1,711 research outputs found

    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

    Turning the shelves: empirical findings and space syntax analyses of two virtual supermarket variations

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    The spatial structure of a virtual supermarket was systematically varied to investigate human behavior and cognitive processes in unusual building configurations. The study builds upon experiments in a regular supermarket, which serve as a baseline case. In a between-participant design a total of 41 participants completed a search task in two different virtual supermarket environments. For 21 participants the supermarket shelves were turned towards them at a 45° angle when entering the store, giving high visual access to product categories and products. For 20 participants the shelves were placed in exactly the opposite direction obstructing a quick development of shopping goods dependencies. The obtained differences in search performance between the two conditions are analyzed using space syntax analyses and comparisons made of environmental features and participants’ actual search path trajectories

    The Effects of Finger-Walking in Place (FWIP) on Spatial Knowledge Acquisition in Virtual Environments

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    Spatial knowledge, necessary for efficient navigation, comprises route knowledge (memory of landmarks along a route) and survey knowledge (overall representation like a map). Virtual environments (VEs) have been suggested as a power tool for understanding some issues associated with human navigation, such as spatial knowledge acquisition. The Finger-Walking-in-Place (FWIP) interaction technique is a locomotion technique for navigation tasks in immersive virtual environments (IVEs). The FWIP was designed to map a human’s embodied ability overlearned by natural walking for navigation, to finger-based interaction technique. Its implementation on Lemur and iPhone/iPod Touch devices was evaluated in our previous studies. In this paper, we present a comparative study of the joystick’s flying technique versus the FWIP. Our experiment results show that the FWIP results in better performance than the joystick’s flying for route knowledge acquisition in our maze navigation tasks

    Wayfinding Strategy and Gender - Testing the Mediating Effects of Wayfinding Experience, Personality and Emotions

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    Background: Individual differences have been seen to play a key role in spatial orientation. Gender implications have been previously described but little is known about how other variables, such as wayfinding anxiety, emotional difficulties and wayfinding experience can mediate this relationship. Methods: A group of 269 participants were involved in this study and completed questionnaires on their self-reported allocentric orientation strategy, wayfinding experience and satisfaction with the ability for wayfinding. Emotional outcomes were also investigated: spatial and trait anxiety, neuroticism, difficulties in emotion regulation, and personal safety. First, a principal component analysis was conducted and the studied variables were grouped into four components: outdoor wayfinding experience, wayfinding-related fear, emotional difficulties, and effective wayfinding skill. Afterwards, structural equation modelling was performed, using the MPLUS statistical program. Results: The results showed that gender constitutes a predictor for using an effective wayfinding skill and for feeling wayfinding-related fear. However, outdoor wayfinding experience, wayfinding-related fear and emotional difficulties did not mediate the relationship between effective wayfinding skill and gender. Conclusion: These results highlight the differential contribution of gender in the emotions that are experienced during spatial orientation and emotions that are related to other types of situations. The limitations, strengths and theoretical implications of the proposed model are discussed. Further investigation is needed in order to understand the role of emotions in spatial orientation

    The benefits of using a walking interface to navigate virtual environments

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    Navigation is the most common interactive task performed in three-dimensional virtual environments (VEs), but it is also a task that users often find difficult. We investigated how body-based information about the translational and rotational components of movement helped participants to perform a navigational search task (finding targets hidden inside boxes in a room-sized space). When participants physically walked around the VE while viewing it on a head-mounted display (HMD), they then performed 90% of trials perfectly, comparable to participants who had performed an equivalent task in the real world during a previous study. By contrast, participants performed less than 50% of trials perfectly if they used a tethered HMD (move by physically turning but pressing a button to translate) or a desktop display (no body-based information). This is the most complex navigational task in which a real-world level of performance has been achieved in a VE. Behavioral data indicates that both translational and rotational body-based information are required to accurately update one's position during navigation, and participants who walked tended to avoid obstacles, even though collision detection was not implemented and feedback not provided. A walking interface would bring immediate benefits to a number of VE applications

    Characterizing Navigational Tools in a Virtual Search Task

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    The goal of this thesis is to characterize and empirically compare navigational tools in the context of a virtual inspection task. The framework considers both directional-cue navigational tools (e.g., GPS navigation arrows) and trail navigational tools (e.g.,footprints) in comparison to a control condition. Characterizing the tools allows for documented relationships between specific navigational tool-performance combinations. It is intended that by characterizing and comparing the tools a more advantageous use of navigational tools will emerge to increase the benefit provided to both the users and implementers of virtual environments. The focus of the metrics in the paper were distance traveled, speed of travel, and average target acquisition time (via SATO analysis) due to their presence in the literature. Targeted recommendations can be made based on the level of participant\u27s experience with virtual environments, or a general recommendation can be made based upon desired performance metric

    Memory for Object Location in Augmented Reality: The Role of Gender and the Relationship Among Spatial and Anxiety Outcomes

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    The potential of augmented reality (AR) technology for the study of spatial memory and orientation is a new research field. AR defines systems that attempt to enhance the user's experience with the physical world. In our app, we enhance the sense of sight by adding interactive 3D elements to the real environment. Our app can be used in any real environment so that the experimental conditions during the tasks and the way in which an individual navigates are similar to those used in real life. With AR, the experimenter has a high level of control of the task and can store the participant's responses accurately. The classical factors that influence an individual's performance on virtual spatial tasks are gender and cognitive factors. The influence of emotional factors on spatial performance has been studied more recently. Since AR tasks for the study of spatial memory and spatial orientation are new developments, little is known about the factors that are related to performance on tasks of this type. In our study, we tested 46 young adults (26 women) in an AR object-location task that was performed in a building. The participants had to memorize the position of eight virtual objects while they were walking through the environment. We also assessed the participants' performance on an object-recall task, a map-pointing task, and a paper-and-pencil spatial orientation task. The self-reported importance of different spatial strategies for wayfinding and the levels of trait anxiety and wayfinding anxiety were also evaluated. Our findings indicate that men performed better on the spatial paper-and-pencil test and spent more time completing the learning phase of the AR task. The spatial memory for the location of the objects in AR and on the map correlated positively. Anxiety was related to individual differences in the self-reported use of a spatial orientation strategy, but the association among them was weak. Trait anxiety was positively related to the time employed by the participants during the learning phase of the AR task, whereas wayfinding anxiety correlated negatively with the preference for an orientation strategy. Our results highlight the importance of anxiety in spatial orientation

    A Cross-Case Analysis of Gender Issues in Desktop Virtual Reality Learning Environments

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    This study examined gender-related issues in using new desktop virtual reality (VR) technology as a learning tool in career and technical education (CTE). Using relevant literature, theory, and cross-case analysis of data and findings, the study compared and analyzed the outcomes of two recent studies conducted by a research team at Oklahoma State University that addressed gender issues in VR-based training. This cross-case analysis synthesized the results of these two studies to draw conclusions and implications for CTE educators that may assist in developing or implementing successful virtual learning environments for occupational training. The cross-study findings suggested that males and females may be differently affected by VR and that females may be less comfortable, confident, and capable in virtual learning environments, particularly when the environments are highly technical and visually complex. The findings indicate caution in the use of VR in mixed-gender CTE programs, particularly in programs that are heavily female-gendered
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