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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