VR中的寻路设计:将导航界面与空间学习和认知地图联系起来。

Armin Mostafavi, Zhiwen Qiu, Tong Bill Xu, Wenqian Niu, Saleh Kalantari
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引用次数: 0

摘要

基于vr的导航研究中使用了各种虚拟运动技术和视觉转换方法,但很少有研究系统地研究它们对复杂室内环境中空间学习、认知地图形成和导航性能的影响。我们在两个高保真VR医院环境中进行了一项受试者间研究(N=142),包括自由探索和基于任务的寻路,同时将运动和视点转换作为实验因素。空间学习通过指向、距离估计和草图精度来衡量;通过完井时间和行程距离来衡量性能;体验是通过晕机、感知存在感和可用性来衡量的。运动技术影响任务完成时间,在基于任务的环境中,瞬间移动与更快的表现有关。空间学习效果是混合的,模式表明没有视点转换的技术可能更好地支持认知映射。为提高基于vr的寻路研究的可靠性和现实世界的适用性提供了经验见解和指南。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing for Wayfinding in VR: Linking Navigation Interfaces to Spatial Learning and Cognitive Mapping.

Various virtual locomotion techniques and visual transition methods are used in VR-based navigation research, yet few studies have systematically examined their effects on spatial learning, cognitive map formation, and navigational performance in complex indoor environments. We conducted a between-subjects study (N=142) in two high-fidelity VR hospital contexts, including free exploration and task-based wayfinding, while treating locomotion and viewpoint transitions as experimental factors. Spatial learning was measured through pointing, distance estimation, and sketch-map accuracy; performance was measured through completion time and distance traveled; and experience was measured through cybersickness, perceived presence, and usability. Locomotion techniques affected task completion time, with teleportation associated with faster performance in the task-based context. Spatial learning effects were mixed, with patterns indicating that techniques without viewpoint transitions may better support cognitive mapping. Empirical insights and guidelines are provided to improve the reliability and real-world applicability of VR-based wayfinding research.

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