Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Tyler Thrash is active.

Publication


Featured researches published by Tyler Thrash.


Wiley Interdisciplinary Reviews: Cognitive Science | 2016

Spatial navigation by congenitally blind individuals

Victor R. Schinazi; Tyler Thrash; Daniel-Robert Chebat

Spatial navigation in the absence of vision has been investigated from a variety of perspectives and disciplines. These different approaches have progressed our understanding of spatial knowledge acquisition by blind individuals, including their abilities, strategies, and corresponding mental representations. In this review, we propose a framework for investigating differences in spatial knowledge acquisition by blind and sighted people consisting of three longitudinal models (i.e., convergent, cumulative, and persistent). Recent advances in neuroscience and technological devices have provided novel insights into the different neural mechanisms underlying spatial navigation by blind and sighted people and the potential for functional reorganization. Despite these advances, there is still a lack of consensus regarding the extent to which locomotion and wayfinding depend on amodal spatial representations. This challenge largely stems from methodological limitations such as heterogeneity in the blind population and terminological ambiguity related to the concept of cognitive maps. Coupled with an over‐reliance on potential technological solutions, the field has diffused into theoretical and applied branches that do not always communicate. Here, we review research on navigation by congenitally blind individuals with an emphasis on behavioral and neuroscientific evidence, as well as the potential of technological assistance. Throughout the article, we emphasize the need to disentangle strategy choice and performance when discussing the navigation abilities of the blind population. WIREs Cogn Sci 2016, 7:37–58. doi: 10.1002/wcs.1375 For further resources related to this article, please visit the WIREs website.


Journal of the Royal Society Interface | 2016

Crowd behaviour during high-stress evacuations in an immersive virtual environment

Mehdi Moussaïd; Mubbasir Kapadia; Tyler Thrash; Robert W. Sumner; Markus H. Gross; Dirk Helbing; Christoph Hölscher

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


geographic information science | 2014

Wayfinding Decision Situations: A Conceptual Model and Evaluation

Ioannis Giannopoulos; Peter Kiefer; Martin Raubal; Kai-Florian Richter; Tyler Thrash

Humans engage in wayfinding many times a day. We try to find our way in urban environments when walking towards our work places or when visiting a city as tourists. In order to reach the targeted destination, we have to make a series of wayfinding decisions of varying complexity. Previous research has focused on classifying the complexity of these wayfinding decisions, primarily looking at the complexity of the decision point itself (e.g., the number of possible routes or branches). In this paper, we proceed one step further by incorporating the user, instructions, and environmental factors into a model that assesses the complexity of a wayfinding decision. We constructed and evaluated three models using data collected from an outdoor wayfinding study. Our results suggest that additional factors approximate the complexity of a wayfinding decision better than the simple model using only the number of branches as a criterion.


IEEE Transactions on Visualization and Computer Graphics | 2014

Performance of Redirected Walking Algorithms in a Constrained Virtual World

Eric Hodgson; Eric R. Bachmann; Tyler Thrash

Redirected walking algorithms imperceptibly rotate a virtual scene about users of immersive virtual environment systems in order to guide them away from tracking area boundaries. Ideally, these distortions permit users to explore large unbounded virtual worlds while walking naturally within a physically limited space. Many potential virtual worlds are composed of corridors, passageways, or aisles. Assuming users are not expected to walk through walls or other objects within the virtual world, these constrained worlds limit the directions of travel and as well as the number of opportunities to change direction. The resulting differences in user movement characteristics within the physical world have an impact on redirected walking algorithm performance. This work presents a comparison of generalized RDW algorithm performance within a constrained virtual world. In contrast to previous studies involving unconstrained virtual worlds, experimental results indicate that the steer-to-orbit keeps users in a smaller area than the steer-to-center algorithm. Moreover, in comparison to steer-to-center, steer-to-orbit is shown to reduce potential wall contacts by over 29%.


Presence: Teleoperators & Virtual Environments | 2015

Evaluation of control interfaces for desktop virtual environments

Tyler Thrash; Mubbasir Kapadia; Mehdi Moussaïd; Christophe Wilhelm; Dirk Helbing; Robert W. Sumner; Christoph Hölscher

Tracking and analyzing the movement trajectories of individuals and groups is an important problem with applications in crowd management and the development of transportation systems. However, real-world tracking is limited due to the size of the trackable area and the precision with which a person can be tracked. Experiments in virtual environments have many advantages, including practically unlimited sizes and the precise measurement of spatial behavior. However, the generalizability of research using virtual environments to real-world scenarios is often limited by the translation of participants’ movements to those of their avatars. We compared human movement patterns in virtual environments with different control interfaces: a handheld joystick, a mouse-and-keyboard setup, and a keyboard-only setup. With each of these controls, participants completed several movement-related tasks of varying difficulty in a limited amount of time. Questionnaires indicated that participants preferred the mouse-and-keyboard setup over the other two setups. Standard performance measures suggested that the joystick underperformed in a variety of tasks. Movement trajectories in the final task indicated that each of the control setups produced somewhat realistic behavior, despite some apparent differences from real-world trajectories. Overall, the results indicated that, given limited resources, mouse-and-keyboard setups consistently outperform joysticks and produce realistic movement patterns.


PLOS ONE | 2017

Evaluation of a conceptual framework for predicting navigation performance in virtual reality

Jascha Grübel; Tyler Thrash; Christoph Hölscher; Victor R. Schinazi

Previous research in spatial cognition has often relied on simple spatial tasks in static environments in order to draw inferences regarding navigation performance. These tasks are typically divided into categories (e.g., egocentric or allocentric) that reflect different two-systems theories. Unfortunately, this two-systems approach has been insufficient for reliably predicting navigation performance in virtual reality (VR). In the present experiment, participants were asked to learn and navigate towards goal locations in a virtual city and then perform eight simple spatial tasks in a separate environment. These eight tasks were organised along four orthogonal dimensions (static/dynamic, perceived/remembered, egocentric/allocentric, and distance/direction). We employed confirmatory and exploratory analyses in order to assess the relationship between navigation performance and performances on these simple tasks. We provide evidence that a dynamic task (i.e., intercepting a moving object) is capable of predicting navigation performance in a familiar virtual environment better than several categories of static tasks. These results have important implications for studies on navigation in VR that tend to over-emphasise the role of spatial memory. Given that our dynamic tasks required efficient interaction with the human interface device (HID), they were more closely aligned with the perceptuomotor processes associated with locomotion than wayfinding. In the future, researchers should consider training participants on HIDs using a dynamic task prior to conducting a navigation experiment. Performances on dynamic tasks should also be assessed in order to avoid confounding skill with an HID and spatial knowledge acquisition.


Archive | 2018

Cognitive neuroscience of spatial and geographic thinking

Victor R. Schinazi; Tyler Thrash

Cognitive neuroscience can provide novel and interesting techniques for investigating spatial and geographic thinking. However, the incorporation of neuroscientific methods still lacks the theoretical motivation necessary for the progression of geography as a discipline. Rather than reflecting a shortcoming of neuroscience, this weakness has developed from previous attempts to establish a positivist approach to behavioral geography. In this chapter, we will discuss the challenges of establishing a positivist approach in behavioral geography and the current drive to incorporate neuroscientific evidence. Towards this end, we review research in geography and neuroscience. Here, we focus specifically on navigation and large-scale spatial thinking. We argue that research at the intersection of geography and neuroscience would benefit from an explanatory, theory-driven approach rather than a descriptive, exploratory approach. Future collaborations will require additional training for geographers and neuroscientists and the involvement of both disciplines during the early stages of a research program.


Journal of Visualized Experiments | 2018

Virtual Reality Experiments with Physiological Measures

Raphael P. Weibel; Jascha Grübel; Hantao Zhao; Tyler Thrash; Dario Meloni; Christoph Hölscher; Victor R. Schinazi

Virtual reality (VR) experiments are increasingly employed because of their internal and external validity compared to real-world observation and laboratory experiments, respectively. VR is especially useful for geographic visualizations and investigations of spatial behavior. In spatial behavior research, VR provides a platform for studying the relationship between navigation and physiological measures (e.g., skin conductance, heart rate, blood pressure). Specifically, physiological measures allow researchers to address novel questions and constrain previous theories of spatial abilities, strategies, and performance. For example, individual differences in navigation performance may be explained by the extent to which changes in arousal mediate the effects of task difficulty. However, the complexities in the design and implementation of VR experiments can distract experimenters from their primary research goals and introduce irregularities in data collection and analysis. To address these challenges, the Experiments in Virtual Environments (EVE) framework includes standardized modules such as participant training with the control interface, data collection using questionnaires, the synchronization of physiological measurements, and data storage. EVE also provides the necessary infrastructure for data management, visualization, and evaluation. The present paper describes a protocol that employs the EVE framework to conduct navigation experiments in VR with physiological sensors. The protocol lists the steps necessary for recruiting participants, attaching the physiological sensors, administering the experiment using EVE, and assessing the collected data with EVE evaluation tools. Overall, this protocol will facilitate future research by streamlining the design and implementation of VR experiments with physiological sensors.


Journal of Visualized Experiments | 2018

A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants

Hantao Zhao; Tyler Thrash; Stefan Wehrli; Christoph Hölscher; Mubbasir Kapadia; Jascha Grübel; Raphael P. Weibel; Victor R. Schinazi

Investigating the interactions among multiple participants is a challenge for researchers from various disciplines, including the decision sciences and spatial cognition. With a local area network and dedicated software platform, experimenters can efficiently monitor the behavior of the participants that are simultaneously immersed in a desktop virtual environment and digitalize the collected data. These capabilities allow for experimental designs in spatial cognition and navigation research that would be difficult (if not impossible) to conduct in the real world. Possible experimental variations include stress during an evacuation, cooperative and competitive search tasks, and other contextual factors that may influence emergent crowd behavior. However, such a laboratory requires maintenance and strict protocols for data collection in a controlled setting. While the external validity of laboratory studies with human participants is sometimes questioned, a number of recent papers suggest that the correspondence between real and virtual environments may be sufficient for studying social behavior in terms of trajectories, hesitations, and spatial decisions. In this article, we describe a method for conducting experiments on decision-making and navigation with up to 36 participants in a networked desktop virtual reality setup (i.e., the Decision Science Laboratory or DeSciL). This experiment protocol can be adapted and applied by other researchers in order to set up a networked desktop virtual reality laboratory.


conference on spatial information theory | 2017

Do skyscrapers facilitate spatial learning under stress? On the cognitive processing of global landmarks

Sascha Credé; Sara Irina Fabrikant; Tyler Thrash; Christoph Hölscher

Affective states have been found to influence peoples abilities to orient in and to mentally represent large scale spaces. For example, navigators can become stressed when searching for destinations in unfamiliar environments. How then is spatial knowledge acquisition influenced by navigators stress state during assisted wayfinding? We report an ongoing empirical navigation study in which we investigate how acute distress affects spatial knowledge acquisition during navigation, moderated by the use of different landmark types.

Collaboration


Dive into the Tyler Thrash's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge