Abstract
The spatial nature of large-scale virtual worlds introduces wayfinding
problems which are often overlooked in the design process. In order to
design and build useful virtual worlds in which real work can take place,
these issues must be addressed. The research described here is a study of
human wayfinding in virtual worlds and how real world solutions can be
applied to virtual world design. The objective of this work is to develop
design principles which will lead to a design methodology for virtual
worlds in which wayfinding problems are alleviated.
Keywords
Virtual worlds, virtual reality, wayfinding, navigation, environmental
design, spatial orientation, cognitive maps
Introduction
Problems associated with wayfinding have been encountered in every virtual
environment laboratory in every large-scale virtual world. These problems
may manifest themselves in a number of ways depending on the task being
performed. Virtual world navigators may wander aimlessly when attempting to
find a place for the first time. They may then have difficulty relocating
places recently visited. They are often unable to grasp the overall
topological structure of the space. Any time an environment encompasses
more space than can possibly be viewed from a single vantage point, these
problems will occur.
The objective of this dissertation research is to develop design principles
which can be incorporated into a methodology for the design of wayfinding
augmentations to virtual worlds which will facilitate skilled searching and
exploratory behaviors in novice users. Similarities between virtual and
physical space make the application of environmental design principles to
virtual world design possible.
Wayfinding Tasks
Wayfinding tasks are classified into three primary categories:
- Naive search: Any searching task in which the navigator has no a priori
knowledge of the whereabouts of the target in question. A naive search
implies that an exhaustive search is to be performed.
- Primed search: Any searching task in which the navigator knows the
location of the target. The search is non-exhaustive.
- Exploration: Any wayfinding task in which there is no target.
The classifications of wayfinding tasks are mutually exclusive. However,
they are often compounded into sequences. In cases where the navigator has
general knowledge of the target's position without enough precision to find
it directly, a primed search is performed to the target's general proximity
followed by a naive search within that area.
Although purely naive searches are rare in the real world, in virtual
worlds, spatial naivete is common in first-time explorers of a space; even
by the world builder. A scientist visualizing data sets computed off-line
may have no preconceived idea as to the shape or organization of the data.
Therefore, wayfinding assistance requires support for both exhaustive and
directed searches and must facilitate topological knowledge acquisition.
Spatial Knowledge
Wayfinding tasks in general require that the navigator be able to
conceptualize the space as a whole. This is analogous to what Thorndyke [1]
refers to as survey knowledge.
Survey knowledge represents configurational or topological information.
Object locations and inter-object distances are encoded in terms of a
geocentric, fixed, frame of reference. Survey knowledge is map-like in
nature. Accordingly, it can be acquired directly from map use. However,
survey knowledge acquired from a map tends to be orientation-specific.
Prolonged exposure to navigating an environment directly results in survey
knowledge which tends to be orientation-independent.
The resulting inflexibility of spatial knowledge acquired from maps led
Levine [3] to study what effect this phenomenon has on map design. He found
that in order to facilitate efficient map use, the map must be congruent
with the environment it represents. This is illustrated in the forward-up
equivalence principle which states that the upward direction on a map
(assuming it is mounted perpendicular to the floor) must always show what
is in front of the viewer.
Survey knowledge is hierarchical in nature [2]. Rather than encode the
absolute positions and directions to every place encountered, fewer large,
general, logically selected places (e.g. Washington, D.C.) are encoded with
subnetworks of smaller, more specific places (e.g. The White House) being
defined within each.
Environmental Design
Based on what is known about spatial knowledge and its role in wayfinding
tasks, environmental designers have concerned themselves with developing a
design methodology focussed on environmental organization and map use.
Lynch [4] suggests that urban elements such as paths, landmarks, and
districts be used to divide the environment into smaller, clearly
connected, more manageable pieces. These pieces can then be directly
encoded into a hierarchy of spatial knowledge. Lynch also notes the
importance of frequent directional cues to orientation maintenance.
Passini [5] expands on these ideas applying them to architectural design. A
space should have a basic organizational principle behind it. For example,
Manhattan's streets are organized in a grid. We use this information
directly to structure spatial knowledge. Most importantly, a space must
have in it a number of "places" which are easily discernible to any
wayfinder. A "place" is most simply defined as a distinct, recognizable
location or region of a larger space. Passini also notes that if a map is
to be used, it should show the organizational principle of the space as
well as the design elements described by Lynch. The observer's position
must always be shown and Levine's forward-up principle must be adhered to.
PROPOSED WORK
Previously, a number of navigation aids were implemented and tested as to
their effect on subjects' ability to perform wayfinding tasks in virtual
worlds [6]. However, although the earlier study addressed the fundamental
issues of wayfinding, it did not culminate in a set of generalizable
conclusions founded on scientific research. Rather, it presented a number
of alternative cues and tools which were shown to improve subjects'
performance. The objective of this body of research is to expand on earlier
work by examining what environmental information is necessary for
wayfinding tasks and to provide generalizable principles as to how this
information can be supplied.
An optimal exhaustive search requires that the navigator traverse the
entire space once (in the worst case). To facilitate this, there must be a
method of organizing the space to eliminate multiple passes or skipping
entire areas. A primed search, on the other hand, requires only that the
navigator know a path to the target. If movement is unrestricted (as it
often is in virtual worlds), the navigator need only know the direction and
distance to the target. Minimal configurational knowledge is required
relating the navigator's present position to the target's position. Lastly,
exploration is the basic task of spatial comprehension. Its objective is to
develop survey knowledge. Maps can be used and, similarly to naive
searches, the space should be explicitly organized.
These requirements lead to the conclusion that survey knowledge is the key
to successful wayfinding in any environment. Therefore, based on the
literature previously introduced, a set of design principles is presented
for wayfinding augmentations to virtual worlds which will facilitate survey
knowledge acquisition.
Organizational principles are meant to provide the necessary structure by
which an observer can mentally organize the environment into a spatial
hierarchy capable of supportingwayfinding tasks. The basic principles
are:
- Divide the large-scale world into distinct small parts, preserving a
sense of "place".
- Organize the small parts under a simple organizational principle.
- Provide frequent directional cues.
The importance of maps to spatial knowledge acquisition cannot be
overlooked. Ideally, this knowledge should be flexible, as if the observer
had obtained it from direct experience. Therefore, the design principles
below are intended to present spatial information in such a way as to
produce a flexible, orientation-independent representation of the
environment. The basic principles of map design are:
- Show all organizational elements (paths, landmarks, districts, etc.)
and the organizational principle.
- Always show the observer's position.
- Orient the map with respect to the observer such that the forward-up
equivalence principle is accommodated.
An experiment will be conducted to evaluate the effectiveness of these
principles on wayfinding behavior. Each subject will be exposed to four
treatments. The first is the control treatment in which no wayfinding
augmentations are added to the environment. There is a treatment for map
usage, one for environmental organization, and one including both. Within
each treatment, the subject will perform a naive search, a primed search,
and an exploratory task. All trials will be videotaped. During task
execution, subjects will verbalize their spatial problem solving
strategies. Execution time durations will be recorded as well as the
subjects' position and orientation throughout the trial. At the conclusion
of each trial, subjects will draw a sketch map of the environment to the
lowest level of detail possible.
We expect that task performance times will be significantly higher for the
control treatment as compared to the other treatments. Furthermore, the
verbal protocol analysis and map sketching exercise will show how the
environment is mentally organized and consequently, why performance times
differed.
CONCLUSION
Environmental design principles based on spatial orientation theory can be
applied to virtual world design to build worlds in which wayfinding
problems are minimized.
ACKNOWLEDGEMENT
This research is being conducted through support by the Virtual Environment
Laboratory of the Tactical Electronic Warfare Division of the Naval
Research Laboratory in Washington, D.C.
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