4,345 research outputs found

    Understanding Space: the nascent synthesis of cognition and the syntax of spatial morphologies

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    24-28 September, 200

    Wayfinding in Complex Multi-storey Buildings: A vision-simulation-augmented wayfinding protocol study

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    Wayfinding in complex multi-storey buildings often brings newcomers and even some frequent visitors uncertainty and stress. However, there is little understanding on wayfinding in 3D structure which contains inter-storey and inter-building travelling. This paper presents the method of vision-simulation-augmented wayfinding protocol for the study of such 3D structure to find its application from investigating pedestrians’ wayfinding behaviour in general-purpose complex multi-storey buildings. Based on Passini’s studies as a starting point, an exploratory quasi-experiment was developed during the study and then conducted in a daily wayfinding context, adopting wayfinding protocol method with augmentation by the real-time vision simulation. The purpose is to identify people’s natural wayfinding strategies in natural settings, for both frequent visitors and newcomers. It is envisioned that the findings of the study can inspire potential design solutions for supporting pedestrian’s wayfinding in 3D indoor spaces. From the new method developed and new analytic framework, several findings were identified which differ from other wayfinding literature, such as (1) people seem to directly “make sense” of wayfinding settings, (2) people could translate recurring actions into unconscious operational behaviours, and (3) physical rotation and constrained views, instead of vertical travelling itself, should be problems for wayfinding process, etc. Keywords: Wayfinding Protocol; Real-time Vision Simulation; 3D Indoor Space; Activity Theory; Structure of Wayfinding process</p

    Is spatial intelligibility critical to the design of largescale virtual environments?

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    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

    Tracing a Route and Finding a Shortcut: The Working Memory, Motivational, and Personality Factors Involved

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    Wayfinding (WF) is the ability to move around efficiently and find the way from a starting point to a destination. It is a component of spatial navigation, a coordinate and goal-directed movement of one\u2019s self through the environment. In the present study, the relationship between WF tasks (route tracing and shortcut finding) and individual factors were explored with the hypothesis that WF tasks would be predicted by different types of cognitive, affective, motivational variables, and personality factors. A group of 116 university students (88 F.) were conducted along a route in a virtual environment and then asked first to trace the same route again, and then to find a shortcut between the start and end points. Several instruments assessing visuospatial working memory, mental rotation ability, self-efficacy, spatial anxiety, positive attitude to exploring, and personality traits were administered. The results showed that a latent spatial ability factor (measured with the visuospatial working memory and mental rotations tests) \u2013 controlled for gender \u2013 predicted route-tracing performance, while self-report measures of anxiety, efficacy, and pleasure in exploring, and some personality traits were more likely to predict shortcut-finding performance. We concluded that both personality and cognitive abilities affect WF performance, but differently, depending on the requirements of the task

    City rats: From rat behaviour to human spatial cognition in urban environments

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    The structure and shape of an urban environment influence our ability to find our way about in the city^1-2^. Indeed, urban designers who face the challenge of planning environments that facilitate wayfinding^3^, have a consequent need to understand the relations between the urban environment and spatial cognition^4^. Previous studies have suggested that certain qualities of city elements, such as a distinct contrast with the background (e.g. The Eiffel Tower in Paris), or a clear morphology (e.g. the grid layout of Manhattan&#x27;s streets) affect spatial behaviour and cognition^1,5-7^. However, only a few empirical studies have examined the relations between the urban environment and spatial cognition. Here we suggest that testing rats in experimental environments that simulate certain facets of urban environment can provide an insight into human spatial behaviour in urban environments with a similar layout. Specifically, we simulated two city layouts: (1) a grid street layout such as that of Manhattan; and (2) an irregular street layout such as that of Jerusalem. We found that the rats that were tested in the grid layout covered more ground and visited more locations, compared with the restricted movement demonstrated by the rats tested in the irregular layout. This finding in rats is in accordance with previous findings that urban grids conduce to high movement flow throughout the city, compared to low movement flow in irregular urban layouts^8-9^. Previous studies revealed that the spatial behaviour of rats and humans is controlled by the same underlying mechanisms^10-11^. In the same vein, we show that rats demonstrate spatial movement patterns that recall those of humans in similar urban environments. Rat behaviour may thus offer an in-vivo means for testing and analyzing the spatial cognitive principles of specific urban designs and for inferring how humans may perceive a particular urban environment and orient in it

    Route learning and shortcut performance in adults with intellectual disability: a study with virtual environments

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    The ability to learn routes though a virtual environment (VE) and to make a novel shortcut between two locations was assessed in 18 adults with intellectual disability and 18 adults without intellectual disability matched on chronological age. Participants explored two routes (A ⇔ B and A ⇔ C) until they reached a learning criterion. Then, they were placed at B and were asked to find the shortest way to C (B ⇔ C, five trials). Participants in both groups could learn the routes, but most of the participants with intellectual disability could not find the shortest route between B and C. However, the results also revealed important individual differences within the intellectual disability group, with some participants exhibiting more efficient wayfinding behaviour than others. Individuals with intellectual disability may differ in the kind of spatial knowledge they extract from the environment and/or in the strategy they use to learn routes

    Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment.

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    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
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