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1.
This exploratory study investigated the effects of map design, individual differences, and environmental cues on wayfinding performance in an outdoor recreational area. Six maps, with three contour representations and two color codes, were used to determine how map design influences wayfinding. Four individual differences: gender, experience in map usage (experience vs. novice), handedness, and cultural difference (local vs. international), were used to predict wayfinding performance. The study area consisted of a trail park with ten junctions, where three of the junctions had signs, as environmental cues to aid users. Multiple regression analyses and logistic regression analysis were performed to predict the total time of completion, time for decision-making, accuracy of decision-making, and total time deviated from route. Results showed that only cultural difference and signage significantly predicted decisionmaking accuracy, and cultural difference was a significant predictor of total time deviated from route. Design implications for use of cues and wayfinding are discussed. In addition, recommendations for maps, trail networks, and environmental design are provided.  相似文献   

2.
We tested the hypothesis that a route's memorability is dependent on the frequency with which people are exposed to visual landmarks. Undergraduates learned either a route through an urban area lacking visually salient features, or a route in a neighborhood with many shops and urban objects. They were then asked to recall the learned route in the form of route directions and sketch maps. The results showed higher recall performance for the richer environment. When presented with photographs depicting scenes along the route, participants exposed to the richer environment had higher recognition scores and shorter response times than the others. The data confirm the functional role of landmarks in route memory and wayfinding.  相似文献   

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The study reported here investigates the effect color has on the performance in a wayfinding task,the wayfinding strategies used and the acquisition of survey knowledge of a total of sixty participants: twenty second graders,sixth graders, and adults each. All participants had to find their way to a goal in a virtual environment with either a colored or a gray ground. After that,they had to find the shortest way from the start position to the goal in two consecutive trials,to draw a sketch map of the maze,and to mark the position of the goal figure in an overview of the maze. The results showed that color helped all participants to improve their performance in the wayfinding task, influenced the use of some wayfinding strategies but did not improve the acquisition of survey knowledge. Furthermore, there was a developmental achievement from second graders to adults. The results implicate firstly that children and adults similarly rely on the structuring of space through color when navigating through an unfamiliar large-scale environment,and secondly that there is a dissociation between wayfinding behavior and spatial knowledge.  相似文献   

6.
Spatial memory plays an important role in everyday life, and a large amount of research has been devoted to understanding spatial coding and reference frames across many areas. The popular research paradigms to study spatial reference frames include novel shortcut, perspective change, and landmark control tests. However, the growing research on spatial updating challenges the logical foundation of these classical paradigms, and suggests that the experimental findings using these paradigms have usually been misinterpreted. That is, performance in these tasks is generally unrelated to whether the spatial representations themselves are egocentric or allocentric. This article reviews the traditional paradigms and their logic, summarizes the theories of spatial updating, analyzes the logical flaws in these popular paradigms, and discusses their implications.  相似文献   

7.
To represent a stable environment despite the experience of changes during self movements, one can either develop an invariant allocentric representation, or update the egocentric representations as one moves. Using a disorientation paradigm, three sets of studies investigated these mechanisms in human navigation and scene recognition. Accuracy in the configuration of multiple object localization is impaired by disorientation, an effect not due to artifacts such as memory deterioration over time, intervening physical activities, uncertainty in self position and orientation, etc., suggesting one can locate objects primarily by updating their egocentric positions as she or he moves. Disorientation also impaired the judgment of changes to a scene after viewer movements, suggesting a similar egocentric updating process. On the contrary, representation of the shape of the surroundings is invariant and persists through disorientation. The coexistence of multiple mechanisms may increase the flexibility and robustness of the system.  相似文献   

8.
People navigating in unfamiliar environments rely on wayfinding directions, either given by people familiar with the place, or given by maps or wayfinding services. The essential role of landmarks in human route communication is well-known. However, mapping the human ability to select landmarks ad hoc for route directions to a computational model was never tried before. Wayfinding services manage the problem by using predefined points of interest. These points are not automatically identified, and they are not related to any route. In contrast, here a computational model is presented that selects salient features along a route where needed, e.g., at decision points. We propose measures to formally specify the salience of a feature. The observed values of these measures are subject to stochastical tests in order to identify the most salient features from datasets. The proposed model is implemented and checked for computability with a use case from the city of Vienna. It is also crosschecked with a human subject survey for landmarks along a given route. The survey provides evidence that the proposed model selects features that are strongly correlated to human concepts of landmarks. Hence, integrating the selected salient features in wayfinding directions will produce directions with lower cognitive workload and higher success rates, compared to directions based only on geometry, or on geometry and static points of interest.  相似文献   

9.
This study sought evidence for the independenceof two classes of mental spatialtransformation: object-based spatialtransformations and egocentric perspectivetransformations. Two tasks were designed toselectively elicit these two transformationsusing the same materials, participants, andtask parameters: one required same-differentjudgments about pairs of pictures, while theother required left-right judgments aboutsingle pictures. For pictures of human bodies,the two tasks showed strikingly differentpatterns of response time as a function ofstimulus orientation. Moreover, acrossindividuals, the two tasks had differentrelationships to psychometric tests of spatialability. The chronometric and individualdifference data converge withneuropsychological and neuroimaging data insuggesting that different mental spatialtransformations are performed by dissociableneural systems.  相似文献   

10.
Although recent studies have brought new insight into the mechanisms of spatial memory and cognitive strategies during navigation, most of these studies have concerned two-dimensional navigation and little is known regarding the problem of three-dimensional (3D) spatial memory. We found previously that memorizing complex 3D-structured corridors was easier with natural self-motion that included only yaw turns, and vertical translations facing the walls at vertical sections. This suggests that when only sideways (yaw) mental rotations had to be performed in order to shift from the experienced egocentric to the allocentric reference frame where recognition was tested, memorization of such corridors was improved. In the present investigation we studied the effect of tilting separately subject's body axis and self-motion's rotation axis relative to gravity. With a computerized 3D reconstruction task of the maze, we examined whether having any single rotation axis was enough to facilitate this reference shift or, if not, what aspect of the terrestrial condition-where visual displacement rotation, gravity and body axes were aligned-led to better performance. Field dependent (FD) and independent (FI) subjects, as determined by the rod and frame test, showed distinct effects of the navigation conditions. The FD group performance was markedly impaired when gravity and body axis were in conflict, independently of the rotation axis, whereas FI performance only slightly worsened when the body was tilted and the rotation axis remained aligned with gravity. Moreover, tilting the body in the control condition only worsened performance for the FD group.  相似文献   

11.
Empirical relations among age, general spatialability as assessed by psychometric tests,wayfinding-related skills as assessed byexperimental tasks in the laboratory,environmental layout learning as assessed in afield experiment, and wayfinding behavior asobserved in a field experiment were modeled ina study involving 120 younger and 120 olderadults. The best-fitting model showed thatage-related differences in learningenvironmental layout were significantly, butnot exclusively, mediated by a single abilityfactor defined by psychometric tests. Knowledge of environmental layout was theexclusive mediator between general spatialability and wayfinding behavior. Thus, agedifferences in psychometric test performancewere found to be a major factor in accountingfor aging-related decline in learningenvironmental layout, but other variables notassessed in this study also play a significantrole.  相似文献   

12.
How does gesturing during route learning relate to subsequent spatial performance? We examined the relationship between gestures produced spontaneously while studying route directions and spatial representations of the navigated environment. Participants studied route directions, then navigated those routes from memory in a virtual environment, and finally had their memory of the environment assessed. We found that, for navigators with low spatial perspective-taking performance on the Spatial Orientation Test, more gesturing from a survey perspective predicted more accurate memory following navigation. Thus, co-thought gestures accompanying route learning relate to performance selectively, depending on the gesturers’ spatial ability and the perspective of their gestures. Survey gestures may help some individuals visualize an overall route that they can retain in memory.  相似文献   

13.
ABSTRACT

Two experiments examined cue reliance and risk-taking during desktop virtual wayfinding, and how they might be modulated by personality traits and external stressors. Participants navigated a series of virtual buildings and we manipulated the strength of probabilistic cues available to guide turn decisions. Navigators frequently discounted probabilistic cues and instead took risks, particularly when costs were low and potential benefits were high. Risk-taking was predicted by higher sense of direction and lower need for structure. Introducing a time stressor lowered risk-taking, with a higher relative reliance on probability-based information. This was most pronounced in females and those with a high need for structure. Results provide novel evidence that spatial cue reliance is modulated by individual differences and contextual constraints.  相似文献   

14.
Environmental reference systems for large-scale spaces   总被引:1,自引:1,他引:0  
Human navigation in well-known environments is guided by stored memory representations of spatial information. In three experiments (N = 43) we investigated the role of different spatial reference systems when accessing information about familiar objects at different locations in the city in which the participants lived. Our results indicate that two independent reference systems underly the retrieval of spatial knowledge. Environmental characteristics, e.g., the streets at an intersection, determine which headings are easier to imagine at a given location and lead to differences in accessibility of spatial information (orientation-specific behavior). In addition, access to spatial information depends on the relative direction of a location with respect to the imagined heading, such that information about locations imagined in front of oneself is easier to access than about locations towards the back. This influence of an egocentric reference system was found for environmental knowledge as well as map-based knowledge. In light of these reference system effects, position-dependent models of spatial memory for large-scale environments are discussed. To account for the simultaneous effect of an environmental and an egocentric reference system, we present a 2-level model of spatial memory access.  相似文献   

15.
We examined the use of hand gestures while people solved spatial reasoning problem in which they had to infer motion from static diagrams (mental animation problems). In Experiment 1, participants were asked to think aloud while solving mental animation problems. They gestured on more than 90% of problems, and most gestures expressed information about the component motions that was not stated in words. Two further experiments examined whether the gestures functioned in the mechanical inference process, or whether they merely served functions of expressing or communicating the results of this process. In these experiments, we examined the effects of instructions to think aloud, restricting participants' hand motions, and secondary tasks on mental animation performance. Although participants who were instructed to think aloud gestured more than control groups, some gestures occurred even in control conditions. A concurrent spatial tapping task impaired performance on mechanical reasoning, whereas a simple tapping task and restricting hand motions did not. These results indicate that gestures are a natural way of expressing the results of mental animation processes and suggest that spatial working memory and premotor representations are involved in mental animation. They provide no direct evidence that gestures are functional in the thought process itself, but do not rule out a role for overt gestures in this type of spatial thinking.  相似文献   

16.
Two experiments investigated how people develop different landmark knowledge at decision points. Participants learned a route in a virtual city once or five times. One distinctive landmark was placed at each intersection of the route. At test, participants were released at each intersection according to the learning order and were required to determine the turning direction. At each intersection, the landmark was removed (no landmark), correctly placed (one landmark), duplicated on the other side (two identical landmarks), or misplaced from another intersection (two different landmarks) to disrupt the landmark sequence. The results suggested that humans develop different landmark knowledge (landmark knowledge for guidance, landmark knowledge for place recognition and knowledge of landmark sequence) with different navigation experience.  相似文献   

17.
The present study investigated cognitive map development in multilevel built environments. Three experiments were conducted in complex virtual buildings to examine the effects of five between-floor structural factors that may impede the accuracy of humans’ ability to build multilevel cognitive maps. Results from Experiments 1 and 2 (of three experiments) revealed that difficulties in developing multilevel cognitive maps are not solely caused by the z-axis offset, as is suggested in the literature, but are due to the factorial combination of a between-floor overlap and a z-axis offset. Results from Experiment 2 showed that this process becomes substantially more difficult when the reference directions between different floors have an angular offset from each other. Finally, results from Experiment 3 demonstrated that confusing between-floor heading shifts in aligned buildings did not make it reliably harder to build multilevel cognitive maps. The implications of these findings are discussed in terms of theories of mental representations in multilayered three-dimensional spaces, as well as for architectural design.  相似文献   

18.
Dominant approaches in computer-assisted wayfinding support adhere to the deeply problematic principles of turn-by-turn navigation. In this article, we suggest a new approach called “Wayfinding Through Orientation,” which supports the acquisition of spatial knowledge and cognitive mapping for advancing the user’s spatial orientation. Being oriented on one’s way is a prerequisite to enabling people to verify instructions and to incorporate new spatial information into their existing knowledge structure. In three studies described in this article we first present empirical evidence that people can be supported in survey knowledge acquisition through suitable wayfinding instructions. Consequently, we explore orientation information in human wayfinding instructions. Finally, we outline how orientation information can be communicated within a prototypically implemented navigation assistance system.  相似文献   

19.
We present a detailed analysis of a widely used assay in human spatial cognition, the judgments of relative direction (JRD) task. We conducted three experiments involving virtual navigation interspersed with the JRD task, and included confidence judgments and map drawing as additional metrics. We also present a technique for assessing the similarity of the cognitive representations underlying performance on the JRD and map-drawing tasks. Our results support the construct validity of the JRD task and its connection to allocentric representation. Additionally, we found that chance performance on the JRD task depends on the distribution of the angles of participants’ responses, rather than being constant and 90 degrees. Accordingly, we present a method for better determining chance performance.  相似文献   

20.
ABSTRACT

This study investigated the effects of featural information (landmarks) and geometric information (pre-exposure to a structural map) and their possible interaction during the process of spatial knowledge acquisition of 8- and 11-year-old children and adults in a virtual environment. The study confirmed the well-known result of a developmental achievement in spatial cognition from childhood to adulthood. Although landmarks and the pre-exposure to a structural map did not affect the time to learn a specific route, they influenced the use of behavior in spatial learning and eased the acquisition of spatial knowledge measured by a route reversal and map-drawing tasks. Children and adults are able to integrate featural and geometric information in the spatial knowledge acquisition process in an environmental space, but their integration depends on the spatial processing stages that are investigated. Moreover, it was successfully demonstrated that the use of desktop virtual environments seems to be appropriate to investigate the development of spatial cognition.  相似文献   

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