DUNEDIN
NEW ZEALAND
Wayfinding/Navigation within a QTVR Virtual Environment: Preliminary Results Brian Norris Da’oud Rashid William Wong
The Information Science Discussion Paper Series Number 99/21 September 1999 ISSN 1177-455X
University of Otago Department of Information Science The Department of Information Science is one of six departments that make up the Division of Commerce at the University of Otago. The department offers courses of study leading to a major in Information Science within the BCom, BA and BSc degrees. In addition to undergraduate teaching, the department is also strongly involved in postgraduate research programmes leading to MCom, MA, MSc and PhD degrees. Research projects in spatial information processing, connectionist-based information systems, software engineering and software development, information engineering and database, software metrics, distributed information systems, multimedia information systems and information systems security are particularly well supported. The views expressed in this paper are not necessarily those of the department as a whole. The accuracy of the information presented in this paper is the sole responsibility of the authors. Copyright Copyright remains with the authors. Permission to copy for research or teaching purposes is granted on the condition that the authors and the Series are given due acknowledgment. Reproduction in any form for purposes other than research or teaching is forbidden unless prior written permission has been obtained from the authors. Correspondence This paper represents work to date and may not necessarily form the basis for the authors’ final conclusions relating to this topic. It is likely, however, that the paper will appear in some form in a journal or in conference proceedings in the near future. The authors would be pleased to receive correspondence in connection with any of the issues raised in this paper, or for subsequent publication details. Please write directly to the authors at the address provided below. (Details of final journal/conference publication venues for these papers are also provided on the Department’s publications web pages: http://divcom.otago.ac.nz:800/COM/INFOSCI/Publctns/home.htm). Any other correspondence concerning the Series should be sent to the DPS Coordinator.
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J
I/\/TER/l C7"99 Human-Conzptiter Interaction Angela Sasse and (fttris .lohnson (Eclimrzr) Published by IOS Press, ' IFIP TC. 13, 1999 -
Wayfinding/Navigation within a QTVR Preliminary Results E
Brian
Norris, Da oud
Department of
Z Rashid
Virtual
Environment:
& B L William
Wong
Information
Science, University of Otago, PO Box 56, Dunedin, New Zealand.
[email protected] Abstract: virtual
This paper reports on an investigation into wayiinding principles, and their effectiveness within a environment. To investigate these principles, a virtual environment of an actual museum was created
using QuickTime
Virtual
Reality. Wayfinding principles used in the real world were identified and used to design environment. The initial findings of this study suggests that real~world navigation such as the use of and landmark principles, map principles, can significantly help navigation within this virtual environment. were discovered through an Activity Theory-hased Cognitive Task However, navigation difficulties Analysis. the interaction
of the virtual
Keywords: waytinding, navigation, QTVR,
1
virtual
environments, activity theory.
Introduction into
Research
been the
environment
waytinding with
concerned
rather
environment,
have
concentrated
wayfinding paths, of
for
errors
each
1995;
than
virtual
people why.
worlds interact
has with
Experiments gathering empirical data on
on
time
in
how
completion, and Participant (Darken to
Elvins
al., 1995;
the number
&
Sibert, al., 1998;
Navigation al., 1998). Though these studies have been important in identifying waytinding principles, they about how to improve the provide little information to virtual user interface worlds. They also do not an of give understanding why people adopt certain or wayfinding principles strategiesover others, or what causes people to change their strategy. This study attempts to address the following two questions: et
Plante
et
Can
l.
wayrinding principles
translate
virtual What
2.
and
to
difficulties
to overcome
The whether
purpose traditional
world
Reality)
environments?
for
could
users have in navigating objects in QTVR virtual what strategies do they use
these difhculties? of this
study is to firstly identify wayfinding principles used in the
be
as
a
QuickTime
Secondly,
the QTVR environment,
and whether
influenced
that
users
Virtuai
Reality study tries to might have with
this
these difficulties
the
wayfinding principles that are being tested. A combination of Activity Theory and these Cognitive Task Analysis was used to answer Task was used to elicit questions. Cognitive Analysis the type of information for and required study, Activity Theory was then used to place it in a meaningful context. Wayfinding performance was also measured to provide further insights to the questions. ln building the virtual environment for the study, concepts from spatial knowledge theory and environmental design methodology were employed to guide the design of the are
virtual
by
environment.
The interaction
design for the virtual environment spatial knowledge theory (Thorndyke & Goldin (1983) cited by Darken (1995)) and environmental design methodology (Lynch, 1960). Finding new principles that are unique to Virtual Environments is outside the scope of this study. Rather, the aim of the study is to determine whether spatial knowledge theory and environmental design principles are useful for designing QTVR virtual is
do
searching
as
used in the real world
QTVR (QuickTime Virtual
environments, and
real
et
such
(QTVR) environment. identify the difficulties
effective
within
a
vi1’tual
based
on
environments.
2
H
2
u/nan-Computer Interaction
Spatial Knowledge
Lynch (1960) describes _
the
._
Edges: Linear elements not used or considered as paths. They are boundaries or linear breaks between two regions. They include shores, railroad cuts, edgesof developed walls, etc.
spatial knowledge as:
generalised mental picture of the physical world that is held by the
exterior
individual". This
Districts:
strategic link in mental picture or becomes more detailed, improves wayfinding performance generally improves. This environmental image consists of three specific types of information image wayfinding.
of
large sections of the city. The mentally enters inside of the district. They are recognized as having some common identifying characteristics.
this
As
Nodes:
details
knowledge: of specific
information locations
This represents notable environment, such as stored Procedural
in
a
a
about
the visual
in the environment.
perceptual features of unique building, that
an
of
Inl‘ormation
actions
about
required
Survey knowledge: Configurable information. Object locations distances
are
map-like
frame
Waytinding the
encoded
in
in terms
or
and of
a
is
topological inter-object
global, fixed,
of reference. the
general requires as
space
a
This
whole.
navigator to topological
does
type of point reference
but the
them.
They are usually a rather simply defined physical object, building, sign, store, or mountain. They are frequently used clues of identity and are increasingly relied familiar. A upon asa journey becomes more landmark should stand out from its surroundings
a
particular knowledge built by connecting isolated bits of landmark knowledge into larger, more complex structtrres.
Another
observer
a
follow
to
Procedural
route.
visualise
Strategic spots into which an observer can thc city. They are typically linked to travel and are usually transportation breaks, crossings or of paths. convergence
Landmarks:
is
person s metnory.
knowledge:
sequence
to
enter
(Darken, 1995): Landmark
Medium
observer
is the
environmental
the process
lN7‘ERAC7"99
-
not
enter
and have direction
information
as
Landmarks, nodes, and districts into
places, which
connected
are
by
well.
divide
the
city
paths and bounded
by edges.
4
Activity Theory
The
the sequence of actions required to particular route. The route may make use of landmark knowledge which is static information about
previous sections highlight the waytinding principles that are used in the real world. However, these principles do not indicate what difficulties have in and people navigating searching within virtual environments, nor the strategies that they use to
the visual
overcome
knowledge or spatial knowledge as described above is significantly different from procedural knowledge which
is defined
follow
3
as
a
details
of
a
specific location.
Environmental
Based
what
is known
about
spatial knowledge waylinding tasks, environmental designers have developed a design methodology focused on environmental organization and map use. City planners and engineers have long since used spatial knowledge in designing cities that are easy to navigate and to find your way around. Lynch (1960) describes tive elements of the contents of city images, which also seem to reappear in many of environmental These elements are: types images. on
theory
Paths:
and
its
Channels
application
of
in
movement.
walkways, canals, transit Paths
are
beholder.
predominantly
They
include
streets,
lines, and railroads. in
the
Activity Theory (AT) is a framework designed understanding of purposeful human is grounded in Russian activity. The framework socio-psychology of the 1920s. Although it was traditionally applied in the area of child psychology and development, AT has recently gained popularity in the realm of lluman-Computer Interaction Nardi facilitate
to
Design
eye
of
the
these difficulties.
(1996).
Activity Theory when not
the match
this
outcome
his
happens, representation an
automatic
or
the
states
of
the
breakdowns
occur
Participant s action docs her expected outcome. Once their mental Participant unrolls a
of the action.
succession
no conscious thought. consciously thinks about
caused
that
unexpected
The action
is
no
longer
ot’ steps, requiring little or Instead, the Participant now
each step to determine Dtrring this
results.
what
stage,
VlQt)jindingA’\/avigation the
Participant will
also look
for the successful
strategies
of the action.
back into subconscious
up
5
for alternative
completion
QTVR
a
Once
a
strategy is found, and practiced enough, it
successful rolls
within
Tasks
Wayiinding
Wayfinding
be
can
thought.
of
thought
three
as
mutually
exclusive, yet usually successive, tasks. They
are:
E/tvironme/tt.’
Results
P/’eliniittary
3
This
specialised hardware has now given way desktop VR systems due to their cost and availability. The two main VR technologies that run off a desktop or window system are Virtual Reality Modelling Language (VRML) and QuickTime Virtual Reality (QTVR). These technologies allow the VR experience to be created and viewed using software. VRML came about l‘rom the explosion of interest the
to
in the internet
Any searching task in which the Participant has no prior knowledge of thc of the target in question, A Nai‘ve whereabouts search must be search implies that an exhaustive performed. search:
Naive
Wrtual
World
or
Wide
Web
(WWW). It is a
language for describing multi-participant simulations Internet
(Bell
worlds
virtual
-
and
the World
environments
al., 1995). VRML
ct
with
hyper-linked
interactive
via the
networked
global
Wide are
Web.
photo-
non
realistic
graphical interpretations of worlds created only by the authors mind. allows Macintosh Apple s QuickTime VR and Windows users to kinds of spatial experience and limited
Primed
search:
task
Any searching
the location
Participant knows
in
which
the
of the target. The
search is non-exhaustive.
Exploration:
interactions
task in which
Any wayiinding
is
there
target. (Darkcn & Sibert, 1996)
no
The
tasks
be successive
can
Participant will switch change. For example,
interactions
in the
between if
tasks
that
sense as
a
conditions
knows
Participant roughly they may initially use a primed search strategy to get to the approximate location. Next, they use a naive search strategy to where
the
find
located,
Darken
&
searches
are
common
in first
target.
although are
is
naive
the
they
target
a
Sibert
time
(1996) in
rare
that
state
the real
explorers
using only a personal computer. Furthermore, through an innovative use of 360 degree panoramic photography, QuickTime VR enables these
ofthe
time, but
virtual
at a
Virtual that
Reality
enable
spatial These
Environment
Virtual
The
describes to
a
person environment
virtual
a
interact
through
environments
be
in
worlds
Until
that
ol"
use
a
us
turning
room,
standing
head from
your
up and down, and
and look
like
turning
your environment. QTVR nodes can be linked
side
body
your
create
a
together by
multi-node
or
scene
environment.
(Chen, 1995)
only
(Biocca
&
exist
in
our
Levy, 1995,
Currently QTVR uses cylindrical environment maps or panoramic images to accomplish camera rotation. QTVR includes
VR
is much
continuous camera and panning zooming, jumping to selected points and object rotation using frame indexing.
the
recently, applications required or accessories, such as highspecialised hardware stereo end graphics workstations, displays, or 3D goggles or gloves. Research using these 3D I-lead Mounted Displays (HMD) over the last decade has found that the spatial knowledge and environmental design principles that influence wayiiuding in the real world can be effectively translated into these rendered HMD environments (Navigation et al., 1995; Darken & Sibert, 1996). most
a
turn
to
cursor
eitect
QTVR includes:
computer.
and ol‘i‘er
mouse
explore
hotspots to
usually renderings of
models
simple or complex computer opportunity to: imaginations p.vii)
the
are
in
These
of experiences range with and explore a
The
The overall
point side, looking to
the
use
fixed
around
6
can
up and down. to
use
simulations.
world,
environment.
real-world
representations, as well technology works by electronically stitching a series of photos (or rendered images) together. The photos are taken by pivoting the camera in regular steps (along the horizon) from a fixed point, in order to create a 360-degree panoramic view. The viewer sees only a part ofthe image at a to
computer
as
a
software
for
based
navigating
for the creation
6.1
an
interactive real-time
environment, which
uses
image-processing engine an authoring environment
in space and of the QTVR movies.
the
Designing
Virtual
QTVR
Environment Most
research
into
navigational
environments
have
all
environments
(Darken
environments
have
the
dealt & users
aids
with
Sibert,
point
for
virtual
VRML
based
1995).
These
of
perspective
4
lriterriction 1114/nruz-Conzpiuer
continuously changing. QTVR the point of perspective constant The whether
previously continuous Of
ot’ this
purpose the
the other
on
research
wayfinding
hand
is
determine
to
identified
this
by apparent lack of change and photo~realisticrepresentation, are
relevance
particular
the
to
study
various the
principles
affected
has
all times.
at
is
(1960) description of nodes. QTVR allows
INTER/i
-
CT 99
The
areas,
labels
Lynch‘s
l.
Use
visual
a
successful
horizontally
helped to
7 ln
better
vertically,
support this
from
node to node,
guidance system to by the user.
virtual
the
explore
to
and
virtual
overlap.
four
worlds, a
virtual
No
Control:
Map:
treatments
variations
The
Landmark:
use
of
museum,
The
use
The Landmark
In the Landmark or
5.
signs’
within
treatment,
appropriate signs for
the main
Graphics should
be
and visible
a
from
legible,
direct
reasonable
making of
group
7.
Avoid
which
visual
and
placed
clutter.
visual
guidance and orientation compatible with and are part
are
point,
distance.
be Graphics should designed consistently throughout the space.
creating
the
to
6.
devices of your
design concept. Similarly, we supported map principles by providing a map (on the lel"t side oi the screen) The showing the general layout. of‘ the virtual room. map also identified
l.
where
the
participant was
in the
Show
all
of
both
Map
embedded
the environment,
to
textual indicate
organizational
elements
(paths,
landmarks, districts, ete.). 2.
show
Always both
the observers
made
L,andniark, Map Map principles and the
the
The final
position.
and
treatment,
of
use
Landmark
principles. 7.1
Apparatus taken
a
local
and used
museum
27 QTVR panoramic nodes. These linked to each other by hotspots. The
were
then
with
the
Suite
incorporated into
QuickTime
one
nodes
nodes
VR movie
of QuickTime Virtual Reality Authoring use (QTVRAS) (Apple Computer Inc, 1997). This
VR movie
became
landmark
principles,
to
of
make
were
elements. we
Choose
8. Choose
to
elements.
use
decision
Photographs were
assistance.
ol Landmark
at
placed
users.
were
Map principles.
Map and Landmark: principles and labels
4.
of
were:
wayfinding
interior
areas.
2
>
;-:»5~i;-;;i:-~-t=o=..= Q i f:= gsaa:-:§:;i2f;,;f=;;:=’:§1_r3af:= ~iQ __ 1;g§>?f"" n:Jfi‘_.§;3;lT1=""‘ -1’1;;_§.3:-. given up to 15 minutes to find the object and to return | ._ to the start 5 point. If a Participant got past this time it ’..a1¢r¢-¢ ; 1; .=;.. Z ’I E’>E~1~2 1;;{_ l limit, they would receive help to find their Way. An 5ige;¢:~ Qi . 3; incomplete result would then be recorded. They would vi-35,§l;,.,at;f,r fØØiw~r$§3=f3:2;==f:7:1if’$’:1-:~f=2 =’~;¢.:.:ti2k= ¢’\Li f~:T .4 as :-~ then proceed with the rest of the experiment. The ‘-i‘: 2517* 1 41; L at any time at the experiment could be terminated .,;¢,M1, Participants request. In the second phase, a Cognitive Task Analysis :ani
t
asked
were
"j
fill
to
out
a
user
~»~\
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.yi
1
(CTA) Figure The
four
Macintosh
1:
Map
condition
treatments
interface.
implemented
were
PowerPC
of
on
identical
desktop computers was created configuration. The testing environment in Hypercard 2.4.1 (Apple Computer Inc., 1998), an interact.ive multimedia authoring tool. All movement and interaction the
through 7.2 67
with
the virtual
of the
use
world
achieved
was
mouse.
Procedure
university
Factors
in
study.
The
The
study phase was
effectiveness
The
attending
information
first second
Science
a
in Human
course
participated
conducted
in
in
this
phases. the experiment to assess of the various wayfinding principles. phase was a cognitive task analysis to difficulties participants encountered while was
two
an
identify the navigating the virtual environment. In the experiment phase, the participants were asked to do a naive Search for four objects within the virtual environment. Participants were given a picture ofeach target object and were instructed to tind it and then to return to the start point before being given a of the next to picture object hnd. The measures
as
objects.
recorded various Hypercard system the participants tried to find the target
These
(Klein, 1993),
measures
were:
o
Errors
made in
identifying
the target
0
Errors
made in
identifying
the start
o
Incomplete
search for the
o
Incomplete
search
forthe
point.
object. start
object.
point.
find
Time
taken
o
Time
taken to find the start
to
the
object. point.
themselves
Next,
Critical
Decision
verbal
a
with
the system.
thc
Participants were asked to identify what they were doing (or trying to do) just before experiencing the difficulty, and what they did just after. The researchers then probed the Participants further to clarify their ideas and ensuring that Participants were responses specific enough to be of use in subsequentanalysis. For example, l was trying to find the object (the broad purpose of the task) is less useful than the response I was trying to find the hotspot f‘or the next
node .
After
in
a
this
was
fif‘teen-minute,
experiences in
completed, participants engaged about their general discussion
the environment.
The discussion
was
recorded. The data gathered during the CTA was then of Activity Theory analysed within the framework identihed (Kuutti, 1996). The clifficulties during the CTA correspond to AT s Breakdou/ns (Winograd & Flores (1986) cited by Bodker (l996)). Similarly, taken together the before and after form A’I"s
concept of
8 For
from o
The
retrospective protocol technique that used critical decision points as points for further probing, was the technique used. During the CTA, participants were first asked to identify in which situations they had experienced difficulty the interface to the virtual environment. The using researchers then probed each Participant about the difficulties In addition, several they had identified. were computers displaying the virtual environment made available to those participants who wanted to re~ familiarisc
students
conducted.
was
Method
from
a
focus
shift .
Results this report, only the the system and the
significant numerical results significant results acquired the Activity Theory analysis will be discussed. Eight sets of results of the original 67 were
excluded
from
the
analysis due
to
computer
crashes
6
Interaction
Human-Computer
INTER/lCT 99
-
and
Participants familiarity with the actual museum. used in the only 59 sets of results were of Participants subsequent analysis. The distribution Hence,
is
conditions
across
as
24
8
Map:
‘
ll
and
Map
The
E 3
empirical
results
from
(SPSS 1995),
from the
H
H
i
Y
Time
Based
the
,
on
a
vs.
vs.
vs.
Map
Landmark
Map/
No
Yes
No
Yes
No
to
Yes
No
No
No
No
No
No
No
No
No
No
No
in
finding
in
getting back
the
Errors
’lbtal
lnconipletes
No
Yes
No
Incompletes in finding the object
No
Yes
N0
lncompletes in getting back to start point
(p
major Ending that
No
No
No
l:
’I‘-Test results
data collected
from
analysed using Activity Breakdowns the
before
and
and
I.
CTA breakdowns.
the
the map
There
was
the
mean
point after finding
and map conditions. Common sense
time to get back to the object of the control
after
Theory, Shifts
Focus
that
data
tells
us
that this would
be the
case
the
had this breakdown.
One
phase was
stated
as
earlier.
I
from
I
extracted
were
the target
maps had this breakdown, whereas 73% of from the landmark and 38% from condition
(p;0,05).
the second
analysis identified was principles. This was a significant difference
participants could use the map as an additional navigational aid. ’l‘he statistical analysis from SPSS that map principles can give indications effectively back to a point within a QTVR virtual help wayfinding of the environment, but it docs not give any indication difficulties that the subjects faced with the use of, or lack of, map principles. Activity Theory, on the other hand, shows us that participants had problems with finding their way back to the start point after finding one of the objects. As Figure 2 shows, only 25% of‘ participants using as
condition The
of
in Table
0.013) between
=
start
the
Table
0
Condltlon
Significant
effectiveness
shown
point
start
_J
Discussion
the
object l tothe
2:
Figure
The first
Control
No
Errors
Errors
as _
and other
starting point
Overall
boi?
~f"
t
=
in
significant
the
get back
¢&
g,\‘q
object to
.~
-f
_Nas
u
i
*mu
finding
[U
5% J
performed
were
Control
e’
3
statistical
a
experiment.
Control
for
Time
000%
=
05
Landmark
Overall
g
9
Variables
’l‘itnc
10.00%
-at l
’*1 ~
of
conditions.
Y
5
-’--
3’
lf
i
phase were
significance of p < 0.05, Table 1 shows any difference between the means of the control
_WW_W
20.00%
*QQ
the first
series of T-Tests
the data collected
E
}
;1-‘
_
§
.
g..
;_
Participants.
6.1.1
analysed analysis package. A
.
.jg
-
50.00%
~
l
"ri W
00.00%
Q
-
_Eg 30.00% I6
SPSS
f
40.00%
Landmark:
with
on
5
Participants.
Finding Start Point ‘
70.00%
3
Participants.
""
P
:=if‘g E1T!0uble
|
Participants.
Landmark:
i
80 00%
__
S
Control:
.
1 ’
90.00%
follows:
gathered participants experiences. The subjects notes were gathered and collated on the basis of similar identified as experiences. These experiences were breakdowns according to Activity Theory. Once these main breakdowns were identified, the subject s
able to
when
starting
for
was
was was
participants the control
participant
use the map to assess I needed to return
wrote:
where to
the
location.
the
actions
before
and
after
this
subsequent focus shift subject expected to work, to the
to
overcome
the breakdown.
breakdown
from what ’l‘hese
what actions
Another
participant stated can t have to refer are
identified actions
the
they
used
breakdowns
and
the percentage of Participants who had the breakdown are shown in Figure 2.
This notion
actually of
due to the fact
not
that
recognize the map at the right
they:
it
to
being
that
the
make
sure
you
place .
able to museum
by sight l00%, to
identify eases
their
position,
all looked
the
expressed by several participants. Landmark shown to enhance principles were The data from wayfinding performance. phase one same,
was
within l/Wl_)]flIldiIZg/]\f(IVfg(lIl0l’7
(Table l) showed world
QTVR Virtua(
the
(p
participants whose virtual principles had a significant (1005) between me-ans when compared
Activity
condition
orientation.
=
control
showed
the results
between
the
conditions
Environment’
that those
for
the average significant difference
a
of
means
control
the
for the average
time.
(p
and
=
lncompletes in Ending target object. Preliminary analysis of the from phase two has not come data collected up with a related but further is still to be breakdown, analysis done. One participant wrote in phase two:
able to
by the These
results
effective
indicate
that
items
_
window
..
picked up by phase one experimentation was the difficulty subjects had when dealing with the hotspots that were used to navigate from
node
lt appears condition
with
node
to
that
the
virtual
environment.
which participants, no matter using, had a behaviour breakdown
most
they were
hotspots.
breakdowns
the
within
could
Figure
2
shows
into
be
that
these
different
two
separated being the location of the hotspot and the second being the size and shape of thc hotspot. Participants were recorded as saying: issues, the first
’I’ .
.
into
1
.
a
"pm
was
in
nw
,won
nn/|
ut
au
alua
uuu
section
hotspot to
I could
sec
twqnt-its/4
+A LU
wuuuau
but there
»-n/um
lll\JY\.’
was
no
go therc ,
and
hotspots shapes, which
were
all different
made
it
difficult
sizes and to
find
them".
breakdowns
subsequentfocus shift had the participants till they found the just moving the mouse use or the would the hotspot, participants hotspot finder. This breakdown was not anticipated, it was The nodes due to design oversights of the researcher. were not placed in uniform distances from each other, which caused the hotspots to vary in size and shape. The issue of hotspots can easily be rectified by either having all hotspots visible (Plante et al., l998), or by uniformly laying out the nodes so all links (hotspots) are in areas where participants logically would move. This would mean the jumps would be all the same distance, therefore the size and shape of the hotspots The
would
be uniform.
know
It is
which
the map
on
confusing
._
with
directions
when
l turned
"_
.
pans left size with can
right,
or
and
increase
an
eliminate
these
the environment.
Conclusion
10
Preliminary findings have indicated that the use of map principles enhance wayfinding when the participant has to get back to a place they have bccn, whereas landmark or principles enhance finding new areas places. ’1‘hese findings identify which waytinding principles should be used and when. The expected outcomes of a particular action are based on a participant s experience. In those cases where participants are unfamiliar with virtual worlds was the case with our (as study), yet familiar with computers, their experiences in waylinding \vill be based solely on their experiences with the real world. that when
means
because
interaction
a
breakdown
during
fails
it
occurs,
occurs
task
wayfinding
a
in the
virtual
world
mental
representation (based on years of during a waynnding task in the real This study has identified several design issues
of
either
don t
be turned
Re-orienting the map as the user increasing the Window or movie in processor speed and memory,
This
The
l still
will
principles are looking for a
experiments were passedobjects due to
and
up
not
was
subjects expressing
recorded
were
size,
the
Size of window
was
target object. One issue that
show
not
size of the I walked
small.
too
left/right.
when
wayfinding principles
l
situated
landmark
map
Participants
‘
looking f‘or certain use the signs that were ceiling .
did
through movie
or
these difficulties:
0.003)
the
When
thc
identified
window
landmark
of
number
the
were
that
7
difficulties
noted
Theory
and the fact
Also
Results
Preliminary
Other
used the landmark
difference to
a
to
conform
the
to
participant s experience)
interaction
world.
that have been found within
to cause
difficulties
QTVR virtual environment. size of window or identification, a
orientation.
These
can
movie,
wayhnding are
hotspot
and
all be rectified
map with
applying real world navigation principles design. The that preliminary results have showed wayfinding principles used in the real world can be Other effectively appiied into the virtual environment. issues of the virtual environment design have also been identified as intiuencing this translation. Further on the data from one and two is analysis phases will and be in future ongoing reported papers. a
greater attention
difficulties
in
These
to
the
to
Frainework
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