Optimized and cost-effective behavior studies via VR: a serious game of wayfinding at PVG

Mingyan Zou, Shuyang Li, Chengyu Sun
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Abstract

Two-dimensional spatial analysis and trajectory-based environmental behavior research are widely used methods for investigating pedestrian wayfinding behavior. However, they often struggle to balance efficiency and granularity. This study draws inspiration from serious games to develop an online VR-based wayfinding platform for behavioral research, aiming to enhance data collection and improve resolution. A virtual replica of Satellite Terminal 1 (S1) of Shanghai Pudong International Airport (PVG) was created, providing participants with an immersive and intuitive environment. Accessible via any compatible web browser, the platform utilizes a browser/server (B/S) framework, significantly reducing the cost and complexity of behavioral data acquisition. Wayfinding tasks were designed with competitive mechanisms and reward-based elements to encourage public participation and exploration. Within three days of the platform's launch, 370 participants completed wayfinding tasks, generating a rich dataset of 2,746 trajectories and observed behaviors with spatial accuracy at the decimeter level and temporal accuracy at the second level. This study demonstrates that a gamified VR-based platform is a viable approach for researching navigation behavior, offering notable advantages in cost-effectiveness, participant engagement, and data acquisition efficiency.

通过VR优化和成本效益的行为研究:PVG的寻路游戏
二维空间分析和基于轨迹的环境行为研究是研究行人寻路行为的常用方法。然而,他们常常难以平衡效率和粒度。本研究从严肃游戏中获得灵感,开发基于vr的在线寻路平台,用于行为研究,旨在加强数据收集,提高分辨率。我们制作了上海浦东国际机场一号卫星航站楼(S1)的虚拟复制品,为参与者提供身临其境的直观环境。该平台采用浏览器/服务器(B/S)框架,可通过任何兼容的web浏览器访问,大大降低了行为数据采集的成本和复杂性。寻路任务设计了竞争机制和奖励元素,以鼓励公众参与和探索。在平台启动后的三天内,370名参与者完成了寻路任务,生成了包含2746个轨迹的丰富数据集,并以分米级的空间精度和二级的时间精度观察了行为。本研究表明,基于游戏化vr的平台是研究导航行为的可行方法,在成本效益、参与者参与度和数据获取效率方面具有显著优势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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