The relationship between object-based spatial ability and virtual navigation performance
The relationship between object-based spatial ability and virtual navigation performance
Spatial navigation is a multi-faceted behaviour drawing on many different aspects of cognition. Visuospatial abilities, such as mental rotation and visuospatial working memory, in particular, may be key factors. A range of tests have been developed to assess visuospatial processing and memory, but how such tests relate to navigation ability remains unclear. This understanding is important to advance tests of navigation for disease monitoring in various disorders (e.g., Alzheimer's disease) where spatial impairment is an early symptom. Here, we report the use of an established mobile gaming app, Sea Hero Quest (SHQ), as a measure of navigation ability in a sample of young, predominantly female university students (N = 78; 20; female = 74.3%; mean age = 20.33 years). We used three separate tests of navigation embedded in SHQ: wayfinding, path integration and spatial memory in a radial arm maze. In the same participants, we also collected measures of mental rotation (Mental Rotation Test), visuospatial processing (Design Organization Test) and visuospatial working memory (Digital Corsi). We found few strong correlations across our measures. Being good at wayfinding in a virtual navigation test does not mean an individual will also be good at path integration, have a superior memory in a radial arm maze, or rate themself as having a strong sense of direction. However, we observed that participants who were good in the wayfinding task of SHQ tended to perform well on the three visuospatial tasks examined here, and to also use a landmark strategy in the radial maze task. These findings help clarify the associations between different abilities involved in spatial navigation.
Humans, Female, Spatial Navigation/physiology, Male, Young Adult, Adult, Memory, Short-Term/physiology, Spatial Memory/physiology, Maze Learning/physiology, Space Perception/physiology, Adolescent, Mobile Applications
e0298116
Garg, Tanya
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Velasco, Pablo Fernández
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Patai, Eva Zita
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Malcolm, Charlotte P
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Kovalets, Victor
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Bohbot, Veronique D
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Coutrot, Antoine
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Hegarty, Mary
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Hornberger, Michael
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Spiers, Hugo J
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9 May 2024
Garg, Tanya
4932d56d-bc2f-49d1-94b2-5d621d52de11
Velasco, Pablo Fernández
12ad49f2-3ace-4353-a2f3-32303b520649
Patai, Eva Zita
8185be3f-d87c-45c1-ac22-5c3d6bc4343e
Malcolm, Charlotte P
9d16095f-1640-488a-a39f-b36d3b99fd21
Kovalets, Victor
c47d4211-c1a4-42c6-b0df-c83e4c469dad
Bohbot, Veronique D
4172fc3e-f930-47b7-8b13-7eb40b4f32f4
Coutrot, Antoine
54489887-62d2-47a6-8dd8-23e46d746f2d
Hegarty, Mary
12c7ca8f-d35d-4453-87e3-52918b35d5e5
Hornberger, Michael
a48c1c63-422a-4c11-9a51-c7be0aa3026d
Spiers, Hugo J
44296f56-9f8e-4de0-a0ca-98189c2c3beb
Garg, Tanya, Velasco, Pablo Fernández, Patai, Eva Zita, Malcolm, Charlotte P, Kovalets, Victor, Bohbot, Veronique D, Coutrot, Antoine, Hegarty, Mary, Hornberger, Michael and Spiers, Hugo J
(2024)
The relationship between object-based spatial ability and virtual navigation performance.
PLoS ONE, 19 (5), .
(doi:10.1371/journal.pone.0298116).
Abstract
Spatial navigation is a multi-faceted behaviour drawing on many different aspects of cognition. Visuospatial abilities, such as mental rotation and visuospatial working memory, in particular, may be key factors. A range of tests have been developed to assess visuospatial processing and memory, but how such tests relate to navigation ability remains unclear. This understanding is important to advance tests of navigation for disease monitoring in various disorders (e.g., Alzheimer's disease) where spatial impairment is an early symptom. Here, we report the use of an established mobile gaming app, Sea Hero Quest (SHQ), as a measure of navigation ability in a sample of young, predominantly female university students (N = 78; 20; female = 74.3%; mean age = 20.33 years). We used three separate tests of navigation embedded in SHQ: wayfinding, path integration and spatial memory in a radial arm maze. In the same participants, we also collected measures of mental rotation (Mental Rotation Test), visuospatial processing (Design Organization Test) and visuospatial working memory (Digital Corsi). We found few strong correlations across our measures. Being good at wayfinding in a virtual navigation test does not mean an individual will also be good at path integration, have a superior memory in a radial arm maze, or rate themself as having a strong sense of direction. However, we observed that participants who were good in the wayfinding task of SHQ tended to perform well on the three visuospatial tasks examined here, and to also use a landmark strategy in the radial maze task. These findings help clarify the associations between different abilities involved in spatial navigation.
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Published date: 9 May 2024
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Copyright: © 2024 Garg et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Keywords:
Humans, Female, Spatial Navigation/physiology, Male, Young Adult, Adult, Memory, Short-Term/physiology, Spatial Memory/physiology, Maze Learning/physiology, Space Perception/physiology, Adolescent, Mobile Applications
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Local EPrints ID: 505183
URI: http://eprints.soton.ac.uk/id/eprint/505183
ISSN: 1932-6203
PURE UUID: 1ae04e62-2076-429a-9cd6-c2d56fdf90dc
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Date deposited: 01 Oct 2025 16:42
Last modified: 02 Oct 2025 02:19
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Author:
Tanya Garg
Author:
Pablo Fernández Velasco
Author:
Eva Zita Patai
Author:
Charlotte P Malcolm
Author:
Veronique D Bohbot
Author:
Antoine Coutrot
Author:
Mary Hegarty
Author:
Michael Hornberger
Author:
Hugo J Spiers
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