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The possibilities of using immersive virtual environments in research on way finding

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    The possibilities of using immersive virtual environments in research on way finding

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

    The possibilities of using immersive virtual environments in research on way finding

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50101 - Psychology (including human - machine relations)

Návaznosti výsledku

  • Projekt

    <a href="/cs/project/TL02000103" target="_blank" >TL02000103: Kognitivní psychologie a prostorová syntaxe ve virtuálním prostředí pro agentní modely</a><br>

  • Návaznosti

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Ostatní

  • Rok uplatnění

    2025

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    International Journal of Human-Computer Studies

  • ISSN

    1071-5819

  • e-ISSN

    1095-9300

  • Svazek periodika

    196

  • Číslo periodika v rámci svazku

    February

  • Stát vydavatele periodika

    NL - Nizozemsko

  • Počet stran výsledku

    20

  • Strana od-do

    103442

  • Kód UT WoS článku

    001402985900001

  • EID výsledku v databázi Scopus

    2-s2.0-85213836163