745 research outputs found

    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

    A Conceptual Model of Exploration Wayfinding: An Integrated Theoretical Framework and Computational Methodology

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    This thesis is an attempt to integrate contending cognitive approaches to modeling wayfinding behavior. The primary goal is to create a plausible model for exploration tasks within indoor environments. This conceptual model can be extended for practical applications in the design, planning, and Social sciences. Using empirical evidence a cognitive schema is designed that accounts for perceptual and behavioral preferences in pedestrian navigation. Using this created schema, as a guiding framework, the use of network analysis and space syntax act as a computational methods to simulate human exploration wayfinding in unfamiliar indoor environments. The conceptual model provided is then implemented in two ways. First of which is by updating an existing agent-based modeling software directly. The second means of deploying the model is using a spatial interaction model that distributed visual attraction and movement permeability across a graph-representation of building floor plans

    Real-time Continuous Uncertainty Annotation (RCUA) for Spatial Navigation Studies

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    This study introduces two methods for continuously measuring uncertainty during human navigation in complex buildings: one using a joystick (RCUA), and the other with annotations on videos of recent navigation activity (CUA). To evaluate the usability, reliability, and validity of both approaches, we conducted a study with 54 participants. We assessed the measures' reactivity during different sign-seeing events. We also evaluated the convergent validity of both measures by comparing their outcomes with a self-report questionnaire, and assessed their discriminative and predictive validity by comparing uncertain values between known groups and correlating those values with wayfinding performance. Our findings suggest that both approaches were valid at the task level, but RCUA was better at capturing fine-grained dynamics of human experience. These continuous uncertainty measures can provide valuable insights into the fleeting nature of human experience and help identify "problem spots" for wayfinding in complex buildings

    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

    Beyond the shortest-path: Towards cognitive occupancy modeling in BIM

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    Current approaches to simulate occupants' wayfinding in AEC mostly employ direct routing algorithms that assume global knowledge of the navigation environment to compute a shortest path between two locations. This simplification overlooks evidence concerning the role of perception and cognition during wayfinding in complex buildings, leading to potentially erroneous predictions that may hinder architects' ability to design wayfinding by architecture. To bridge this gap, we present a novel simulation paradigm entitled Cognitive Occupancy Modeling in BIM to simulate wayfinding by means of a vision-based cognitive agent and a semantically-enriched navigation space extracted from BIM (Building Information Modeling). To evaluate the predictive power of the proposed paradigm against human behavior, we conducted a wayfinding experiment in Virtual Reality (VR) with 149 participants, followed by a series of simulation experiments with cognitive and direct routing agents. Results highlight a significant correspondence between human participants' and cognitive agents' wayfinding behavior that was not observed with direct routing agents, demonstrating the potential of cognitive modeling to inform building performance simulations in AEC

    An evaluation of wayfinding abilities in adolescent and young adult males with autism spectrum disorder

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    Background Wayfinding refers to traveling from place to place in the environment. Despite some research headway, it remains unclear whether individuals with Autism Spectrum Disorder (ASD) show strengths, weaknesses, or similarities in wayfinding compared with ability-matched typically developing (TD) controls. Method The current study tested 24 individuals with ASD, 24 mental-ability (MA) matched TD (MA-TD) controls, and 24 chronological-age (CA) matched TD (CA-TD) controls. Participants completed a route learning task and a survey learning task, both programmed in virtual environments, and a perspective taking task. Their parents completed questionnaires assessing their children’s everyday wayfinding activities and competence. Results Overall, CA-TD controls performed better than both the ASD group and the MA-TD group in both wayfinding tasks and the perspective taking task. Individuals with ASD performed similarly to the MA- TD controls on wayfinding performance except for backtracking routes. Perspective taking presented an area of deficit for people with ASD and it predicted individual differences in route learning and survey learning. Parents’ reports did not predict their children’s wayfinding performance. Two mini meta-analyses, including previous studies and the current study, showed a significant deficit in route learning, but not in survey learning for the ASD group relative to MA-TD controls. Conclusions Although participants with ASD showed impairments in wayfinding relative to CA-TD controls, the impairment is not specific to their ASD, but rather due to their mental age. Nevertheless, route reversal in route learning may present unique difficulty for people with ASD beyond the effects of mental age

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

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    24-28 September, 200

    Autonomous indoor wayfinding for individuals with cognitive impairments

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    <p>Abstract</p> <p>Background</p> <p>A challenge to individuals with cognitive impairments in wayfinding is how to remain oriented, recall routines, and travel in unfamiliar areas in a way relying on limited cognitive capacity. While people without disabilities often use maps or written directions as navigation tools or for remaining oriented, this cognitively-impaired population is very sensitive to issues of abstraction (e.g. icons on maps or signage) and presents the designer with a challenge to tailor navigation information specific to each user and context.</p> <p>Methods</p> <p>This paper describes an approach to providing distributed cognition support of travel guidance for persons with cognitive disabilities. A solution is proposed based on passive near-field RFID tags and scanning PDAs. A prototype is built and tested in field experiments with real subjects. The unique strength of the system is the ability to provide unique-to-the-user prompts that are triggered by context. The key to the approach is to spread the context awareness across the system, with the context being flagged by the RFID tags and the appropriate response being evoked by displaying the appropriate path guidance images indexed by the intersection of specific end-user and context ID embedded in RFID tags.</p> <p>Results</p> <p>We found that passive RFIDs generally served as good context for triggering navigation prompts, although individual differences in effectiveness varied. The results of controlled experiments provided more evidence with regard to applicabilities of the proposed autonomous indoor wayfinding method.</p> <p>Conclusions</p> <p>Our findings suggest that the ability to adapt indoor wayfinding devices for appropriate timing of directions and standing orientation will be particularly important.</p
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