Gender 
        gap shows cyberspace bias 
         
        
      By 
      Susanna Space, 
      Technology Research News 
       
      For the past 25 years a paper and pencil 
        test has provided consistent evidence of one of the largest cognitive 
        differences between men and women. The mental rotation test, which asks 
        subjects to turn an object around in their minds, has shown that women, 
        on average, have more difficulty with this type of spatial orientation 
        than men do.  
         
        A University of Washington study has shown that the difference is not 
        only carried over, but becomes exaggerated in virtual environments. "This 
        difference between men and women is increased when one is exploring the 
        virtual rather than a real space," said Earl Hunt, professor of psychology 
        at the University of Washington.  
         
        The conclusion has ramifications for the increasing use of virtual reality 
        (VR) tools for training and for assessing performance in the real world. 
        “If performance in a virtual environment is used to predict performance 
        in a real environment, then the predicted scores for women would probably 
        be lower than the scores women would obtain if they were to perform in 
        an actual environment,” said Hunt.  
         
        The study also showed that the exaggerated gender discrepancy in spatial 
        skills is not due to a difference in the ability to maneuver in virtual 
        environments. In other words, it isn’t because men are more comfortable 
        with using joysticks.  
         
        For the study, the researchers trained a group of male and female users 
        in joystick navigation. This first, active group then used the joystick 
        to explore a maze. A second, passive group viewed the maze, but did not 
        use a joystick.  
         
        Participants in both groups were then transported to a location within 
        the maze and told to use a joystick to find a specific object. If an inherent 
        difference in joystick proficiency were to blame for the gender discrepancy, 
        women in the active group would have performed significantly worse, relative 
        to men, than women in the passive group. Instead, the researchers found 
        that men and women performed about the same in both the active and passive 
        roles.  
         
        The results are part of a larger body of evidence that suggests that gender 
        plays an important and complicated role in the use of virtual reality 
        software.  
         
        A Michigan State University study has shown that women prefer more passive 
        environments while men prefer a higher degree of interactivity in virtual 
        reality learning tools. In that study, 30 percent of females versus 14 
        percent of males preferred an environment where all they did was observe 
        without interacting, while 42 percent of females versus 61 percent of 
        males wanted to interact with both humans and computers, said Carrie Heeter, 
        a professor of telecommunication at Michigan State University.  
         
        A second Michigan study found that women more than men preferred virtual 
        reality environments that included real-world elements like sound effects, 
        video, music and touch. For instance, given the option of seeing their 
        own hands or computer-generated hands when exploring a virtual environment, 
        women preferred to see their own hands, while men preferred to see computer-generated 
        hands.  
         
        These results all suggest that a man and a woman can enter the same virtual 
        world and perceive significantly different things, said Heeter. “There 
        is a natural tendency to assume everyone else experiences the world the 
        way we do. That assumption is incorrect,” she said.  
         
        Meanwhile, organizations are increasingly exploring virtual reality as 
        a training device because it is inexpensive, the environment can be precisely 
        controlled, and test results can be delivered quickly. The Research Triangle 
        Institute, an independent research organization in North Carolina, for 
        instance, has developed virtual reality training systems for personal 
        computers that are aimed at the classroom.  
         
        Similar virtual reality systems are already in use. The U.S. Navy, for 
        example, uses a Synthetic Environmental Tactical Integration (SETI) program 
        to simulate undersea warfare. Using this technology, a submarine in the 
        Bahamas can launch a virtual torpedo that exists only on a TV screen inside 
        of the sub and on a computer in Newport, RI. According to a naval paper 
        on the SETI project, virtual reality “will undoubtedly change the way 
        sailors train to fight [using] their ships and aircraft.”  
         
        NASA is also investing in virtual reality. The organization has slated 
        about $75 million to develop synthetic vision, a virtual reality system 
        that will allow pilots to see landmarks on a screen when visibility is 
        poor.  
         
        The University of Washington study shows that gender has a greater impact 
        on virtual reality navigation and, by extension, virtual reality experiences 
        in general, than previously thought, said Heeter. “VR depends so strongly 
        upon navigation that ease of navigation is equivalent to ease of use,” 
        she said.  
         
        These latest results are a step toward a better understanding of human 
        interaction with virtual reality technology, said Hunt. “I would not want 
        anyone to abandon this useful technology based on our results,” he cautioned. 
        Instead, the findings can help scientists begin to identify ways to adjust 
        virtual environments so that people’s performance better reflects their 
        performance in the real world.  
         
        In order to truly understand how virtual environments could be made gender-neutral, 
        researchers need a better understanding of why gender differences in cognition 
        exist in the first place.  
         
        The virtual maze experiment is a good tool to study the differences in 
        male-female spatial cognition, said Heeter. "The virtual maze appears 
        to magnify these differences, as if looking at them under a microscope," 
        she said.  
         
        One key question, said Heeter, is whether there are fundamental differences 
        in how male and female brains process spatial information or whether men 
        are just more adept at a method that we all use. "It would be interesting 
        to measure verbal and interpersonal ability of maze and test subjects, 
        to look for a possible inverse relationship between verbal ability and 
        spatial ability. Perhaps regardless of gender, people with strong verbal 
        ability tend to have weaker spatial ability and vice versa," she said. 
         
         
        The University of Washington researchers' next steps are to "find out 
        why [the difference] exists and define some way of ameliorating it," said 
        Hunt. "What we need to know is what sort of training or technological 
        adjustments can be made so the performance in virtual environments adequately 
        predicts performance in the real world for both men and women," he said. 
         
         
        Earl Hunt’s research colleagues were Maryam Allahyar and Eiko Sogo at 
        the University of Washington. They presented the research at the American 
        Psychological Society annual convention in Toronto, on June 16, 2001. 
        The research was funded by the Office of Naval Research.  
         
        Timeline:   Now 
         Funding:   Office of Naval Research  
         TRN Categories:    
         Story Type:   News  
         Related Elements:  Technical paper, "Active Versus Passive 
        Learning in Virtual Environments," presented at the American Psychological 
        Society annual convention in Toronto, on June 16, 2001.  
         
         
          
      
       
        
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       July 
      4/11, 2001 
       
      Page 
      One 
       
      Split pulses speed signals 
       
      Gender gap shows 
      cyberspace bias 
       
      Software lets appliances 
      speak softly 
       
      Molecular shuttle 
      gains light throttle 
       
      Light-sensitive 
      memory does not fade 
       
       
         
       
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