1,385 research outputs found
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Designing for navigation and wayfinding in 3D virtual learning spaces
The ease of navigation and wayfinding in 3D learning spaces can impact on student‘s learning experiences and their ability to conduct activities. In this paper, we will report how we derived design guidelines for navigation and wayfinding in 3D learning spaces to aid designers and educators. Our research involved empirical investigations (user observations and interviews) involving students, educators, designers and literature review relating to web usability, game usability and navigation mechanisms in real-world environments. In this research paper, we will discuss a subset of the design guidelines and present best practice examples for navigational aids such as maps, signs, and teleportation
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
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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.
Through a glass darkly: a case for the study of virtual space
This paper begins to examine the similarities and differences between virtual space and real space, as taken from anarchitectural (as opposed to a biological, psychological, geographic, philosophical or information theoretic)standpoint. It continues by introducing a number of criteria, suggested by the authors as being necessary for virtualspace to be used in a manner consistent with our experience of real space. Finally, it concludes by suggesting apedagogical framework for the benefits and associated learning outcomes of the study and examination of thisrelationship. This is accompanied by examples of recent student work, which set out to investigate this relationship
Through a glass darkly: a case for the study of virtual space
This paper begins to examine the similarities and differences between virtual space and real space, as taken from anarchitectural (as opposed to a biological, psychological, geographic, philosophical or information theoretic)standpoint. It continues by introducing a number of criteria, suggested by the authors as being necessary for virtualspace to be used in a manner consistent with our experience of real space. Finally, it concludes by suggesting apedagogical framework for the benefits and associated learning outcomes of the study and examination of thisrelationship. This is accompanied by examples of recent student work, which set out to investigate this relationship
Understanding Space: the nascent synthesis of cognition and the syntax of spatial morphologies
24-28 September, 200
Include 2011 : The role of inclusive design in making social innovation happen.
Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation
A gamification-based approach on indoor wayfinding research
Indoor environments can be very complex. Due to the challenges in these environments in combination with the absence of mobile wayfinding aids, a great need exists for innovative research on indoor wayfinding. In this explorative study, a game was developed in Unity to investigate whether the concept of gamification could be used in studies on indoor wayfinding so as to provide useful information regarding the link between wayfinding performance, personal characteristics, and building layout. Results show a significant difference between gamers and non-gamers as the complexity of the player movement has an important impact on the navigation velocity in the game. However, further analysis reveals that the architectural layout also has an impact on the navigation velocity and that wrong turns in the game are influenced by the landmarks at the decision points: navigating at deeper decision points in convex spaces is slower and landmarks of the categories pictograms and infrastructural were more effective in this particular building. Therefore, this explorative study, which provides an approach for the use of gamification in indoor wayfinding research, has shown that serious games could be successfully used as a medium for data acquisition related to indoor wayfinding in a virtual environment
Evaluation of Multi-Level Cognitive Maps for Supporting Between-Floor Spatial Behavior in Complex Indoor Environments
People often become disoriented when navigating in complex, multi-level buildings. To efficiently find destinations located on different floors, navigators must refer to a globally coherent mental representation of the multi-level environment, which is termed a multi-level cognitive map. However, there is a surprising dearth of research into underlying theories of why integrating multi-level spatial knowledge into a multi-level cognitive map is so challenging and error-prone for humans. This overarching problem is the core motivation of this dissertation.
We address this vexing problem in a two-pronged approach combining study of both basic and applied research questions. Of theoretical interest, we investigate questions about how multi-level built environments are learned and structured in memory. The concept of multi-level cognitive maps and a framework of multi-level cognitive map development are provided. We then conducted a set of empirical experiments to evaluate the effects of several environmental factors on users’ development of multi-level cognitive maps. The findings of these studies provide important design guidelines that can be used by architects and help to better understand the research question of why people get lost in buildings. Related to application, we investigate questions about how to design user-friendly visualization interfaces that augment users’ capability to form multi-level cognitive maps. An important finding of this dissertation is that increasing visual access with an X-ray-like visualization interface is effective for overcoming the disadvantage of limited visual access in built environments and assists the development of multi-level cognitive maps. These findings provide important human-computer interaction (HCI) guidelines for visualization techniques to be used in future indoor navigation systems.
In sum, this dissertation adopts an interdisciplinary approach, combining theories from the fields of spatial cognition, information visualization, and HCI, addressing a long-standing and ubiquitous problem faced by anyone who navigates indoors: why do people get lost inside multi-level buildings. Results provide both theoretical and applied levels of knowledge generation and explanation, as well as contribute to the growing field of real-time indoor navigation systems
How do atria affect navigation in multi-level museum environments?
How do people explore multiplex environments? What role do atria play in spatial navigation? These are critical questions for architectural design. However, few studies have examined the role atria play in visitors’ exploration of museums. Consequently, the relationship between free exploration and the design of atria in museums is not well understood. A pilot study in the Ashmolean Museum indicated that atria influence navigation. The Museum, therefore, lends itself as a case study to assess the impact of visual connections upon exploration and orientation. We present an experimental study with two conditions: a highly-detailed realistic virtual model of the building and a modified virtual model of the same building, eliminating the views crossing through the atria. Two hypotheses are tested: first, that visitors’ paths will be different depending on the amount of visual information they receive inside each experimental condition; second, that visitors’ ease of exploring and viewing the environment will also differ. Analysis confirmed that participants followed different paths in the two experimental conditions. Users visiting the exact model turned their heads around fewer times than users visiting the modified model. These findings suggest that atria play a significant role in nudging movement and affect the ease of navigation
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