1,572 research outputs found

    The usability analysis for the use of augmented reality and visual instructions in navigation services

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    The use of Augmented Reality and visual cues as a part of navigational instructions, in addition to conventional audio and textual instructions, may improve the experience of the users of the navigation services. This approach can be also more compatible with the way people give instructions in everyday life; People usually associate directions with visual cues (e.g. “turn right at the square”) when giving navigational instructions in their daily conversations. In this regard, landmarks as the unique and easy-to-recognise features can play an important role. Such easy to remember features, which are available both indoors and outdoors, can be helpful when exploring an unfamiliar environment. A Landmark-based navigation service can make users sure that they are on the correct route, as the user is reassured by seeing the landmark whose information/picture has just been provided as a part of navigational instruction. Such advantages of use of landmarks visual information as a part of the instructions can decrease the time of travel and improve the experiences of the users. This paper assesses how landmarks can improve the performance of pedestrian movements following landmark-based navigational instructions

    User preferences on route instruction types for mobile indoor route guidance

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    Adaptive mobile wayfinding systems are being developed to ease wayfinding in the indoor environment. They present wayfinding information to the user, which is adapted to the context. Wayfinding information can be communicated by using different types of route instructions, such as text, photos, videos, symbols or a combination thereof. The need for a different type of route instruction may vary at decision points, for example because of its complexity. Furthermore, these needs may be different for different user characteristics (e.g., age, gender, level of education). To determine this need for information, an online survey has been executed where participants rated 10 different route instruction types at several decision points in a case study building. Results show that the types with additional text were preferred over those without text. The photo instructions, combined with text, generally received the highest ratings, especially from first-time visitors. 3D simulations were appreciated at complex decision points and by younger people. When text (with symbols) is considered as a route instruction type, it is best used for the start or end instruction

    Intellectual Disability, Digital Technologies, And Independent Transportation – A Scoping Review

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    Transportation is an essential aspect of everyday life. For people with intellectual disabilities transportation is one the largest barriers to community participation and a cause of inequality. However, digital technologies can reduce barriers for transportation use for people with intellectual disabilities and increase community mobility. The aim of this scoping review was to identify and map existing research on digital technology support for independent transport for people with intellectual disabilities and to identify knowledge gaps relevant for further research. The authors conducted a scoping review of articles presenting digital technologies designed to assist in outdoor navigation for people with intellectual disabilities. The search yielded 3195 items, of which 45 were reviewed and 13 included in this study. The results show that while a variation of design elements was utilized, digital technologies can effectively support individuals with intellectual disability in transport. Further research should focus on multiple contexts and types of transportation, different support needs during independent travel, real-world settings, participatory approaches, and the role of user training to enhance the adoption of digital technologies

    Comparing written and photo-based indoor wayfinding instructions through eye fixation measures and user ratings as mental effort assessments

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    The use of mobile pedestrian wayfinding applications is gaining importance indoors. However, compared to outdoors, much less research has been conducted with respect to the most adequate ways to convey indoor wayfinding information to a user. An explorative study was conducted to compare two pedestrian indoor wayfinding applications, one text-based (Sole-Way) and one image-based (Eyedog), in terms of mental effort. To do this, eye tracking data and mental effort ratings were collected from 29 participants during two routes in an indoor environment. The results show that both textual instructions and photographs can enable a navigator to find his/her way while experiencing no or very little cognitive effort or difficulties. However, these instructions must be in line with a user's expectations of the route, which are based on his/her interpretation of the indoor environment at decision points. In this case, textual instructions offer the advantage that specific information can be explicitly and concisely shared with the user. Furthermore, the study drew attention to potential usability issues of the wayfinding aids (e.g. the incentive to swipe) and, as such, demonstrated the value of eye tracking and mental effort assessments in usability research

    A novel visualisation paradigm for three-dimensional map-based mobile services

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    Estágio realizado na NDrive Navigation Systems, S. A.Tese de mestrado integrado. Engenharia Informátca e Computação. Faculdade de Engenharia. Universidade do Porto. 200

    An augmented reality study for public participation in urban planning

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    Ongoing urbanisation processes invoke immense construction activities, for which citizens often participate in planning. Yet, imagining planned buildings based on visual representations is a highly demanding task. While traditional methods, such as construction spans, 2D, or 3D visualisation often fail to offer a complete picture, we propose Augmented Reality (AR) as a more adequate tool. We first present an evaluation of the suitability of AR compared to construction spans for a future building and assess which degree of abstraction of AR is most effective, as well as difficulty of interpreting them correctly. In a between-subjects field study we compare construction spans and a prototype AR application including three levels of detail (LOD) of the same building project. Participants solve two estimation tasks using the construction spans and six estimation tasks using the AR application, before answering a questionnaire on the different visualisation methods. We find participants are confident about the potential of AR, but no significant differences between the different LOD groups in subjective assessment. Results suggest that previous knowledge (e.g. in GIS) may have a positive impact on dimension estimation performance. Also, details, such as façade elements or windows, could facilitate estimation tasks because they allow inferences about a building’s size

    Guidance and surroundings awareness in outdoor handheld augmented reality

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    Handheld and wearable devices are becoming ubiquitous in our lives and augmented reality technology is stepping out of the laboratory environment and becoming ready to be used by anyone with portable devices. The success of augmented reality applications for pedestrians depends on different factors including a reliable guidance system and preventing risks. We show that different guidance systems can be supplementary to provide directions to a point of interest and offer clues that help the user find the augmented data when they get close to the location they have to visit. We tested the helpfulness of a map with the points of interest, an image preview of the next point of interest to visit, and an arrow showing the direction to it. The results show that the effectiveness of these guidance systems depend on the distance to the point of interest and the accuracy of the data obtained from the Global Positioning System. We also measured the total time that participants spent looking at the screen, as well as the perceived elapsed time as a measurement of real world dissociation. Finally, we discuss preliminary results to minimize the risk of accidents when using augmented reality applications in an outdoor urban environment

    Situated navigation support for heterogeneous large crowds via augmented signage

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    PhD ThesisNavigating unfamiliar places is a common problem people face, and there is a wealth of commercial and research-based applications particularly for mobile devices that provide support in these settings. While many of these solutions work well on an individual level, they are less well suited for very crowded situations, e.g. sports matches, festivals and fairs, or religious events such as pilgrimages. In a large crowd, attending to a mobile device can be hazardous, the underlying technology might not scale well, and some people might be excluded due to not having access to a mobile device. Public signage does not suffer from these issues, and consequently, people frequently rely on signage in crowded settings. However, a key disadvantage of public signage is that it does not provide personalised navigation support. We have therefore investigated augmented signage as a navigation support system for use in large crowds. This thesis investigates the issues of guidance by augmented displays and how this can be made more suitable for people who navigate in groups in unfamiliar areas. In this context we have undertaken three studies as examples to explore how augmented displays can provide aid to people in crowded places. In the first study, we investigated the question of whether the use of dynamic public signage can help pilgrims count or remember the Tawaf rounds while walking around the Ka’bah. We analysed the current situation in Mecca based on a literature review and a series of interviews with pilgrims, who had completed at least one pilgrimage (already visited Mecca). We then presented a prototypical dynamic signage and reported on a user study we conducted in a realistic setting in order to evaluate the system. The results suggest that dynamic signage may be a feasible option to improve the safety of pilgrims in Mecca. In the second study, we introduced a scalable signage-based approach and present results from a comparison study contrasting two designs for augmented signage with a base approach. The results provide evidence that such a system could be easily useable, may reduce task load, and could improve navigation performance. In the final study, we developed public displays (static and dynamic signage) and investigated the ability of using such displays to assist pilgrims of Mecca to find each other after becoming separated while performing rituals inside the Haram (e.g. Tawaf pillar). Once again here we have addressed the issue through a series of interviews with people who had experienced pilgrimage before. Then we constructed a full idea that allowed us to design the initial system and presented it in a focus group session to gain feedback and redesign the system. Afterwards, we conducted a lab-based user study. The results we obtained suggest that a person can extract information (by reading the dynamic signage), also results showed that users were able to remember their information (whilst completing some distraction tasks), and then they completed the static signs tasks successfully. Generally results showed that the system can indicate people to the right place where they can meet again after becoming separated. In general, these results provided good evidence that augmented signage supported by colour and visual codes might provide considerable help in situations with large and heterogeneous crowds. It might be developed and used in different settings for provisional navigation information and allow multi-users to extract their personalised information individually

    Spatial knowledge acquisition for pedestrian navigation: A comparative study between smartphones and AR glasses

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    Smartphone map-based pedestrian navigation is known to have a negative effect on the long-term acquisition of spatial knowledge and memorisation of landmarks. Landmark-based navigation has been proposed as an approach that can overcome such limitations. In this work, we investigate how different interaction technologies, namely smartphones and augmented reality (AR) glasses, can affect the acquisition of spatial knowledge when used to support landmark-based pedestrian navigation. We conducted a study involving 20 participants, using smartphones or augmented reality glasses for pedestrian navigation. We studied the effects of these systems on landmark memorisation and spatial knowledge acquisition over a period of time. Our results show statistically significant differences in spatial knowledge acquisition between the two technologies, with the augmented reality glasses enabling better memorisation of landmarks and paths

    Inclusive Landmark based Pedestrian Wayfinding via Multi-modal Directions

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    Navigational skills are fundamental to travelling from place to place, personal independence and community integration [2]. Current research in pedestrian wayfinding suggests that people vary significantly in their choice of navigation modalities [6, 7, 25]. In addition, pedestrians with learning disabilities find it difficult to recall routes travelled daily and stay oriented while enroute to unknown locations. This paper proposes a wayfinding interface that has 2 components: 1) temporary poly-coated cardboard signage along with imprinted information indicating a specific destination, minutes by foot, directional arrow and a QR code; 2) online interactive website to provide additional contextualized navigation instructions for pedestrians through various modalities. The University of Toronto Scarborough campus (UTSC) is being used as the physical environment to implement and test the proposed wayfinding interface. The QR code tags link the cardboard signage to the online interface and generate streaming of route instructions in the modes of panoramic video, photographs, aerial map, audio or text. The goal of the proposed wayfinding system is to aid UTSC pedestrians - especially those with learning disabilities - to orient themselves and navigate to their destination through multi-modal landmark-based, turn-by-turn directions
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