6,118 research outputs found
Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment.
As 3D interfaces, and in particular virtual environments, become increasingly realistic there is a need to investigate the location and configuration of information resources, as distributed in the humancomputer system, to support any required activities. It is important for the designer of 3D interfaces to be aware of information resource availability and distribution when considering issues such as cognitive load on the user. This paper explores how a model of distributed resources can support the design of alternative aids to virtual environment wayfinding with varying levels of cognitive load. The wayfinding aids have been implemented and evaluated in a desktop virtual environment
Is spatial intelligibility critical to the design of largescale virtual environments?
This paper discusses the concept of 'intelligibility', a concept usually attributed to the design of real-world environments and suggests how it might be applied to the construction of virtual environments. In order to illustrate this concept, a 3d, online, collaborative environment, AlphaWorld, is analyzed in a manner analogous to spatial analysis techniques applied to cities in the real world. The outcome of this form of spatial analysis is that AlphaWorld appears to be highly 'intelligible' at the small-scale, 'local neighborhood' level, and yet is completely 'unintelligible' at a global level. This paper concludes with a discussion of the relevance of this finding to virtual environment design plus future research applications
Maps, agents and dialogue for exploring a virtual world
In previous years we have been involved in several projects in which users (or visitors) had to find their way in information-rich virtual environments. 'Information-rich' means that the users do not know beforehand what is available in the environment, where to go in the environment to find the information and, moreover, users or visitors do not necessarily know exactly what they are looking for. Information-rich means also that the information may change during time. A second visit to the same environment will require different behavior of the visitor in order for him or her to obtain similar information than was available during a previous visit. In this paper we report about two projects and discuss our attempts to generalize from the different approaches and application domains to obtain a library of methods and tools to design and implement intelligent agents that inhabit virtual environments and where the agents support the navigation of the user/visitor
Using Interactive Maps in Community Applications
Interactive maps provide unique ways to support community applications. In particular, they enable new collaborative activities. Map-based navigation supports a community environment as well as virtual tours. Interactive maps can also function as a tool in collecting historical information and discussing new spatial layouts. These examples indicate the numerous opportunities for interactive maps to support collaboration
Recommended from our members
Navigation and wayfinding in learning spaces in 3D virtual worlds
There is a lack of published research on the design guidelines of learning spaces in virtual worlds. Therefore, when institutions aspire to create learning spaces in Second Life, there are few studies or guidelines to inform them except for individual case studies. The Design of Learning Spaces in 3D Virtual Environments (DELVE) project, funded by the Joint Information Systems Committee in the UK, was one of the first initiatives that identified through empirical investigations the usability problems associated with learning spaces in virtual worlds and the potential impact on student experience. The findings of the DELVE project revealed that applying architectural principles of real-world designs to virtual worlds may not be sufficient. In fact, design principles from urban planning, Human–Computer Interaction (HCI), web usability, geography, and psychology influence the design of learning spaces in virtual worlds.
In DELVE, the researchers derived several usability guidelines: form should follow function, that is, that the shape of a building or object should be primarily based upon its intended function or purpose; use real-world metaphors such as mailboxes for students to leave messages, or search pods similar to real-world information kiosks; consider realism for familiarity and comfort; design for storytelling; or design to orient the user at the landing point, etc. However, the investigations in DELVE identified that the key usability problems experienced by users in 3D learning spaces are related to navigation and wayfinding.
In this chapter, we report on the Navigation and Wayfinding (NAVY) project which builds on the findings of the DELVE project. As the most commonly used virtual world for education, Second Life was the logical choice for conducting the NAVY project research. Based upon empirical investigations of a number of islands in Second Life (an island is a space which is analogous to a website in a 2D environment) involving user-based studies, heuristic evaluations, and iterative reviews of the heuristics by usability experts, we have derived over 200 guidelines for the design of learning spaces in virtual worlds.
New Era, New Criteria for City Imaging
Despite many dramatic changes in last fifty years, urban designers still try to measure "city imaging" with same criteria as was described by Kevin Lynch in his landmark volumes. However, city imaging increasingly is supplemented by exposure to recent progresses in communication infrastructures. It seems that once again we need to re-ontologize concepts of city imaging for twenty-first century as his ideas were theoretically created when digital evolution was not such widely affected our world. This paper aims to identify effects of these new digital actors on city imaging. Consequently, we propose that with emergence of Softerial Era and infospherization of almost everything, another kind of landmarks have been evolved (linkmarks) which are highly referenced to a self and relative to his destination and necessities in real-time. We believe they can improve not only our “sense of place” but also “sense of time” as an inevitable necessity in our current life.Kevin Lynch, City Imaging, Infospherization, Landmark, Sense of time.
Decreasing spatial disorientation in care-home settings: How psychology can guide the development of dementia friendly design guidelines
Alzheimer’s disease results in marked declines in navigation skills that are particularly pronounced in unfamiliar environments. However, many people with Alzheimer’s disease eventually face the challenge of having to learn their way around unfamiliar environments when moving into assisted living or care-homes. People with Alzheimer’s disease would have an easier transition moving to new residences if these larger, and often more institutional, environments were designed to compensate for decreasing orientation skills. However, few existing dementia friendly design guidelines specifically address orientation and wayfinding. Those that do are often based on custom, practice or intuition and not well integrated with psychological and neuroscientific knowledge or navigation research, therefore often remaining unspecific. This paper discusses current dementia friendly design guidelines, reports findings from psychological and neuropsychological experiments on navigation and evaluates their potential for informing design guidelines that decrease spatial disorientation for people with dementia
Smartphone Augmented Reality Applications for Tourism
Invisible, attentive and adaptive technologies that provide tourists with relevant services and information anytime and anywhere may no longer be a vision from the future. The new display paradigm, stemming from the synergy of new mobile devices, context-awareness and AR, has the potential to enhance tourists’ experiences and make them exceptional. However, effective and usable design is still in its infancy. In this publication we present an overview of current smartphone AR applications outlining tourism-related domain-specific design challenges. This study is part of an ongoing research project aiming at developing a better understanding of the design space for smartphone context-aware AR applications for tourists
- …