1,896 research outputs found
Where do we go from here? An assessment of navigation performance using a compass versus a GPS unit
The Global Positioning System (GPS) looks set to replace the traditional map and
compass for navigation tasks in military and civil domains. However, we may ask
whether GPS has a real performance advantage over traditional methods. We present
an exploratory study using a waypoint plotting task to compare the standard magnetic
compass against a military GPS unit, for both expert and non-expert navigators.
Whilst performance times were generally longer in setting up the GPS unit, once
navigation was underway the GPS was more efficient than the compass. For mediumto
long-term missions, this means that GPS could offer significant performance
benefits, although the compass remains superior for shorter missions.
Notwithstanding the performance times, significantly more errors, and more serious
errors, occurred when using the compass. Overall, then, the GPS offers some clear
advantages, especially for non-expert users. Nonetheless, concerns over the
development of cognitive maps remain when using GPS technologies
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
Older drivers' requirements for navigation and route guidance information
This thesis examines older drivers and navigation. Over more recent times the
proportion of older people in the UK population has risen. This effect is carrying over
into the driving population. Due to changing demographics, increased longevity and
the increased universality of driving there will be many more older drivers than
before. Older drivers find the navigation task of finding their way on unfamiliar routes
very demanding due to declines in sensory and cognitive abilities. New technology
such as route guidance systems could aid the older driver in this task, by reducing
uncertainty when meeting decision points on the road network. However such systems
can also cause distraction. This has led to concern over the safety implications of the
implementation of route guidance systems into cars. If route guidance systems are to
be designed safely then the characteristics and needs of the driver have to be
identified. The aim of this thesis was to provide human factors knowledge in this area
so that route guidance systems can be designed to meet the needs of older drivers. [Continues.
Investigating older drivers' route guidance requirements to inform the design of future in-vehicle navigation systems
Phd ThesisIn-vehicle navigation has been identified as a key activity for maintaining the mobility and hence the independence and quality of life of older adults. However, few studies have directly investigated and tested route guidance requirements specifically for older drivers. This thesis addresses the knowledge gap using a range of quantitative and qualitative methodologies across three investigations.
A focus group investigation was undertaken first. Thirty older adults were recruited and themes of driving and navigation behaviour discussed. This research stage found older adults have difficulty planning and then navigating journeys, landmarks are used to navigate the road network and in-vehicle navigation systems (IVNS) are not deemed to be useable.
In the second investigation, current design IVNS were loaned to 22 older adults for a two-week period. During this period the participants detailed their experiences and attitudes of the loaned IVNS. In addition, in-depth interviews were undertaken. This investigation found that IVNS have usability issues for older drivers that need to be considered for the next generation of IVNS.
In the next stage, a driving simulator investigation with 30 older drivers was carried out. This phase of the research examined the navigational benefits of providing landmark-based route guidance information as compared to the traditional method of paper maps.
The study concluded that older drivers have difficulties with navigation through decline in memory and vision. The driving simulator investigation suggests that landmarks are effective at supporting older drivers with the navigation task; in particular, older female drivers. In addition, landmark-based route guidance information should be delivered through a combination of audio instructions and an icon-based visual display. Finally, the thesis outlines recommendations for the next generation IVNS for older drivers
'Turn right at the King's Head': drivers' requirements for route guidance information
This thesis addresses a fundamental Human Factors question associated with the design of
the Human-Machine Interface (HMI) for in-vehicle electronic route guidance systems: what
navigation information should such systems provide to drivers? To avoid the development
of systems which demand excessive amounts of drivers' attention and processing resources
or which are not satisfactory to the intended user population, it is critical that appropriate
information is provided when and where needed. However, a review of the relevant
literature revealed a paucity of research concerning this issue. [Continues.
DRIVER PREFERENCE CONCERNING IN-CAR ROUTE GUIDANCE AND NAVIGATION SYSTEM MAPS FOR DRIVERS WITH COLOR VISION DEFICIENCY
In-car Route Guidance and Navigation Systems (RGNS) are used to help drivers navigate. These maps have mainly been designed to accommodate drivers with normal color vision. However, the color perception of people with normal color vision differs from that of people with color vision deficiency. When navigating, understanding certain kinds of information presented by RGNS maps can be a more complex task for colorblind drivers and traffic safety may be impacted negatively. An important aspect related to the graphic design of RGNS maps is the use of a good combination of colors to improve map legibility. Cartographic representations with good legibility aid drivers in comprehending information and making appropriate decisions during driving tasks. This paper evaluates driver preference for RGNS maps designed for drivers with color vision deficiency. A total of 14 subjects participated in an experiment performed in a parked car. Maps were designed to accommodate red-blinds and green-blinds by using a color simulator and principles of perceptual grouping and figure-ground segregation. Based on the results, we conclude that the map grouping symbols representing car and direction arrows in blue segregated from the route in black was more acceptable to drivers compared to other combinations. It is recommended that RGNS should offer a specific graphic design to support drivers with color vision deficiency in navigating
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
Design advice for the inclusion of landmarks in vehicle navigation systems
The following advice has been developed from results of research studies carried out over the course of the REGIONAL project (1999-2002). These results, and the studies that produced them, are described in more detail in section 2 of this document. It also takes into account limited findings in the existing literature relating to the use of landmarks within navigation systems. The aim of REGIONAL was to support the inclusion of landmarks within navigation instructions by generating advice on:
• What landmarks to choose and incorporate in databases
• How to use them appropriately during the navigation task
• The factors to take into account when presenting landmarks within system
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