way finding
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2021 ◽  
Author(s):  
◽  
Timothy Voss

<p>This is thesis explores applications of Mixed Reality, commonplace technologies and representation techniques in embodied and interactive design, through the development of an airport wayfinding system. The proposition that airports can be difficult to navigate, struggling to foster social connections, along with the challenging notion of providing an interface for Big Data spatially to users, motivates the research.  The development of personalised spatial way finding techniques aids methods for the use of location and big data to ergonomically and spatially represent users’ navigation of space. Through methods of connecting people virtually within a single physical location using a unified design language, social implications of space are enhanced and extended. Finally, space which functions efficiency provides real-time feedback.  Key theory in Human Computer Interaction and Embodied Design informs the research, through mixed reality, technology and data-form translations.  Research is done over two stages, the first explores data inputs from users and represents these in 2D graphics. The second develops three separate design elements to create a spatial way finding system, to allow user engagement. These are a virtual projection, a set of physical forms and a set of wearable device applications. Design development happens through iterations within each experiment, and are always informed by previous work.  The result is an inhabitable data space with seamless embodied design exploring the localisation of large sets of data.</p>


2021 ◽  
Author(s):  
◽  
Timothy Voss

<p>This is thesis explores applications of Mixed Reality, commonplace technologies and representation techniques in embodied and interactive design, through the development of an airport wayfinding system. The proposition that airports can be difficult to navigate, struggling to foster social connections, along with the challenging notion of providing an interface for Big Data spatially to users, motivates the research.  The development of personalised spatial way finding techniques aids methods for the use of location and big data to ergonomically and spatially represent users’ navigation of space. Through methods of connecting people virtually within a single physical location using a unified design language, social implications of space are enhanced and extended. Finally, space which functions efficiency provides real-time feedback.  Key theory in Human Computer Interaction and Embodied Design informs the research, through mixed reality, technology and data-form translations.  Research is done over two stages, the first explores data inputs from users and represents these in 2D graphics. The second develops three separate design elements to create a spatial way finding system, to allow user engagement. These are a virtual projection, a set of physical forms and a set of wearable device applications. Design development happens through iterations within each experiment, and are always informed by previous work.  The result is an inhabitable data space with seamless embodied design exploring the localisation of large sets of data.</p>


2021 ◽  
Author(s):  
JINGJING XIONG ◽  
YAN MAO ◽  
XUAN WANG ◽  
WU HE

Abstract In building fire emergencies,way-finding capabilities can affect people's evacuation efficiency and chances of survival.The purpose of this paper is to explore the influence of spatial cognitive methods on people's way-finding ability.In this research, we used VR technology to conduct experiments. In an immersive virtual environment,64 participants were asked to actively explore virtual malls by using YAH navigation and paper maps to find destinations and complete buying tasks,respectively.After that,32 participants needed to alienate the virtual mall with a time limit,while the else had to complete the same task without a time limit. In the experiment,the participants were exposed to the environment for the first time and were unfamiliar with it.The results showed that participants using paper maps walked longer(710 m vs 932 m) and took more time(666 s vs 922 s) to complete tasks of evacuating the mall than those who used YAH navigation maps.The findings also showed that participants spent more time(521 s vs 790 s)looking for exits under time constraints and found evacuation tasks more difficult.This article discusses the mechanisms of these findings.


Author(s):  
Yu Zhu ◽  
Tao Chen ◽  
Ning Ding ◽  
Mohcine Chraibi ◽  
Wei-Cheng Fan
Keyword(s):  

2021 ◽  
Vol 49 (1) ◽  
pp. 23-24
Author(s):  
Kelly Steelman ◽  
Charles Wallace

In entering the digital realm, older adults face obstacles beyond the physical and cognitive barriers traditionally associated with accessibility. One of these obstacles, technology related anxiety, is particularly problematic because it discourages exploration and way finding, two behaviors critical to the development of digital literacy. We see opportunities to address this issue and bring isolated older adults into a larger digital community, while simultaneously offering our students with valuable first-hand experience learning about and addressing the challenges faced by capable people struggling with unfamiliar technology. Here, we describe our social-cognitive approach to training digital literacy skills, pairing university student tutors with learners from the local community.


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