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1.
While there have been many studies of navigation design guidelines for integrating maps in mobile devices, we argue that the research focus should turn more towards the design of multimodal navigation aids, which would reflect the impact of typical human wayfinding behaviour. Therefore, we suggest an interdisciplinary design approach, i.e. building on urban design practice that focuses on supporting the navigation of pedestrians in urban areas. The design implications are explored in this study with the subjects being pedestrians accomplishing wayfinding tasks in an unfamiliar, urban area. The main areas that this paper contributes to are: investigating the design implications of multimodal navigation aids; evaluating these in the context of mobile wayfinding tasks; and reflecting the results according to the user's wayfinding strategies and spatial anxiety. It is concluded that through designing multimodal tracks into mobile navigation applications we can help users to find their way in unfamiliar, urban environments.  相似文献   

2.
ABSTRACT

Understanding better the effects of the use of mobile apps to the use and appreciation of urban environments has been gaining more prominence as a research topic recently due to the increasing everyday use of these apps. Whether this type of digital mediation changes the lived experience is of interest in this article. The intention is to show that besides changing the prevailing practices and behaviour, new technologies also enhance and add positive value to the everyday urban experience. This positive experiential value is approached with the framework consisting of recent advances in philosophical urban and everyday aesthetics, which put emphasis on both familiarity and fun as important qualities that describe the everyday experience in urban environments. We claim that new digital tools increase the quality of fun when moving in familiar surroundings. Fun, understood through the lens of the aesthetic, precedes the experienced quality of playfulness. It alters the existing affordances of the urban environment in a way that make more complex aesthetic qualities emerge. The case examples are GPS-based wayfinding applications such as route planners and navigation tools for pedestrian use and related AR applications such as the popular game app Pokémon GO.  相似文献   

3.

Analyzing videos and images captured by unmanned aerial vehicles or aerial drones is an emerging application attracting significant attention from researchers in various areas of computer vision. Currently, the major challenge is the development of autonomous operations to complete missions and replace human operators. In this paper, based on the type of analyzing videos and images captured by drones in computer vision, we have reviewed these applications by categorizing them into three groups. The first group is related to remote sensing with challenges such as camera calibration, image matching, and aerial triangulation. The second group is related to drone-autonomous navigation, in which computer vision methods are designed to explore challenges such as flight control, visual localization and mapping, and target tracking and obstacle detection. The third group is dedicated to using images and videos captured by drones in various applications, such as surveillance, agriculture and forestry, animal detection, disaster detection, and face recognition. Since most of the computer vision methods related to the three categories have been designed for real-world conditions, providing real conditions based on drones is impossible. We aim to explore papers that provide a database for these purposes. In the first two groups, some survey papers presented are current. However, the surveys have not been aimed at exploring any databases. This paper presents a complete review of databases in the first two groups and works that used the databases to apply their methods. Vision-based intelligent applications and their databases are explored in the third group, and we discuss open problems and avenues for future research.

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4.
Wayfinding systems are an assistive technology targeting disabled patients who are mobile and need to travel in both indoor and outdoor environments, thus increasing workplace and life independence. Such a personal guidance system can improve the quality of life and minimize risks such as wandering behavior, which has been previously observed in patients with acquired brain injury. The proposed system called AssistMote is a full-ledged navigation solution using wireless sensor networks (WSN) for ambient condition detection, routing engines for navigation, and PDAs as the user interface, to assist with indoor wayfinding for individuals with multiple special needs. Ambient intelligence such as inadequate illumination and wet floors can be critical to wayfinding for the targeted population. The routing algorithm is based on the innovative use of Dijkstra's shortest path with the special requirements of navigation applications taken into account. The study reports the prototype design, experiments, and detailed performance evaluation based on computer simulations and field trials of eight human subjects with multiple disabilities who participated in pedestrian navigation in a five-floor building with 91 sensor nodes. AssistMote achieved 95% success compared with 37.5% in a controlled study that used verbal instructions and paper maps.  相似文献   

5.
Augmented reality (AR) technology is changing the way we interact with the world by making the journey seamless and interactive. This is done by layering digital enhancements over an existing reality or real life scenario. However, employing AR technologies in wayfinding and navigation does not automatically bring positive experiences. We argue that tracking techniques are important in mobile AR navigation and fundamentally affect the quality of user experience. In this paper, we propose two different tourist AR applications based on different tracking techniques. In addition to the analysis of the applications, we conducted a user evaluation to study the effect of different AR tracking techniques on the performance of users and the quality of user experience.  相似文献   

6.
Augmented reality (AR) is an interactive experience where computer-generated perceptual information is superimposed into the real-world environment. Most existing research in AR-based wayfinding has focused on the technological aspects of developing AR-based software or devices to realize navigation. No previous investigations have focused on understanding the impact of immersive augmented reality (IAR)–based systems on human wayfinding performance from the cognitive perspective. Aimed at investigating the influence of IAR-based systems on people’s cognitive map development and their subsequent wayfinding performance as well as the effect of using three-dimensional (3D) layout models in IAR environments in addition to superimposed guideposts, an experiment was carried out in a building with a complex floor plan. A total of 54 university students were evenly divided into three groups: a control group with no IAR assistance, a second group using an IAR-based navigation system that includes only superimposed guideposts, and a third group using an IAR-based navigation system that includes both guideposts and a 3D layout model. Each participant was asked to conduct a spatial exploration task in the environment, sketch a floor map based on their spatial cognition, and perform a wayfinding task to find eight specific locations in the building. An analysis of the participants’ performance and responses to a number of self-evaluation questionnaires collected in the experiment indicates that IAR technology can help people develop their cognitive maps more effectively and can substantially improve their wayfinding performance with a much lower workload. A second finding is that adding a 3D layout model can enhance the effect of an IAR-based navigation system in terms of cognitive map development. The findings from this research extend the existing knowledge about IAR-based navigation and further verify that AR technology has the potential to reduce human workload for cognitive tasks. The results also could support its more effective application in various scenarios that require assisted wayfinding and cognitive map training, such as emergency evacuation drills.  相似文献   

7.

In order to develop reliable software and systems, we depend on practical techniques for the construction and analysis of such software and systems. This special issue of Software Tools for Technology Transfer presents various tool-supported techniques that can help with the construction and analysis of such reliable software and systems. The papers in this special issue are extended versions of selected conference papers from the proceedings of the 24th International Conference on Tools and Algorithms for the Construction and Analysis of Systems (TACAS 2018).

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8.
Three-dimensional (3-D) route-planning support offers a promising solution to overcome problems with wayfinding in complex indoor environments. An experiment was conducted to test the effect of 3-D route-planning support in a realistic setting, a large hospital building, during normal operation. Forty participants performed navigation tasks either with (n?=?20) or without (n?=?20) 3-D route-planning support. Support resulted in faster navigation, more use of artwork specifically installed to aid wayfinding, fewer navigation errors, less disorientation and less anxiety. In addition, participants used different strategies for wayfinding: without navigation support they used signs and route colour, but with navigation support they used not only the artwork, but also the existing furniture and other landmarks. The acceptance of 3-D route-planning support was high. Overall, the results support the value of 3-D route-planning support.  相似文献   

9.
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   

10.
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   

11.
The second part of the special issue presents more practical issues on cyber–physical systems technologies and application. We have selected five research papers whose topics are strongly related to this special issue. As continued from the part 1, we have selected 5 additional papers.  相似文献   

12.

The design and development of technological solutions based on software for all types of people, including people with disabilities, is still a pending issue in most software application development projects today. Situations like the 2020 pandemic drastically reflect how people with disabilities tend to be left outside the application design and construction guidelines. There are multiple initiatives and previous works that advocate user involvement from the beginning of the project; however, in this work, we go a step further by presenting a model for designing and constructing software applications (RiD—Responsive inclusive Design) defined for inclusive software. RiD extends the involvement of the user with disabilities to the entire software life cycle, in different roles, and taking into account the changing nature of the user profile in the evolution of the product. This article also presents the EDICO case study, an accessible and inclusive scientific editor for the Spanish National Organization of the Blind (ONCE), which was successfully implemented applying the RiD principles.

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13.
Free navigation in indoor environments is one of the main enabling technologies for many service robot applications. The SIEMENS navigation system SINAS which is primarily targeted towards cleaning robot applications, has proved its suitability for tough everyday operation since August 1996 on several occasions, e.g., in several chain store supermarkets. This paper discusses the main requirements of a navigation system for cleaning robots, presents the architecture and main modules of the SINAS system, and reports on real-world experiences.  相似文献   

14.
Many public facility layouts have been developed with little consideration of the visually impaired, producing difficult and unpleasant wayfinding experiences. Not all wayfinding elements can be applied universally to all environments; several wayfinding elements are specific to the type of industry being considered. No known research has been conducted within healthcare systems to find wayfinding limitations among visually impaired users during the navigation process. The purpose of this study was to analyze the current issues in a wayfinding task for the visually impaired and normally sighted to identify wayfinding design deficits. Normally-sighted participants (m = 25, f = 25) wore one of five different vision simulator goggles to simulate a specific visual impairment (diabetic retinopathy, glaucoma, cataracts, macular degeneration, and hemianopsia) and were then given directions how to get to specific series of departments within a hospital campus. Participants then navigated a second time (using a different, but similar series of paths) without the vision simulator goggles (normal vision) so comparisons could be made. During participant wayfinding, behaviors such as stopping, looking around, touching walls, becoming lost and/or confused were recorded by location of each instance on a map. Questionnaires asking about the surrounding environment were completed after each condition. The results of this study identified several design elements involving signage, paths/target sites, lighting and flooring that created wayfinding issues for both experimental conditions. The effects of the wayfinding issues on participants ranged from tripping to becoming lost in the surrounding environment. Enhancing wayfinding for the most highly visually impacted individuals may also improve wayfinding for those with normal vision via universal design. The hospital design flaws identified by this study provide key areas and elements (not previously investigated) for further research studies to analyze more comprehensively and ultimately provide sound design recommendations to enhance effective wayfinding.

Relevance to the industry

This paper offers information relevant to a growing healthcare sector facing an aging population with growing needs. Applying organizational, architectural and design principles from this paper can lead to improved patient satisfaction, safety and patient flow within the hospital setting for the visually impaired and others without visual impairment.  相似文献   

15.
本文简要介绍了基于构件的软件开发方法(CBD)和基于构件的业务应用软件框架(CBAF),以此为基础建立了一个能满足分布异构环境系统集成需要、具备软件互操作能力、实现Client/Server与Browser/Server应用相统一的医疗保险领域应用框架,并对涉及的关键技术进行了论述。  相似文献   

16.
17.

The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge-based tools that have been deployed to augment exiting collaborative environments, and the ontology that is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and during a collaboration. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centered design approach to e-Learning.  相似文献   

18.
This study aimed to examine the effect of repeated exposures to indoor environments on people’s indoor wayfinding performance, both under normal condition and during fire emergency which could induce significant mental stress. Indoor wayfinding experiments were conducted in an immersive virtual museum developed using virtual reality technologies. Participants of the experiments were divided into three groups, who participated in one, two and three trials, respectively. Those who participated in more than one trial were given an interval of two weeks between two consecutive trials. Each trial of the experiment included a treasure hunting task and an egress task. Participants were presented with a virtual fire emergency during the egress task of their last trial. Data of wayfinding performance measures of the participants, as well as their physiological and emotional responses, sense of direction, wayfinding anxiety and simulator sickness were collected and analyzed. The results revealed significant positive impact of repeated exposure on participants’ wayfinding performance, which resulted in a decrease in the time needed to complete the treasure hunting task. The results also revealed significant negative impact of mental stressed caused by the fire emergency on participants’ wayfinding performance, which led to increased travel time and distance during egress. Such negative impact of stress, however, could be noticeably diminished by the repeated exposures, showing significant interaction effect between these two factors.  相似文献   

19.
Object-Oriented Information System (OOIS) is an information system that employs object-oriented technologies in system design and implementation. Recent research advances and industrial innovations in distributed system modeling and Internet applications have enabled OOIS design and implementation to be carried out on the basis of new technologies and platforms. This special section on Modeling Object-Oriented Information Systems presents readers with a set of best papers selected from the 7th International Conference on OOIS. Reviews of theories and applications of OOISs are also provided for predicating trends in OOIS modeling.  相似文献   

20.
While progress on assistive technologies have been made, some blind users still face several problems opening and using basic functionalities when interacting with touch interfaces. Sometimes, people with visual impairments may also have problems navigating autonomously, without personal assistance, especially in unknown environments. This paper presents a complete solution to manage the basic functions of a smartphone and to guide users using a wayfinding application. This way, a blind user could go to work from his home in an autonomous way using an adaptable wayfinding application on his smartphone. The wayfinding application combines text, map, auditory and tactile feedback for providing the information. Eighteen visually impaired users tested the application. Preliminary results from this study show that blind people and limited vision users can effectively use the wayfinding application without help. The evaluation also confirms the usefulness of extending the vibration feedback to convey distance information as well as directional information. The validation was successful for iOS and Android devices.  相似文献   

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