In two experiments in a virtual pool the participants were trained to find a hidden platform placed in a specific position in relation to one (Experiment 1) or two (Experiment 2) objects; then, all the participants received a test trial, without the platform, and the time spent in the segment where the platform should have been was measured. In Experiment 1, groups differed in the distance between the landmark and the hidden platform. Test results showed that the control acquired by the landmark was different depending on its relative distance from the platform: Closer landmarks acquired a better control than distant ones. In Experiment 2, two objects, B and F, were simultaneously present during acquisition. Object B was just above the hidd...
In three experiments, we examined whether overshadowing of geometric cues by a discrete landmark (be...
The purpose of the current experiment was to determine whether cue competition (e.g., blocking) occu...
The current experiment investigated the mixed results seen in spatial blocking paradigms; there have...
Research into spatial memory and navigation excelled with the invention of the Morris Water Maze (M...
Cue competition is a key element of many associative theories of learning. Overshadowing, an importa...
In a virtual environment, blocking of spatial learning to locate an invisible target was found recip...
Previous research in the Morris Water Task (MWT) and Virtual Morris Water Task (VMWT) examined how d...
In the present paper, we investigated the learning of object location in a virtual reality environme...
In virtual-environment spatial-learning procedures, Experiment 1 investigated blocking of learning a...
Three computer-based experiments which tested human participants in a non-immersive virtual watermaz...
In 5 experiments rats were required to escape from a triangular shaped pool by swimming to a submerg...
In many species, including humans the basic ability to move to a goal is essential to survival. Cent...
We investigated human place learning in a computerized version of the Morris water task (VMWT) under...
In three experiments, we examined whether overshadowing of geometric cues by a discrete landmark (be...
The purpose of the current experiment was to determine whether cue competition (e.g., blocking) occu...
The current experiment investigated the mixed results seen in spatial blocking paradigms; there have...
Research into spatial memory and navigation excelled with the invention of the Morris Water Maze (M...
Cue competition is a key element of many associative theories of learning. Overshadowing, an importa...
In a virtual environment, blocking of spatial learning to locate an invisible target was found recip...
Previous research in the Morris Water Task (MWT) and Virtual Morris Water Task (VMWT) examined how d...
In the present paper, we investigated the learning of object location in a virtual reality environme...
In virtual-environment spatial-learning procedures, Experiment 1 investigated blocking of learning a...
Three computer-based experiments which tested human participants in a non-immersive virtual watermaz...
In 5 experiments rats were required to escape from a triangular shaped pool by swimming to a submerg...
In many species, including humans the basic ability to move to a goal is essential to survival. Cent...
We investigated human place learning in a computerized version of the Morris water task (VMWT) under...
In three experiments, we examined whether overshadowing of geometric cues by a discrete landmark (be...
The purpose of the current experiment was to determine whether cue competition (e.g., blocking) occu...
The current experiment investigated the mixed results seen in spatial blocking paradigms; there have...