesare likewise supported if a single unified analysis wasfollowed. Recognition scores were converted to per-centages of recognized objects for each object category.

The recognition scores relating to consistent and in-consistent objects that were present in the scene weresubjected to a 3 (viewing condition: high-quality vs.mid-quality vs. low-quality) � 2 (object type: schemaconsistent vs. schema inconsistent) mixed model ANOVA.The viewing condition was the between-subjects factor,the object type was the within-subjects factor, and thepercentage of recognized objects was the dependentvariable. Table 1 shows the mean recognition scores andstandard deviations (in parentheses) as a function ofviewing condition and consistent/inconsistent objects.A p value of .05 was set for all effects. (The notationMs. refers to means.) There was a significant main effectof object type, F(1,33) � 77.15, p � 0.001 revealingthat present consistent objects were more likely to berecognized compared to present inconsistent objects(respective Ms. 50.10 vs. 22.03). There was also a maineffect of viewing condition, F(2,33) � 3.27, p � 0.05.Post-hoc Tukey tests carried out on this main effect re-vealed that present objects were more likely to be recog-nized after participants were exposed to the mid-qualitycondition compared to the low quality scene, p � 0.05(respective Ms. 42.93 vs. 30.58). No other significanteffects were observed. The interaction between object

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type and viewing condition was not significant,F(2,33) � 1, ns.

The recognition scores relating to absent consistentand inconsistent objects in the scene were also subjectedto a 3 (viewing condition: high-quality vs. mid-qualityvs. low-quality) � 2 (object type: schema-consistent vs.schema inconsistent) mixed model ANOVA. The view-ing condition was the between-subjects factor, the ob-ject type was the within-subjects factor, and the percent-age of recognized objects was the dependent variable.Table 1 shows the mean recognition scores and stan-dard deviations (in parentheses) as a function of viewingcondition and consistent/inconsistent objects. Therewas a significant main effect of object type, F(1,33) �

115.52, p � 0.001 revealing that absent consistent ob-jects were more likely to be recognized compared toabsent inconsistent objects (respective Ms. 28.85 vs.1.54). The main effect of the viewing condition was notsignificant, F(2,33) � 3, ns. The interaction betweenobject type and viewing condition also failed to reachsignificance F(2,33) � 2, ns.

Confidence ratings relating to present consistent andinconsistent objects in the scene were subjected to a 3

(viewing condition: high-quality vs. mid-quality vs. low-quality) � 2 (object type: schema-consistent vs. schemainconsistent) mixed model ANOVA. The viewing con-dition was the between-subjects factor, the object typewas the within-subjects factor, and the confidence ratingwas the dependent variable. Table 2 shows the meanconfidence ratings and standard deviations (in parenthe-ses) as a function of viewing condition and consistent/inconsistent objects. There was a significant main effectof object type, F(1,33) � 73.79, p � 0.001 revealingthat confidence ratings were significantly higher forpresent consistent objects compared to present inconsis-tent objects (respective Ms. 3.41 vs. 2.47). The maineffect of viewing condition was not significant,F(2,33) � 1, ns. The interaction between object typeand viewing condition also failed to reach significanceF(2,33) � 1, ns.

Confidence ratings relating to absent consistent andinconsistent objects in the scene were also subjected to a2 (viewing condition: high-quality vs. mid-quality vs.low-quality) � 2 (object type: schema-consistent vs.schema inconsistent) mixed model ANOVA. This analy-sis revealed a significant main effect of object type,

Table 1. Recognition Scores and Standard Deviations as a Function of Viewing Condition (N Total Number of Participants,O Total Number of Objects)

N � 36Frame objects(O � 7)

Present consistent(O � 27)

Present inconsistent(O � 15)

Absent consistent(O � 18)

Absent inconsistent(O � 9)

Low 75.71 (15.71) 45.06 (18.87) 16.11 (10.80) 23.14 (16.03) 0.92 (3.20)Mid 80.00 (17.14) 55.86 (22.19) 30.00 (11.89) 35.64 (16.99) 2.77 (5.02)High 78.57 (14.28) 49.38 (14.41) 20.00 (10.24) 27.77 (13.40) 0.92 (3.20)Total 78.09 (15.71) 50.10 (18.77) 22.03 (12.22) 28.85 (15.98) 1.54 (3.89)

Table 2. Confidence Ratings and Standard Deviations as a Function of Viewing Condition (N Total Number of Participants,O Total Number of Objects)

N � 36Frame objects(O � 7)

Present consistent(O � 27)

Present inconsistent(O � 15)

Absent consistent(O � 18)

Absent inconsistent(O � 9)

Low 3.76 (0.52) 3.29 (0.57) 2.37 (0.75) 2.69 (0.44) 1.88 (0.74)Mid 4.08 (0.67) 3.54 (0.75) 2.65 (0.47) 2.93 (0.71) 1.81 (0.58)High 3.72 (0.57) 3.39 (0.58) 2.39 (0.57) 2.81 (0.48) 1.92 (0.52)Total 3.85 (0.59) 3.41 (0.63) 2.47 (0.60) 2.81 (0.55) 1.87 (0.60)

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F(1,33) � 124.91, p � 0.001 showing that confidenceratings were higher for absent consistent objects com-pared to absent inconsistent objects (respective Ms.2.81 vs. 1.87). The main effect of viewing conditionwas not significant, F(2,33) � 1, ns. The interactionbetween object type and viewing condition was also notsignificant F(2,33) � 2, ns.

Interestingly, certain objects with high schema ex-pectancy but which were not present in the room re-ceived higher confidence ratings than certain objectswith similar schema expectancy that were present.Books, for instance, received the highest confidence rat-ing among the absent consistent objects with a com-bined average confidence score of 3.9. In addition, ob-jects such as the telephone and pens that were absentreceived high recognition scores. The recognition ofconsistent objects that were absent such as books canonly be accounted by schema-based knowledge aboutoffices in general becoming integrated with episodicinformation. The lower recognition frequency of non-schema objects that were absent must be due to the lackof a schema frame supporting accurate recognition.

Monitoring navigational strategies resulted in idletime measurements. The head tracker was recordingdirectional coordinates that could vary around 180 de-grees, a similar range to the FOV of the human visualsystem. Navigation was monitored for horizontal andvertical actions. When participants were idle, their atten-tion was assumed to be directed to the visible spacebased on their FOV. The average idle time was 20 sec-onds. There was not an effect of viewing conditionupon idle time and positioning of idle time during ex-posure, horizontally, F(2,33) � 1, ns, nor vertically,F(2,33) � 1, ns. Therefore, the amount of time partici-pants spent idle was similar across conditions. Monitor-ing of idle time is essential when real-time navigation isinvolved. This dataset could be further complementedwith gaze information.

5 Discussion

Memory research has established that schema-based information may be used in the process of retriev-

ing information from memory (Brewer & Treyens,1981; Brewer & Nakamura, 1984). However, past re-search has often yielded contradictory results that mayhave been caused by differences in methodology used oreven differences in scene context across experiments(Rojahn & Pettigrew, 1992). These results have some-times shown better memory performance for objectsconsistent with the relevant schema but some studieshave also shown enhanced recognition for inconsistentobjects.

In the present research, we aimed to determinewhether the effect of schemas on recognition memorywould be analogous to a real-world study by Brewerand Treyens (1981). Moreover, the present researchexplored the effect of shadow detail on memory recog-nition aiming to identify whether consistent or inconsis-tent items provoke better memory performance in syn-thetic worlds. An important question to address waswhen and under what circumstances schema activationoccurs. A further question to be explored would bewhat minimal cues relating to visual and interaction fi-delity are needed for schema activation to take place.

As predicted, the results demonstrated that partici-pants had better memory performance for consistentobjects compared to inconsistent objects. The consis-tency effect was revealed both for objects that werepresent as well as absent in the scene and was indepen-dent of viewing condition, that is, rendering quality.Overall confidence ratings were also higher for consis-tent compared to inconsistent objects, irrespective ofviewing condition. These findings support the resultsfound in the Brewer and Treyens (1981) study thatdemonstrated the consistency effect. The effect of ren-dering fidelity on memory recognition was rather weakand should thus be explored further in future work.Better recognition performance, for the totality of ob-jects in the scene, was established for the mid-qualitycondition compared to the low-quality condition. It isworth noting that both the mid-quality and the high-quality scene incorporated shadows whereas no shadowinformation was included in the low-quality scene.Therefore, the presence of shadows seems to have in-duced greater performance. There was no effect of view-ing condition for memory recognition scores between

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the mid-quality and high-quality scene which indicatesthat if shadows were present, then it is immaterial as towhether they are accurately rendered or boxy-like.These results, however, are not universally supported inthe analysis, that is, there was no effect of viewing con-dition between the low and the high-quality conditionand therefore this effect should be further explored inthe future by introducing a continuous level of detaildegradation. In addition, shadow variations in thepresent research were quite subtle, therefore gross ma-nipulations of visual fidelity to be explored in futureresearch could potentially lead to stronger effects.Moreover, the concept of visual fidelity only indicatedthe degree to which shadow information was included,hence, variations of visual fidelity could alter texturedetail, diffuse or specular illumination rendering, andinteraction interfaces. Research avenues should identifymethodological tactics and scene contexts that mightprovoke contradictory results. Visual display devices,motion bases and related technology are developed toprovide perceptual fidelity enhancement for VE systemsand their influence on spatial awareness and memory forplaces should be also explored.

Ongoing experimental work could be ultimately ex-ploited towards a selective rendering algorithm whichwould not rely upon either the visual focus of a specifictask as in previous research (Cater, Chalmers, & Ward,2003) or rendering in high quality the 2° foveal regionof vision and with less detail the periphery of visionbased on gaze information (McConkie & Loschky,1997) but upon simulating a perceptual process thatoccurs in any spatial context, thereby offering greatergenerality. This goal could be accomplished by assign-ing a certain degree of visual detail to objects found inscenes according to the association of an object with theschema in context. Objects or parts of objects thatwould be expected to be present given the nature of thescene could even be omitted (i.e., omitting the hands ofa clock). The aim of the present research was to take afirst step toward this goal by investigating the effect ofmemory schemas on object memory recognition.

It is widely recognized that perceptual fidelity is notnecessarily the same as physical simulation. Identifyingways to induce reality by possibly distorting physics

based on fundamental perceptual processes triggered inreal and synthetic worlds rather than simulating thephysics of reality is a research route worth pursuing.

Acknowledgments

We wish to thank Prof. Bill Brewer, University of Illinois,Champaign, for his comments. This project is being continuedbased on a two-year EPSRC research grant (GR/S58386/01). We wish to also thank the anonymous reviewers for theirinsightful comments that contributed to the final version ofthis paper.

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