65 resultados para wayfinding
Resumo:
Signage systems are widely used in buildings to provide information for wayfinding, thereby assisting in navigation during normal circulation of pedestrians and, more importantly, exiting information during emergencies. An important consideration in determining the effectiveness of signs is establishing the region from which the sign is visible to occupants, the so-called visibility catchment area (VCA). This study attempts to factor into the determination of the VCA of signs, the observation angle of the observer. In building regulations, it is implicitly assumed that the VCA is independent of the observation angle. A theoretical model is developed to explain the relationship between the VCA and observation angle and experimental trials are performed in order to assess the validity of this model. The experimental findings demonstrate a consistency with the theoretical model. Given this result, the functionality of a comprehensive evacuation model is extended in accordance with the assumptions on which the theoretical model is based and is then demonstrated using several examples
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This paper describes the introduction of chained signage systems into evacuation simulation models. Signage systems are widely used in buildings to provide information for wayfinding, thereby providing exiting information during emergencies and assisting in navigation during normal circulation of pedestrians. Recently a system was developed to introduce simple signs into egress models. The system, known as Visibility Catchment Area or VCA, allowed similated agents to interact with signs which point directly to an exit and signs which are located directly above the exit. However, this approach was not able to represent the more general situation of a sign netwokr within an arbitrarily complex building. In this paper we extend the method to include chained signage systems which provides simulated agents that are unfamiliar with the structure a means by which to navigate to an emergency exit. The model includes the associated navigation behaviours exhibited by occupants that rely on a signage system for navigation including: Searching behaviours, Backtracking behaviours, Lost behaviours and Communication behaviours. The new features are demonstrated through a series of demonstration cases and are shown to produce plausible results.
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Signage systems play an important role in aiding occupants during both circulation and evacuation. Despite the fact that signage systems are an important component in building wayfinding systems, there is a lack of relevant data regarding how occupants detect, interpret and use the information conveyed by emergency signage. The effectiveness of signage systems is therefore difficult to assess. In this paper we address this issue through experimentation. The experiment involved measuring the impact of a signage system on a population of 68 test subjects who were instructed to individually vacate a building as quickly as possible via any means they thought appropriate. The evacuation path involved a number of decision points at which emergency signage was available to identify the appropriate path. Through analysis of video footage and data derived from questionnaires, the number of people who saw and utilised the signage information to assist their egress is determined. The results are then incorporated within the buildingEXODUS software and used in a demonstration of agent interaction with signage systems in a hypothetical evacuation scenario.
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An ageing demographic has increased the number of people with dementia. Although dementia is commonly associated with memory loss, other early symptoms include difficulty with wayfinding. Dementia alters visuo-spatial perception and the processes used to interpret the physical environment. The role of the design of the physical environment for people with dementia has gained increased recognition. Despite this, design for dementia is often overlooked, focusing on issues relating to physical impairment. This paper presents the results of a PhD study and aims to examine the role of the design of the physical environment in supporting wayfinding for people with dementia living in long-term care settings in Northern Ireland. Mixed methods combined the observation of wayfinding walks and conversational style interviews to elicit perspectives and experiences of residents with dementia. The findings aim to promote well-being for those with dementia living in long-term care settings.
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Il est généralement admis que la vision joue un rôle prépondérant dans la formation des représentations spatiales. Qu’advient-il alors lorsqu’un individu est atteint de cécité? Dans le premier volet de cette thèse, les habiletés spatiales des personnes aveugles ont été examinées à l’aide de différentes tâches et comparées à celles de personnes voyantes effectuant les mêmes tâches avec les yeux bandés. Dans une première étude, les capacités de rotation mentale ont été évaluées à l’aide d’une épreuve d’orientation topographique tactile. Les résultats obtenus montrent que les personnes aveugles parviennent généralement à développer des capacités de rotation mentale similaires à celles de personnes voyantes et ce, malgré l’absence d’information de nature visuelle. Dans une seconde étude, nous avons utilisé différentes tâches spatiales nécessitant l’utilisation de la locomotion. Les résultats obtenus montrent que les personnes aveugles font preuve d’habiletés supérieures à celles de voyants lorsqu’elles doivent apprendre de nouveaux trajets dans un labyrinthe. Elles parviennent également à mieux reconnaître une maquette représentant un environnement exploré précédemment. Ainsi, l’absence de vision ne semble pas entraver de manière significative la formation de concepts spatiaux. Le second volet de cette thèse s’inscrit dans la lignée des études sur la plasticité cérébrale chez les personnes aveugles. Dans le cas présent, nous nous sommes intéressés à l’hippocampe, une structure profonde du lobe temporal dont le rôle au plan spatial a été établi par de nombreuses études animales ainsi que par des études cliniques chez l’humain incluant l’imagerie cérébrale. L’hippocampe joue un rôle particulièrement important dans la navigation spatiale. De plus, des changements structuraux de l’hippocampe ont été documentés en relation avec l’expérience des individus. Par exemple, l’étude de Maguire et al. (2000) a mis en évidence de telles modifications structurelles de l’hippocampe chez des chauffeurs de taxi. À l’instar de ces derniers, les personnes aveugles doivent emmagasiner de nombreuses informations au sujet de leur environnement puisqu’elles ne peuvent bénéficier de la vision pour mettre à jour les informations sur celui-ci, sur leur position dans l’espace et sur la position des objets se trouvant hors de leur portée. Nous avons montré, pour la première fois, une augmentation du volume des hippocampes chez les personnes aveugles en comparaison avec les personnes voyantes. De plus, cette augmentation de volume était positivement corrélée à la performance à une tâche d’apprentissage de trajets. Les résultats présentés dans cette thèse permettent d’appuyer les études antérieures qui soutiennent que les personnes aveugles parviennent à compenser leur déficit et à développer des habiletés spatiales comparables, voire supérieures, à celles de personnes voyantes. Ils permettent également d’apporter un éclairage nouveau sur le concept de plasticité cérébrale présent chez cette population en montrant pour la première fois un lien entre le volume de l’hippocampe et les habiletés spatiales chez les personnes aveugles.
Resumo:
Ce mémoire de maîtrise est une recherche exploratoire sur les expériences de localisation vécues dans l’espace urbain montréalais par des sujets en relation à l’information dite « de localisation ». La localisation est un processus d’orientation spatiale où l’emplacement d’un lieu dans l’espace est un problème à résoudre. Cette exploration est basée sur la théorisation de l’information proposée par Bateson (1972) et le développement du concept de dispositif par Belin (2002) et Agamben (2007) à la suite de Foucault, la localisation étant le concept empirique exploratoire. Le processus de localisation est investigué quant à son caractère médiatique : l’information de localisation est le medium qui, en étant un résultat et une cause de l’action, donne forme à ce processus mené par l’effort. Un travail de terrain ethnométhodologique déployé par le biais d’observations empiriques et d’entrevues qualitatives permet d’identifier certaines conditions qui rendent possibles, dans la vie quotidienne, les relations entre l’information de localisation, l’espace urbain et un sujet. Étant majoritairement vécue lors de déplacements présents, futurs ou passés, la localisation est ainsi conceptualisée en tant que wayfinding : l’action de déterminer quelles voies ou trajets emprunter pour se rendre d’un point A à un point B. Ce mémoire est en réalité une problématisation ouverte qui vise à explorer et identifier certains enjeux qui sont au cœur des processus de localisation dans l’espace urbain montréalais. Si « [l]e fait humain par excellence », comme le souligne Leroi-Gouhran (1965) « est peut-être moins la création de l’outil que la domestication du temps et de l’espace » (p. 139), le fait d’habiter en un certain temps et en un certain espace est en soi une relation problématique de confiance. Le vivant et le non-vivant habitent des espaces aménagés qui sont continuellement transformés par leur détermination mutuelle. En partant du constat que l’environnement construit se déploie en étant produit et aménagé dans des dispositions où certains de nos gestes sont délégués, peut-on envisager être libre sans (se) faire confiance ?
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This thesis nalyzes the wayfinding in Landscape Museum of Contemporary Art (MPAC), based on the Institute of Contemporary Art CACI, Minas Gerais, Brazil and the Museum of Contemporary Art of the Serralves Foundation, Porto, Portugal. The study focuses on the interrelationship of the public/visitors with the landscape, architecture and contemporary art museums in these, in order to understand visual perception and apprehension of such an environment for their users. For both were confronted documentation (visual and written) and people talk. The main hypothesis put forward is that the audience/visitor MPAC appreciates the interrelationship between the natural environment (park/garden) and built environment (the works of contemporary art and the galleries), giving equal value to both. To complement this, a second hypothesis is that during the visit to MPACS, visitors define their paths spontaneously, but strongly influenced by existing visual indicators (maps, signage and striking landscape elements), which facilitate the readability of space, which also contribute to the offered services and the experiences of similar institutions. The analytical basis of the research used the concepts of legibility (LYNCH, 2009), wayfinding (GIBSON, 2009; ARTHUR, PASSINI, 2002; WEISMAN, 1982), Experiential Cotinnum (TUAN, 1985), Space Bound (CRUZ PINTO, 2007) and habitus (BOURDIEU, 1992). Methodologically was used qualitative research (DEMO 2000) by means of a case study (YIN, 2005; STAKE, 1999) and participant observation (WHYTE, 2005). In the two institutions interviews with researchers and curators, behavior observation and questionnaires from employees, trainees, monitors and the public/visitor of the two museums were performed. Although partially referende the initial hypothesis, the research showed that the public/visitor value appears more natural environments, they experience a greater intensity and in addition to the factors listed in the second case, your perception and definition of paths suffer significant influence of emotional relations established with space. Generally the audience/visitor adapts easily to different demands of contemporary art exhibition in the two museums and the built environment (park/garden and museum) interferes with your reading path during the visit, perceived by the public/visitor condition as a factor that favors the enjoyment of works on different mounts (wayfinding), though often become a factor that hinders the legibility of the building and its built environment
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The use of virtual reality as tool in the area of spatial cognition raises the question of the quality of learning transfer from a virtual to a real environment. It is first necessary to determine with healthy subjects, the cognitive aids that improve the quality of transfer and the conditions required, especially since virtual reality can be used as effective tool in cognitive rehabilitation. The purpose of this study was to investigate the influence of the exploration mode of virtual environment (Passive vs. Active) according to Route complexity (Simple vs. Complex) on the quality of spatial knowledge transfer in three spatial tasks. Ninety subjects (45 men and 45 women) participated. Spatial learning was evaluated by Wayfinding, sketch-mapping and picture classification tasks in the context of the Bordeaux district. In the Wayfinding task, results indicated that active learning in a Virtual Environment (VE) increased the performances compared to the passive learning condition, irrespective of the route complexity factor. In the Sketch-mapping task, active learning in a VE helped the subjects to transfer their spatial knowledge from the VE to reality, but only when the route was complex. In the Picture classification task, active learning in a VE when the route was complex did not help the subjects to transfer their spatial knowledge. These results are explained in terms of knowledge levels and frame/strategy of reference [SW75, PL81, TH82].
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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspects of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field. AU Press is an open access publisher and the book is available for free in PDF format as well as for purchase on our website: http://bit.ly/1W4yTRA
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Thesis (Master's)--University of Washington, 2016-06
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This article provides new insight into how the ambience and design of shopping environments impact onspending behaviour. Environmental cues in a retail area influence emotional states of by-passers, which in turn influence spending levels. Past research suggested that this effect only applies to shops with moderate arousal level. Also, several studies failed to confirm a relationship between emotions and spending levels. This is surprising, since high arousal environments (e.g., amusement parks, sports stadiums and airports) often feature a wide range of retail outlets. Based on survey data collected in a live airport shopping area, this study finds a relationship between pleasure emotions associated with the retail area and recalled consumer spending, but also the time available for shopping (which in an airport is constrained). Also, visitors’ emotional state was influenced by the ambience (e.g., cleanliness, noise levels, lighting) as well as the design (e.g., easy wayfinding, seating areas) of the retail area. Shopper’s arousal levels did not explain variations in spending level. Implications for researchers and managers are discussed as well as suggestions for future research.
Resumo:
Navigation, in both virtual and real environments, is the process of a deliberated movement to a specific place that is usually away from the origin point, and that cannot be perceived from it. Navigation aid techniques (TANs) have as their main objective help finding a path through a virtual environment to a desired location and, are widely used because they ease the navigation on these unknown environments. Tools like maps, GPS (Global Positioning System) or even oral instructions are real world examples of TAN usage. Most of the works which propose new TANs for virtual environments aim to analyze their impact in efficiency gain on navigation tasks from a known place to an unknown place. However, such papers tend to ignore the effect caused by a TAN usage over the route knowledge acquisition process, which is important on virtual to real training transfer, for example. Based on a user study, it was possible to confirm that TANs with different strategies affects the performance of search tasks differently and that the efficiency of the help provided by a TAN is not inversely related to the cognitive load of the technique’s aids. A technique classification formula was created. This formula utilizes three factors instead of only efficiency. The experiment’s data were applied to the formula and we obtained a better refinement of help level provided by TANs.
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This study reports recommendations for a tactile and graphic wayfinding system aiming to offer more orientability and mobility for visually impaired people (blindness and low vision) at Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Norte (IFRN), Parnamirim Campus. It was necessary to focus on visual impaired people and approach concepts like orientation and accessibility at the built environment. In order to provide the comprehension of a complex social phenomenon and preserve the meaningful characteristics of the events, this research has developed a single case study in which elements of Post Occupation Evaluation have been used. Its purpose was to allow not only a technical analysis, but also the user perception about the space in use. The chosen tool to collect the user’s opinions and considerations was the Walk Together Method. The collected and analyzed information has demonstrated that, although Parnamirim Campus has implemented some interventions in relation to the spatial accessibility, they are still not enough to create an environment which arranges safety and autonomy for the visual impaired people and the other ones who attend there. This study suggests that it happened because the engineering interventions at the Campus have been based on Brazilian technical standards NBR 9050:2004, which is proper for the physical impaired people, but it does not offer enough information to respond to all the specific needs demanded by all the classifications of visual impairment.
Resumo:
This study reports recommendations for a tactile and graphic wayfinding system aiming to offer more orientability and mobility for visually impaired people (blindness and low vision) at Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Norte (IFRN), Parnamirim Campus. It was necessary to focus on visual impaired people and approach concepts like orientation and accessibility at the built environment. In order to provide the comprehension of a complex social phenomenon and preserve the meaningful characteristics of the events, this research has developed a single case study in which elements of Post Occupation Evaluation have been used. Its purpose was to allow not only a technical analysis, but also the user perception about the space in use. The chosen tool to collect the user’s opinions and considerations was the Walk Together Method. The collected and analyzed information has demonstrated that, although Parnamirim Campus has implemented some interventions in relation to the spatial accessibility, they are still not enough to create an environment which arranges safety and autonomy for the visual impaired people and the other ones who attend there. This study suggests that it happened because the engineering interventions at the Campus have been based on Brazilian technical standards NBR 9050:2004, which is proper for the physical impaired people, but it does not offer enough information to respond to all the specific needs demanded by all the classifications of visual impairment.
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La información sobre conceptos de innovación educomunicativa en la web, sobre todo los relacionados con las TIC, suele ser confusa y presentarse de una forma divulgativa inexacta o de una manera científica compleja en artículos largos. Además, suelen utilizarse términos en inglés o en extrañas hibridaciones. Las y los estudiantes –y cualquier persona- que buscan estos términos suelen recurrir a la divulgación inexacta, lo que hace que no comprendan el término en toda su extensión y, por tanto, que los desarrollos que se realizan, tanto teóricos como prácticos, se alejen de la excelencia ya desde su inicio. Conceptos como Branding, Big Data, Force Touch, Gamificación, Geocaching, InRead video, Inroll Video, Interfaz Social, Mobile First, Mooc, Neurocomunicación, Responsive Web Design, Transmedia, Walking Cinema, Walking Documentary, Wayfinding… o no se comprenden o se comprenden sin los matices imprescindibles para un buen desarrollo académico y profesional. Los investigadores del grupo “Museum I+D+C. Laboratorio de cultura digital y museografía hipermedia” de la Universidad Complutense de Madrid, pertenecientes a distintas universidades de Argentina, Brasil, España, México, Colombia, Chile, Ecuador y Reino Unido, coinciden en la necesidad de intentar clarificar esos términos. Queremos animar a cualquier persona que lea estas líneas a participar en el proyecto, bien proponiendo mejoras o aportando nuevos términos.