#essay
Research Report
For Efficient Navigational Search, Humans Require Full Physical Movement, but Not a Rich Visual Scene Roy A. Ruddle and Simon Lessels
School of Computing, University of Leeds, Leeds, United Kingdom
ABSTRACT—During navigation, humans combine visual
information from their surroundings with body-based in-
formation from the translational and rotational compo-
nents of their movement. Theories of navigation focus on
the role of visual and rotational body-based information,
even though experimental evidence shows they are not
sufficient for complex spatial tasks. To investigate the
contribution of all three sources of information, we asked
participants to search a computer-generated virtual room
for targets. Participants were provided with only visual
information or with visual information supplemented with
body-based information for all movement (walk group)
or rotational movement (rotate group). The walk group
performed the task with near-perfect efficiency, irrespec-
tive of whether a rich or impoverished visual scene was
provided. The visual-only and rotate groups were signifi-
cantly less efficient and frequently searched parts of the
room at least twice. These results suggest that full physical
movement plays a critical role in navigational search, but
only moderate visual detail is required.
During navigation, people update knowledge of their position
and orientation (spatial updating) to avoid becoming lost. This
process involves combining body-based information about one’s
translational and rotational movements with other sensory
information, principally visual. Theories of navigation focus
on the role of visual information and the rotational component
of movement (e.g., Gopal, Klatzky, & Smith, 1989; Mou &
McNamara, 2002), but experimental evidence highlights many
unknowns and suggests that translational body-based informa-
tion is also critical. The objective of the present study was to
determine the contribution of all three sources of information to
the ability to perform a navigational search task efficiently. 1
The environments people navigate on an everyday basis
contain visual cues that act as landmarks (Janzen & van
Turennout, 2004) and provide optic flow (Warren, Kay, Zosh,
Duchon, & Sahuc, 2001). Studies using virtual environments
(VEs) show that humans rely on landmarks when they are
available (Foo, Warren, Duchon, & Tarr, 2005), and in rich
visual scenes, basic spatial tasks such as path integration may
be performed accurately even if no body-based information is
provided (Riecke, van Veen, & Bülthoff, 2002). However, visual
information alone is not sufficient for cognitively demanding
tasks such as learning the layout of a building, as indicated by
the difficulty participants frequently have navigating VEs dis-
played on a desktop monitor (Ruddle, 2001).
Previous research on the relative importance of translational
versus rotational body-based information has been inconclu-
sive. Studies conducted using the basic spatial tasks of inter-
object pointing, path integration, and exhaustive search imply
that the rotational component of movement is critical. For ex-
ample, participants pointed more accurately and more quickly
between objects in a room if they physically turned, rather than
imagined that they turned. However, there was no significant
difference between physical and imagined translationary
movements (Presson & Montello, 1994; Rieser, 1989; see also
Mou, McNamara, Valiquette, & Rump, 2004). In another study,
Address correspondence to Roy A. Ruddle, School of Computing, University of Leeds, Leeds, LS2 9JT, United Kingdom, e-mail: royr@ comp.leeds.ac.uk.
1 In navigational search, a person has to travel through a space to search it. By
contrast, visual search generally involves eye movements and a single display, and gaze-based search involves head and eye movements from a fixed position.
PSYCHOLOGICAL SCIENCE
460 Volume 17—Number 6Copyright r 2006 Association for Psychological Science
path integration was performed accurately in an immersive VE 2
that provided optic flow for all movement but body-based infor-
mation only for rotational movement. By contrast, participants
made large errors when they were provided no body-based in-
formation in a VE, were provided only a verbal description, or
observed someone else walking the path (Klatzky, Loomis, Beall,
Chance, & Golledge, 1998; see also Avraamides, Klatzky,
Loomis, & Golledge, 2004). Finally, participants took substan-
tially longer to exhaustively search a room from a fixed position
(gaze-based search) if the direction of view was controlled by
hand rather than head movements (Pausch, Proffitt, & Williams,
1997). The researchers attributed the difference in efficiency to
the fact that parts of the room were searched more than once with
hand movements, but not with head movements. In everyday life,
the use of head musculature to look around is well practiced.
In more complex spatial tasks involving estimating the di-
rection to targets along a route, full (i.e., translational and ro-
tational) body-based information appears to hold advantages
over rotational information on its own. In one study (Chance,
Gaunet, Beall, & Loomis, 1998), participants were divided into
three groups that all used an immersive VE but differed in the
body-based information that was provided: (a) none (visual-only
group), (b) rotational information (participants physically turned
but controlled forward speed using a joystick), and (c) rotational
and translational information (participants literally walked
through the VE while physically situated in a large empty room).
Participants who walked estimated directions significantly more
accurately than those in the visual-only group. Performance of
the rotation-only group was not significantly different from that
of either of the other groups. In another study, participants either
walked a route while viewing video images on a head-mounted
display (HMD) or viewed recorded video while remaining
physically stationary in the laboratory (Waller, Loomis, & Haun,
2004). Again, participants who walked estimated directions
significantly more accurately than those who were provided with
no body-based information.
Further evidence concerning the minimal contribution made
by rotational body-based information comes from studies in
which participants learned the layout of a large-scale environ-
ment (Ruddle, Payne, & Jones, 1999; Ruddle & Péruch, 2004).
In each study, they navigated one environment in an immersive
VE (rotational body-based information provided) and another in
a desktop VE (only visual information provided). The accuracy
of their route knowledge (distance traveled between specific
targets) did not differ between the immersive and desktop VEs,
and there was no consistent difference in survey knowledge
across the studies (participants’ estimates of relative straight-
line distance were more accurate in an immersive VE than a
desktop VE in the 1999 study, but less accurate in an immersive
VE than a desktop VE in the 2004 study; in neither study was
there a significant difference between the accuracy of partici-
pants’ direction estimates in immersive VEs and their accuracy
in desktop VEs).
To investigate the importance of visual information and ro-
tational and translational body-based information in complex
spatial tasks, we performed an experiment in which participants
searched a room-sized space for eight targets that were randomly
placed in 16 explicitly identified possible locations.
MAIN EXPERIMENT
The experiment was conducted within a photorealistic virtual
model of our laboratory. A between-participants design was
used, with each participant randomly assigned to one of three
groups that differed in the type of body-based information pro-
vided and the visual display (see Table 1).
Method
Participants
Thirty individuals (14 female) with a mean age of 24 years (SD 5
3.4) took part. All gave informed consent and were paid an
honorarium for their participation. The study was approved by
the Ethics Committee, Institute of Psychological Sciences,
University of Leeds, United Kingdom.
Materials
The photorealistic VE model was constructed using measure-
ments of the laboratory’s geometry (see Fig. 1a) and photographs
of the interior. Added to the model were 33 identical cylinders
and 16 identical boxes (see Fig. 1b) that, in each trial, were
placed on top of cylinders chosen at random. Half of the boxes
contained a red target, and the others were decoys. In each trial,
participants were asked to travel around the VE until they had
found the eight targets, pressing either a button on a 3-D mouse
(walk and rotate groups) or a key on a keyboard (visual-only
group) to raise and lower a box’s lid to see whether a target was
inside. The VE software prevented more than one box lid from
being raised at any given moment in time. Another button or key
was pressed to indicate a target had been found, causing it to
turn blue. The VE was rendered by an SGI Onyx4 graphics
TABLE 1
Body-Based and Visual Information Provided to Each Group of
Participants
Group name
Body-based information
Visual informationTranslation Rotation
Walk Yes Yes Stereo head-mounted display
Rotate No Yes Stereo head-mounted display
Visual-only No No Monitor (not stereo)
2 An immersive VE is one in which a participant has (almost) no view of the
outside world. This is most commonly achieved by presenting the VE on a head- mounted display, which obscures the outside world and leaves the participant visually ‘‘immersed’’ in the VE.
Volume 17—Number 6 461
Roy A. Ruddle and Simon Lessels
workstation at 60 frames/s, with overall system latency of ap-
proximately 50 ms.
Participants in the walk group physically walked around the
laboratory while viewing the corresponding virtual model on an
HMD (481 � 361 field of view; 100% binocular overlap; see Fig. 1d). Participants in the rotate group stood in one place,
viewed the VE on the HMD, and achieved movement by phys-
ically rotating to change their orientation in the VE, but held
down a button on the 3-D mouse to change position (they moved
forward in the direction they were facing). Thus, the setups of
these two groups were similar to those used by Chance et al.
(1998). Participants in the visual-only group viewed the VE on a
21-in. monitor and used the mouse and keyboard to change
position and orientation. The graphical field of view (481 � 391) was similar to the angle subtended by the monitor from a normal
viewing distance (600 mm).
Procedure
Each participant in the visual-only group performed four prac-
tice trials to become familiar with the interface controls and
search task, and then performed four test trials. Participants in
the walk and rotate groups completed two practice trials using
the same system as the visual-only group, and then two more
practice trials and four test trials using the type of movement
relevant to their group (walk or rotate). This procedure allowed
participants’ initial familiarization with the task to take place
Fig. 1. The experimental setup: (a) plan view of the physical laboratory, showing the location of the virtual cylinders; (b) photorealistic virtual environment (VE) used in the main experiment; (c) visually impoverished VE used in the supplementary experiment; and (d) person standing in the position used to generate views (b) and (c), wearing the head-mounted display.
462 Volume 17—Number 6
Full Physical Movement
while they sat in front of a monitor, rather than while they wore
an HMD that obscured the experimenter.
Results and Discussion
Our interest centered on the efficiency of participants’searches, as
indexed by the amount of the environment they visited twice (or
more) before successfully completing a trial. The dependent var-
iable used to measure search efficiency was the number of target
and decoy boxes that were checked more than once during a trial.
A ‘‘perfect’’ search was one in which no boxes were rechecked.
The rotate and visual-only groups performed 45% and 43%,
respectively, of their trials perfectly, and in 10% of trials re-
checked at least half of the boxes. The walk group performed
90% of trials perfectly, a level of performance comparable to that
observed in an earlier study in which participants performed a
similar task in the real world with either a normal field of view
(93% perfect) or while wearing goggles that limited the field of
view to 201 � 161 (87% perfect; Lessels & Ruddle, 2005). The distribution of the search-efficiency data was normalized
using a square root transformation. A 3 � 2 � 4 (Movement � Gender � Trial) mixed factorial analysis of variance (ANOVA) showed a significant effect of movement on search efficiency,
F(2, 24) 5 9.74, prep 5 .99, Zp 2 ¼ :45 (see Fig. 2). Bonferroni
post hoc tests showed that participants in the walk group re-
checked significantly fewer boxes than those in the rotate (prep 5
.97) and visual-only (prep 5 .99) groups; these latter two groups
were equivalent. The main effects of gender and trial were not
significant, and there were no significant interactions.
These results show that both translational body-based infor-
mation and rotational body-based information were necessary
for participants to efficiently search a room-sized space for
targets. When translational information was not provided, per-
formance was similar to that observed when participants had to
search using just visual information.
In previous research, participants pointed to targets along a
route significantly more accurately when full body-based in-
formation was added to visual information (Chance et al., 1998;
Waller et al., 2004). However, never before has experimental
evidence demonstrated the importance of the translational
component of body-based information over and above the rota-
tional component. In doing so, our findings help explain why
participants in previous studies learned the layouts of buildings
at a similar rate regardless of whether or not they received ro-
tational body-based information (Ruddle et al., 1999; Ruddle &
Péruch, 2004).
The visual environment used in the main experiment
contained a rather homogeneous region of cylinders that was
searched, together with many salient surrounding features (e.g.,
door, cupboards, and computers; see Fig. 1) that may have
helped participants maintain their orientation and, therefore,
may have helped them identify the parts of the cylinder region
that had or had not been searched. To investigate whether rich
visual information, as well as full body-based information, was
required, we conducted a supplementary experiment using an
impoverished VE model.
SUPPLEMENTARY EXPERIMENT
For the supplementary experiment, we replaced the photoreal-
istic VE model with one that contained only the cylinders, boxes,
and targets, plus four gray walls (see Fig. 1c). This impoverished
environment contained far less visual information for a partic-
ipant to use. Twenty new participants (12 female) with a mean
age of 22 years (SD 5 4.0) were recruited and randomly assigned
to two groups. Half of these participants walked around the
impoverished VE, and the others moved using mouse and key-
board (visual-only group).
Once again, search efficiency was measured by counting the
number of target or decoy boxes that were checked more than
once during a trial. The percentages of perfect trials were similar
to those in the main experiment (45% for the visual-only group,
90% for the walk group). The distribution of the search-effi-
ciency data was normalized using a square root transformation.
A 2 � 2 � 4 (Movement � Gender � Trial) ANOVA showed that the walk group rechecked significantly fewer boxes than the
visual-only group, F(1, 16) 5 15.66, prep 5 .99, Zp 2 ¼ :49 (see
Fig. 2). A second ANOVA showed no difference between par-
ticipants who used the walking interface in the impoverished
and photorealistic environments, F(1, 16) < 0.01, prep 5 .50,
Fig. 2. Search efficiency, defined as the mean of the square root of the number of target and decoy boxes rechecked in each trial, as a function of movement condition and visual environment. Error bars indicate stan- dard errors.
Volume 17—Number 6 463
Roy A. Ruddle and Simon Lessels
Zp 2 < :01. No other main effects or interactions were significant
in either analysis.
This supplementary experiment showed that rich visual in-
formation was not required for efficient searching if full body-
based information was provided.
GENERAL DISCUSSION
Our results demonstrate the critical role that body-based in-
formation from full physical movement (translation and rotation)
plays in navigational search. In marked contrast, for basic
spatial tasks rotational body-based information is sufficient.
This difference in the importance of translational information is
likely due to the higher cognitive demand of our task. In the
studies of path integration, interobject pointing, and route fol-
lowing, participants were instructed to make particular move-
ments, so they could devote their cognitive resources to updating
their position relative to objects in the environment. Our task
was a form of foraging with simultaneous target encounters
(Stephens & Krebs, 1986). Participants had to plan where to
travel, detect every target in their vicinity as they moved, and
remember where they had been. Full physical movement al-
lowed detection and position updating to be largely automated,
so the information necessary for ongoing planning during a
search (‘‘embodied cognition’’—see Wilson, 2002) was made
available at minimal cognitive cost.
Our results also show that if full body-based information is
provided, then a rich visual scene is not necessary for efficient
searching, thus extending to a more complex setting the findings
from path integration (Kearns, Warren, Duchon, & Tarr, 2002)
and obstacle avoidance (Loomis, Beall, Macuga, Kelly, & Smith,
2006).
The present research raises important issues in three distinct
areas. First, theoretical models of human navigation and spatial
memory tend to focus on the rotational aspects of movement,
concentrating, for example, on the role of rotation in defining the
frames of reference used to accomplish spatial tasks (e.g., Mou &
McNamara, 2002). It is now clear that these theories also need to
take into account the role of body translation in spatial updating.
Second, some researchers have raised concerns that many
VEs used to investigate navigation lack the visual complexity
and richness of a real environment and, therefore, are not eco-
logically valid (Spiers & Maguire, 2004). However, we suggest
that a far greater concern is the widespread use of desktop en-
vironments to study navigation, because these provide none of
the body-based information that has been shown to be essential.
Third, our navigational task is the most complex one to date in
which performance in a VE was comparable to performance in
the real world. This study represents a notable step toward the
creation of a virtual reality and highlights the need for renewed
efforts to develop effective technologies that allow people to
‘‘walk’’ through large virtual spaces (e.g., Iwata, Yano, Fuku-
shima, & Noma, 2005). Success would have widespread impact
on applications in training (Farrell et al., 2003), as well as on the
use of VEs as simulators for studying navigation in realistic
settings (e.g., Tarr & Warren, 2002).
Acknowledgments—This work was supported by Grant GR/
R55818/01 from the Engineering and Physical Sciences Re-
search Council. We also thank J. Loomis, A. Ruppertsberg, J.
Cutting, and an anonymous reviewer for insightful comments
about drafts of this article.
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(RECEIVED 7/27/05; REVISION ACCEPTED 11/15/05; FINAL MATERIALS RECEIVED 12/5/05)
Volume 17—Number 6 465
Roy A. Ruddle and Simon Lessels
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