The possibilities of using immersive virtual environments in research on way finding
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14310%2F25%3A00144129" target="_blank" >RIV/00216224:14310/25:00144129 - isvavai.cz</a>
Result on the web
<a href="https://www.sciencedirect.com/science/article/pii/S1071581924002258?via%3Dihub" target="_blank" >https://www.sciencedirect.com/science/article/pii/S1071581924002258?via%3Dihub</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.ijhcs.2024.103442" target="_blank" >10.1016/j.ijhcs.2024.103442</a>
Alternative languages
Result language
angličtina
Original language name
The possibilities of using immersive virtual environments in research on way finding
Original language description
The study evaluated the degree of comparability of various aspects of human wayfinding behaviour exhibited during an evacuation scenario conducted in two environments, one real and the other virtual. While differences were expected in the locomotion speed parameter, with the goal being to determine the magnitude of the deviation, a more notable similarity was expected between environments in other types of parameters, e.g., evacuation trajectories, visual attention to points of interest, or choices at decision points. To improve the potential use of these findings in practice, we selected easily accessible hardware and excluded expensive devices simulating walking in place locomotion such as treadmills. For this purpose, we created a very precise 3D model of a real campus building. In both the experimental (immersive virtual environment, iVE) and control (real environment, RE) groups, the participants were all first-time visitors to the building. The groups were instructed to locate a target room where they would subsequently be required to complete a simple task, at which point an evacuation alarm would be set off. We evaluated three types of data collected during their quest to find a way out of the building: an eye-tracker-logged gaze hits on various objects (e.g., navigation signs), recordings of the locomotion and trajectory of the participants, and a combination of these parameters (e.g., points along the path where participants sighted certain objects). The sample was composed of 73 participants (35 for the real environment, 38 for the iVE). Human behaviour was compared using several types of metrics. Similarities were found in decision-making (e.g., choice of exit route) or most eye-tracking metrics, among others. On the other hand, the difference in evacuation duration was found due to the user interface used for locomotion.
Czech name
—
Czech description
—
Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
—
OECD FORD branch
50101 - Psychology (including human - machine relations)
Result continuities
Project
<a href="/en/project/TL02000103" target="_blank" >TL02000103: Cognitive psychology and spatial syntax in virtual environments for agent models</a><br>
Continuities
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Others
Publication year
2025
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Name of the periodical
International Journal of Human-Computer Studies
ISSN
1071-5819
e-ISSN
1095-9300
Volume of the periodical
196
Issue of the periodical within the volume
February
Country of publishing house
NL - THE KINGDOM OF THE NETHERLANDS
Number of pages
20
Pages from-to
103442
UT code for WoS article
001402985900001
EID of the result in the Scopus database
2-s2.0-85213836163