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1.
《Ergonomics》2012,55(1-3):197-219
The objective of this effort was to develop potential metaphors for assisting wayfinding and navigation in current virtual environment (VE) training systems. Although VE purports a number of advantages over traditional, full-scale simulator training devices (deployability, footprint, cost, maintainability, scalability, networking), little design guidance exists beyond individual instantiations with specific platforms. A review of metaphors commonly incorporated into human—computer interactive systems indicated that existing metaphors have largely been used as orientation aids, mainly in the form of guided navigational assistance, with some position guidance. Advanced metaphor design concepts were identified that would not only provide trainees with a useful orienting framework but also enhance visual access and help differentiate an environment. The effectiveness of these concepts to aid navigation and wayfinding in VEs must be empirically validated.  相似文献   

2.
Identification of metaphors for virtual environment training systems   总被引:2,自引:0,他引:2  
Stanney KM  Chen JL  Wedell B  Breaux R 《Ergonomics》2003,46(1-3):197-219
The objective of this effort was to develop potential metaphors for assisting wayfinding and navigation in current virtual environment (VE) training systems. Although VE purports a number of advantages over traditional, full-scale simulator training devices (deployability, footprint, cost, maintainability, scalability, networking), little design guidance exists beyond individual instantiations with specific platforms. A review of metaphors commonly incorporated into human-computer interactive systems indicated that existing metaphors have largely been used as orientation aids, mainly in the form of guided navigational assistance, with some position guidance. Advanced metaphor design concepts were identified that would not only provide trainees with a useful orienting framework but also enhance visual access and help differentiate an environment. The effectiveness of these concepts to aid navigation and wayfinding in VEs must be empirically validated.  相似文献   

3.
As current virtual environments are less visually rich than real-world environments, careful consideration must be given to their design to ameliorate the lack of visual cues. One important design criterion in this respect is to make certain that adequate navigational cues are incorporated into complex virtual worlds. In this paper we show that adding 3D spatialized sound to a virtual environment can help people navigate through it. We conducted an experiment to determine if the incorporation of 3D sound (a) helps people find specific locations in the environment, and (b) influences the extent to which people acquire spatial knowledge about their environment. Our results show that the addition of 3D sound did reduce time taken to locate objects in a complex environment. However, the addition of sound did not increase the amount of spatial knowledge users were able to acquire. In fact, the addition of 3D auditory sound cues appears to suppress the development of overall spatial knowledge of the virtual environment.  相似文献   

4.
Global Positioning System (GPS) is currently the most often used wayfinding aid for driving. Yet GPS is originally designed to provide a driving guide rather than to help users gain spatial knowledge. Accordingly, GPS might be less usable in situations where spatial knowledge is required. This study experimentally compared two wayfinding aids using simulated driving tasks in a virtual environment: a simulated GPS and a dual-scale exploration aid (DSEA). The DSEA, which provides two levels of details—both detailed and contextual information—was proposed to support participants in finding and selecting routes by themselves. The results show that although DSEA was less helpful in leading participants to their destination and corresponded to more turning errors in simulated driving, it was more useful for the corresponding participants to establish spatial awareness and a cognitive map. The influence of participants' spatial ability test score on wayfinding performance was measured and discussed. The proposed DSEA design and experimental results show some indications for designing new wayfinding aids aimed at reducing wayfinding errors and constructing cognitive maps while still providing easy navigation.  相似文献   

5.

As current virtual environments are less visually rich than real-world environments, careful consideration must be given to their design to ameliorate the lack of visual cues. One important design criterion in this respect is to make certain that adequate navigational cues are incorporated into complex virtual worlds. In this paper we show that adding 3D spatialized sound to a virtual environment can help people navigate through it. We conducted an experiment to determine if the incorporation of 3D sound (a) helps people find specific locations in the environment, and (b) influences the extent to which people acquire spatial knowledge about their environment. Our results show that the addition of 3D sound did reduce time taken to locate objects in a complex environment. However, the addition of sound did not increase the amount of spatial knowledge users were able to acquire. In fact, the addition of 3D auditory sound cues appears to suppress the development of overall spatial knowledge of the virtual environment.  相似文献   

6.
The current study was concerned with the basic question of how to overcome users' disorientation when navigating through hierarchical menus in small-screen technical devices, as for example mobile phones. In these devices, menu functions are typically organized in a tree structure. Two different navigation aids were implemented into a computer simulation of a real mobile phone (Siemens S45®). The interface of the first navigation aid (the "category" aid) showed the name of the current category as well as a list of its contents. The interface of the other navigation aid (the "tree" aid) was identical to the first except that it also showed the parents and parent–parents of the current of the category and it indented the subcategories to emphasize the hierarchical structure. For the study, 16 younger (23–28 years) and 16 older adults (46–60 years) had to solve 9 common phone tasks twice consecutively to measure learnability. To gain further insight into user characteristics modulating navigation performance and possibly interacting with the utility of the navigation aids, we assessed users' verbal memory and spatial abilities. Dependent variables were task effectiveness (number of tasks solved) and efficiency (time on task, number of returns in menu hierarchy, and returns to the top). The results reveal a consistent and significant advantage of the tree aid for both age groups, an advantage that was larger for users with lower spatial abilities and older adults. In general, older adults had lower verbal memory and spatial abilities, which were found to account for their lower navigation performance. We assume that the strong advantage of the tree aid is due to the spatial information on the menu structure, which thus conveys survey knowledge. This allows users to form an adequate mental representation of the menu. It is recommended to add a navigation aid providing survey knowledge into the displays of small-screen devices to achieve better overall performance.  相似文献   

7.
This study examined age differences in the use of an electronic three-dimensional (3D) environment, and how the age differences were affected by the use of an overview map as a navigation aid. Task performance and the subjects’ acquisition of configural knowledge of the 3D-environment were assessed. Impact of spatial ability and prior experience on these measurements were also investigated. One group of older subjects (n=24) and one group of younger subjects (n=24) participated. An overall hypothesis for the work presented here was that differences in learning to and performing navigational tasks in the physical world are similar in learning and performing navigational tasks in the virtual world. The results showed that the older participants needed more time to solve the tasks; and similar to navigation in the physical world, the older participants were less likely to create configural knowledge. It could not be established that older participants benefited more from an overview map as cognitive support than younger subjects, except in the subjective sense: the older users felt more secure when the map was there. The map seemed to have supported the older users in creating a feeling of where objects were located within the environment, but it did not make them more efficient. The results have implications for design; in particular, it brings up the difficult issue of balancing design goals such as efficiency in terms of time and functionality, against maintaining a sense of direction and location in navigational situations.  相似文献   

8.
Global Positioning System (GPS) is currently the most frequently used wayfinding aid for driving. Yet, GPS is designed to act as a driving guide rather than to help users gain spatial knowledge. Accordingly, GPS might be less usable in situations where such knowledge is required or highly desirable. In this study, we experimentally study the influence of GPS display scales (single-scale vs. dual-scale) using simulated driving tasks in a virtual environment. The single-scale GPS is similar to the regular GPS view. The dual-scale GPS aid is a dual-scale navigation tool that provides two levels of detail, including both detailed and contextual information. The results demonstrate that the dual-scale GPS was more efficient in leading the participants to the destination during the simulated driving and was more useful for the participants to establish spatial awareness and a cognitive map; the dual-scale GPS participants also reported higher subjective evaluations. The proposed dual-scale GPS design and experimental results show some indications for designing new wayfinding aids aimed at increasing wayfinding performance while simultaneously helping users construct a cognitive map.  相似文献   

9.
We have designed, implemented, and evaluated a map application for wearable computer users. Our application, called WalkMap, is targeted at a walking user in an urban environment, offering the user both navigational aids as well as contextual information. WalkMap uses augmented reality techniques to display a map on the surrounding area on the user's head-worn display. WalkMap is constructed by the means of software development, user interface design and evaluations, and existing knowledge on how humans use maps and navigate. The key design driver in our approach is intuitivity of use. In this paper, we present the design and implementation process of our application, considering human-map interfaces, technical implementation, and human-computer interfaces. We identify some of the key issues in these areas, and present the way they have been solved. We also present some usability evaluation results.  相似文献   

10.
Evidence from prior research has demonstrated that exocentric views of the environment can facilitate the acquisition of survey knowledge in a virtual environment. The present study examined the effect of different exocentric views on judging the relative direction of objects. During the participants' vertical movement in a virtual room, participants learned the spatial layout in one of three conditions: two-perspective, attentive-elevation, and normal-elevation conditions, where the number of the exocentric perspectives from which the spatial layout was observed was different. After spatial learning, they made the judgment of the relative direction of objects. The analysis of spatial judgment showed that as the number of exocentric perspectives increased, the accuracy improved in the mental representation of spatial vertical information and spatial information in novel directions. Results indicated that the increased number of exocentric perspectives during the vertical movement facilitated the flexible acquisition of survey knowledge. Applications of this study included the design of effective navigation aids in virtual multilevel buildings.  相似文献   

11.
严肃游戏是计算机游戏一个新的发展方向,可以提供形象互动的模拟教学环境,已经广泛应用于科学教育、康复医疗、应急管理、军事训练等领域。虚拟角色是严肃游戏中模拟具有生命特征的图形实体,行为可信的虚拟角色能够提升用户使用严肃游戏的体验感。严肃游戏中的图形渲染技术已经逐步成熟,而虚拟角色行为建模的研究尚在初级阶段。可信的虚拟角色必须能够具有感知、情绪和行为能力。本文分别从游戏剧情与行为、行为建模方法、行为学习和行为建模评价等4个方面来分析虚拟角色行为建模研究。分析了有限状态机和行为树的特点,讨论了虚拟角色的行为学习方法。指出了强化学习的关键要素,探讨了深度强化学习的应用途径。综合已有研究,归纳了虚拟角色行为框架,该框架主要包括感觉输入、知觉分析、行为决策和动作4大模块。从情感计算的融入、游戏剧情和场景设计、智能手机平台和多通道交互4个角度讨论需要进一步研究的问题。虚拟角色的行为建模需要综合地考虑游戏剧情、机器学习和人机交互技术,构建具有自主感知、情绪、行为、学习能力、多通道交互的虚拟角色能够极大地提升严肃游戏的感染力,更好地体现寓教于乐。  相似文献   

12.
Pak R  Rogers WA  Fisk AD 《Human factors》2006,48(1):154-165
OBJECTIVE: The present study examined the relationship between two distinct subfactors of spatial ability and performance in an information search task modeled on browsing the Web. BACKGROUND: Previous studies have found relationships between various measures of spatial ability and performance in a wide variety of computer-based tasks. METHOD: In the search task 101 participants (18-29 years of age) searched for the answer to a question by navigating the system. They completed the experimental task as well as a battery of cognitive ability measures that included two different measures of spatial ability. RESULTS: The results indicate that spatial orientation ability was related to performance with tasks that were high in their navigational requirement (engendered by the use of a novel aid), whereas spatial visualization was unrelated to performance in any task condition. CONCLUSION: A closer inspection of the cognitive requirements of a task may reveal what interventions could be most useful when designing computer systems or developing training programs. APPLICATION: Given the unique differences between the different spatial abilities, the current results suggest the design of navigational aids that place less demand on spatial orientation ability.  相似文献   

13.
Desktop systems typically rely on a two-dimensional (2D) software interface and general purpose hardware (mouse, keyboard) for interaction with a three-dimensional (3D) virtual environment. These interfaces must provide all the functionality required to navigate through and interact with the virtual environment, yet research into the usability aspects of the tools presented on these software interfaces indicates that the majority of users experience some degree of frustration when using them to perform even relatively simple tasks. This paper begins with a study of usability issues for interfaces to virtual environments on desktop systems, and details a series of experiments performed to evaluate the usability of a number of navigational tools. Participants were tested on the time taken to complete a number of navigational tasks with a series of interfaces presenting different navigational tools. The tools presented were a speed control function, a you-are-here (YAH) map, a function enabling the user to mark and teleport to any location within the presented environment, and an undo function. Results indicate that the visual presentation of navigational aids improves navigation performance, in terms of the time taken to complete tasks, and also improves user satisfaction with the desktop system.  相似文献   

14.
The primary objective was to investigate the value that can be added to a low-cost digital maintenance manual by the addition of a navigational aid. Two versions of a digital maintenance manual were developed, the difference between them being the number of design heuristics observed when designing navigational aids. Neither version was based on an analysis of the tasks carried out by users, nor were users involved in the design process. Instead, the manuals were developed directly from the digital information used to produce the existing paper manual. Usability trials were carried out to test both versions according to the time taken and errors committed by users during typical information retrieval tasks. Users were questioned to determine their ease of use (EOU) perceptions for each manual. The main outcomes were that the navigation aid used in the second version reduced the time taken to use the manual but increased the number of errors made by users. The navigational aid also seemed to reduce the perceived EOU compared with the first version. In both cases, the perceived EOU was lower than for a previous digital manual that had been developed using a task analysis and user input. The paper concludes by recommending the development of a generic task model of user interaction with digital maintenance manuals.  相似文献   

15.
The present study explores how the design of the exocentric view aid affects the acquisition of survey knowledge in virtual environments. The exocentric view was provided by either a 3D floor map, a 3D building map or the elevation of viewpoint in air. Participants navigated a virtual multilevel building and their survey knowledge was measured by the judgment of spatial relative direction. The results showed that (1) the accuracy of spatial judgment along the horizontal direction and response time were improved for participants with the exocentric view aid; (2) the accuracy of spatial judgment along the vertical direction was worst in the condition with a 3D floor map; (3) in general participants with a 3D building map performed best. The data suggested that the large scale of an exocentric view aid and the increased number of exocentric perspective through which the spatial layout is observed can facilitate the acquisition of survey knowledge in a virtual building. Potential applications of the findings include the design of a 3D map for navigation in both real and virtual buildings.  相似文献   

16.
马斌  郭志英  周华民  李德群 《计算机仿真》2006,23(4):279-282,286
塑料注射成型技术的发展与注射模具设计人员需求的增长十分迅速,模具设计人员学习必要的塑料成型基本原理是掌握注射模具设计方法的现实需要。该文在虚拟现实(VR)技术的基础上,结合基于三维模型的注塑成型FEA技术、面向对象的编程技术和OpenGL图形库,研究并实现了沉浸式、交互式的虚拟塑料注射成型教学仿真系统(VPIM),提出了立体成像算法,给出了模拟注射成型过程运动仿真的方法,借助VR外设及通过建立知识化、数字化、可视化、现实化的教学平台来提高设计人员的学习效率、学习兴趣及对问题理解的深入程度。  相似文献   

17.
This paper proposes a novel method of analysing trajectories followed by people while they perform navigational tasks. The results indicate that modelling trajectories with Bézier curves provides a basis for the diagnosis of navigational patterns. The method offers five indicators: goodness of fit, average curvature, number of inflexion points, lengths of straight line segments, and area covered. Study results, obtained in a virtual environment show that these indicators carry important information about user performance, specifically spatial knowledge acquisition. Corina Sas is a Lecturer in the field of human–computer interaction in the Computing Department at Lancaster University. She holds bachelor degrees in Computer Science and Psychology and an M.A. in Industrial Psychology from Romania. She received her Ph.D. degree in Computer Science from University College Dublin in 2004. Her research interests include user modelling, adaptive systems, data mining, spatial cognition, user studies and individual differences. She has published in various journals and international conferences in these areas. Nikita Schmidt is a Postdoctoral Research Fellow at University College Dublin (UCD). He received his Ph.D. degree from UCD in 2004 and M.Sc. from St-Petersburg State University, Russia in 1994. His research interests include pervasive, ubiquitous and location-aware computing, embedded systems, hardware-close software development and tree-structured data. His work experience is a mix of industry and academia.  相似文献   

18.
Computer game engines for developing first-person virtual environments   总被引:2,自引:1,他引:1  
Building realistic virtual environments is a complex, expensive and time consuming process. Although virtual environment development toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds. One alternative is the reuse of computer game technology. The current generation of computer games present realistic virtual worlds featuring user friendly interaction and the simulation of real world phenomena. Using computer games as the basis for virtual environment development has a number of advantages. Computer games are robust and extensively tested, both for usability and performance, work on off-the-shelf systems and can be easily disseminated, for example via online communities. Additionally, a number of computer game developers provide tools, documentation and source code, either with the game itself or separately available, so that end-users can create new content. This short report overviews several currently available game engines that are suitable for prototyping virtual environments.
Shamus P. SmithEmail:
  相似文献   

19.
Online simulation games provide an opportunity for people to express their personality through the design of their in-game virtual environment in a manner visible to third-party observers. We found that zero-acquaintance observers of these games can identify personality traits by simply looking at screenshots of the created virtual environment, and that the observed personality is closer to the self-reported “real” personality than “ideal” personality of the creator. These results contradict studies on avatar customization and personality, suggesting that spatial customization is more reflective of unintentional behavioral residue than conscious selective self-presentation.  相似文献   

20.
基于Q学习的虚拟人自适应感知系统建   总被引:3,自引:0,他引:3  
洪渊  刘箴 《计算机应用》2011,31(1):78-81
在现代计算机游戏的设计中,建立具有感知行为可信的虚拟人是至关重要的。以往的研究中,虚拟人的感知范围往往是固定的。提出了一种基于Q学习的虚拟人自适应感知模型,虚拟人可以通过对环境中感知对象的评价来动态确定感知范围,并在微机上实现了一个虚拟人找药的原型系统。实验结果表明,该模型能使虚拟人的感知行为具有可信性。  相似文献   

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