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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
101

Developing outdoor map design guidelines using a real-world wayfinding task

Soh, Boon Kee 31 May 2002 (has links)
This exploratory study aims to elucidate the mental processes of wayfinding in an outdoor area and the effects of map contour representations, map color, individual differences of users (gender, brain dominance, experience level, and cultural differences), and environmental cues using a field study in an established trail network in Jefferson National Forest. Six maps with three different contour representations (contour lines, shaded relief, and schematic) and two color codes (color and black-and-white) were tested for wayfinding performance. Thirty-six participants of different nationalities (Locals versus Internationals), experience in map usage (experienced versus novice), handedness, and gender took part in the study. Three out of ten junctions on the test route had directional signs while the rest had no sign. The participants performed wayfinding tasks in a national forest trail park, using the think aloud and retrospective protocols to obtain the information processes used by the participants during wayfinding. Subjective feedback was also obtained to find out users' map preferences and opinions on their experience during the experiment. Multiple regression analyses were used to predict the relationship of the predictor variables to wayfinding performance. It was found that cultural differences and signage presence were significant predictors of decision-making accuracy at trail junctions. The rest of the predictors were not significant in predicting total time of completion, time for decision-making at junction, accuracy of decision-making, and time deviated from route due to choosing a wrong path at junction. Cultural differences were also significant in the prediction of the time deviated from route. It was also found that the participants were using maps to derived route information for wayfinding. They utilized structural matching of the map with the terrain, by orientation principle, to continuously check the current position on the map. There was some evidence of participants gaining survey knowledge from the map during wayfinding but this could not be confirmed by the study. A set of design guidelines were given for map and trail design to improve the wayfinding performance of recreational users. / Master of Science
102

Navigation i komplexa miljöer med hjälp av digitala tjänster och IoT / Navigation in complex environments with the help of digital services and IoT

Björk, Hanna, Johnsson, Gustav January 2019 (has links)
Forskning och implementering av teknik och tjänster för navigering utomhus, såsom GPS, har kommit långt om man jämför med de alternativen som i dagsläget erbjuds för motparten för navigering inomhus. Användarvänliga wayfinding-lösningar för inomhusbruk är ett område som fortfarande har ett stort behov av mer forskning inriktad på rekommendationer och genomförbarhet av god praxis. Ett av våra mål under forskningsprocessen syftade till att undersöka och identifiera de mest lämpliga sätten att förmedla wayfinding-lösningar till slutanvändarna i olika situationer. För att vi skulle kunna undersöka denna uppgift använde vi oss av en benchmarking-process. Processen utfördes på ett urval av tjänster som erbjuder olika alternativ för wayfinding. Målet med denna process har varit att utreda vilka olika alternativ som finns tillgängliga i dagsläget, vad dessa tjänster erbjuder användarna i form av wayfinding stöd, och var potentiella problem kan uppstå utifrån användarens kognitiva beteende. Processen har även lyft fram områden som rör god praxis för wayfinding och de teknologiska begränsningar som tillhör valet av mobila enheter eller andra digitala plattformar. Vår forskning har visat att det finns flera olika lösningsalternativ som är tillgängliga för implementation i dagsläget. Dock har alla de alternativ som erbjuds sina egna specifika styrkor, svagheter och begränsningar kopplat till både den teknik som används, såväl som användbarheten för slutanvändarna. Det slutliga resultatet av vår forskning är en sammanställning av kvalitativa data och rekommendationer som hanterar både digitala och användar-fokuserade begränsningar som är sammanlänkade till vårt specifika fall. Det resultat som lyfts fram i vår forskning bör dock inte limiteras till endast vårt specifika fall. Istället bör det snarare ses som en referenspunkt för organisationer eller utvecklare som har ett intresse av att implementera wayfinding-lösningar, med syfte att hjälpa sina besökare för att navigera inomhus, eller för framtida forskning inom inomhusnavigering och wayfinding. / Research and implementation of use when it comes to outdoor navigation and GPS systems have come quite far compared to their indoor alternatives. Pedestrian friendly wayfinding solutions for indoor use are still lagging behind, and even more so when it comes to recommendations on implementation of best practice. One of our goals during the research process was aimed at finding the most adequate ways of conveying wayfinding solutions to end-users in different situations. In order to perform this task, we used a benchmarking process on a selection of wayfinding alternatives. The goal of this process have been focused on finding out which solutions are available at this moment, what they offer the users in terms of wayfinding support, and where issues might arise based on cognitive user theory, wayfinding best practice and technological limitations concerning mobile devices or different digital platforms. During our research we found that there are several different solutions that are available for implementation, but that they all come with their own specific strengths and limitations on both the technological side and for the end-users concerning usability. The result of our research has been a collection of qualitative data, and recommendations concerning digital and user limitations connected to our specific case. However, the result of this research should not be limited to our case alone, but rather as a reference point for organizations or developers that wish to implement indoor solutions for users, or for future research within the area of indoor navigation and wayfinding.
103

[en] CHROMATIC PROJECT FOR INFORMATION SYSTEMS: PROPOSAL FOR THE USE OF COLOR IN WAYFINDING FOR HEALTH CARE FACILITIES / [pt] PROJETO CROMÁTICO PARA SISTEMAS INFORMACIONAIS: PROPOSTA PARA O USO DA COR EM WAYFINDING PARA ESTABELECIMENTOS ASSISTENCIAIS DE SAÚDE

MÁRCIA MOREIRA RANGEL 06 September 2017 (has links)
[pt] A cor é inerente à experiência visual humana, sendo um atributo importante do projeto do ambiente construído nos Estabelecimentos Assistenciais de Saúde (EAS). Nos EAS a cor tem usos diversificados. Sob o viés funcional os códigos da linguagem cromática conformam a cor-informação com o sentido de auxiliar no desempenho do espaço. Ao tratar da orientação espacial do usuário, essa abordagem é pelo wayfinding, para o uso da cor-informação nos sistemas informacionais do ambiente construído – arquitetura, objetos e mensagens adicionais. Esses sistemas são pertinentes aos campos da Arquitetura, do Design de Interiores e do Design Gráfico. A partir do entendimento de que o potencial informacional da cor é condicionado pelas relações de diversas variáveis pertinentes ao seu contexto, esse estudo desenvolveu o modelo do Projeto Cromático para os Sistemas Informacionais (PCSI). O PCSI é uma proposta de encaminhamento de projeto que contempla as interações de aspectos fundamentais acerca da cor-informação no ambiente construído. Desenvolveram-se dois estudos de caso nos quais foram verificadas as questões apontadas no PCSI. Os dados mostram que a eficiência da cor-informação nos deslocamentos do usuário em EAS implica uma condição que envolve o atendimento dos seguintes aspectos: a ação interdisciplinar entre os projetistas ao longo dos processos dos projetos que envolvem o uso da cor no ambiente, o aporte teórico acerca dos fundamentos da cor, cor-informação, wayfinding e Ergonomia, integração da cor-informação aos sistemas informacionais e esses às necessidades do usuário real, aquele que irá interagir com o ambiente. / [en] Color is inherent in the human visual experience and is therefore an important attribute in designing a built environment for Health Care Facilities (EAS). In this environment, color has varied uses. From a functional viewpoint, chromatic language codes conform with the color-information so as to assist in the performance of space. In dealing with the user s spatial orientation this approach is for wayfinding, for the use of color-information in the information systems of the built environment - architecture, objects and additional messages. These systems are relevant to projects in the fields of Architecture, Interior Design and Graphic Design. Based on the understanding that the informational potential of color is conditioned to the relation of several variables relevant to their context, this study developed the Chromatic Design model for Information Systems (PCSI). The PCSI is a project-forwarding proposal that includes the interactions of fundamental aspects of color-information in the built environment. Two case studies were developed in which the issues raised in the PCSI were checked. Data show that color-information efficiency in a user s movement through an EAS implies a condition that involves satisfying the following aspects: an interdisciplinary action between designers throughout the processes of the projects involving the use of color in the environment, the theoretical contribution of color basics, color-information, wayfinding and Ergonomics, integrating color-information to information systems and integrating these to the needs of the real user who will be interacting with the environment.
104

Percep??o Ambiental em Museus Paisagens de Arte Contempor?nea: a legibilidade dos museus Inhotim/Brasil e em Serralves/Portugal avaliada pelo p?blico/visitante / Environmental Perception in Contemporary Art Museums Landscapes: the legibility of the museuns INHOTIM/Brazil and SERRALVES/Portugal assessed by the public/visitor

Costa, Robson Xavier da 14 March 2014 (has links)
Made available in DSpace on 2014-12-17T13:56:55Z (GMT). No. of bitstreams: 1 RobsonXC_TESE.pdf: 8364530 bytes, checksum: 7f1436ee51fbb9bdf5725cecb3f64336 (MD5) Previous issue date: 2014-03-14 / 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 / Para responder ? pergunta de partida como as pessoas percebem o ambiente de Museus Paisagem de Arte Contempor?nea (MPAC) e se orientam neles? , esta tese investigou a percep??o ambiental de usu?rios de dois museus: o Instituto de Arte Contempor?nea do Inhotim, Minas Gerais, Brasil e a Funda??o de Serralves, Porto, Portugal. O estudo focaliza a interrela??o do p?blico com o espa?o de cada MPAC (conjunto de sua paisagem, arquitetura e arte contempor?nea), focando especificamente quest?es de wayfinding (navegabilidade ambiental), de modo a compreender como tal ambiente ? apreendido pelos visitantes. Para tanto foram confrontadas informa??es provenientes da documenta??o (visual e escrita) das institui??es e dos depoimentos (falas) dos usu?rios. A principal hip?tese defendida ? que o p?blico/visitante de MPAC valoriza a interrela??o entre o ambiente natural (parque/jardim) e o ambiente constru?do (galerias e obras de arte contempor?neas), atribuindo igual valor a ambos. Em complementa??o a esta, uma segunda hip?tese indica que durante a visita aos MPACs, os visitantes definem seus trajetos de maneira espont?nea, por?m fortemente influenciados pelos indicadores visuais existentes (mapas, sinal?tica e elementos marcantes da paisagem), os quais facilitam a legibilidade do espa?o, para o que tamb?m contribuem os servi?os oferecidos e as experi?ncias vivenciadas em institui??es semelhantes. A base anal?tica da pesquisa recorreu aos conceitos de Legibilidade Ambiental (LYNCH, 2009), wayfinding (GIBSON, 2009; ARTHUR, PASSINI, 2002; WEISMAN, 1982), Continuum Experiencial (TUAN, 1985), Espa?o Limite (CRUZ PINTO, 2007) e Habitus (BOURDIEU, 1992). Metodologicamente foi utilizada a pesquisa qualitativa (DEMO, 2000) por meio de estudo de caso (STAKE, 1999; YIN, 2005) e observa??o participante (WHYTE, 2005). Nas duas institui??es foram realizadas entrevistas com pesquisadores e curadores, observa??o de comportamentos e aplica??o de question?rios com o p?blico/ visitante, os funcion?rios, estagi?rios e monitores. A investiga??oreferendou parcialmente a hip?tese inicial, mostrando que o p?blico/visitante aparenta valorizar mais os ambientes naturais, que s?o vivenciados em maior intensidade. Quanto ? segunda hip?tese, al?m dos fatores indicados, a percep??o ambiental e a defini??o de trajetos pelos usu?rios sofre significativa influ?ncia das rela??es emocionais que estabelecem com o espa?o. De maneira geral, em termos de wayfinding verificou-se que o p?blico/visitante: (i) se adapta com facilidade ?s diferentes demandas expositivas da arte contempor?nea nos dois museus; (ii) percebe que a frui??o das obras ? favorecida pelo ambiente vivenciado (espa?o constru?do e parque/jardim), o qual tem interfer?ncia na sua leitura do trajeto durante a visita; (iii) em muitas situa??es, a grande atratividade dos usu?rios pelas obras de arte e pelo parque/jardim dificultam a legibilidade das edifica??es existentes e do seu espa?o interno
105

The re-evaluation and rebranding of a public library from a Human Centred Design (HCD) point of view: a case study

Heenop, Danelle 10 1900 (has links)
This study attempts to gain an understanding of the responsibilities and place of the designer within his/her social, political and environmental context, a topic which is continuously being scrutinised. Graphic designers, as practitioners and researchers, have shifted towards principles found within Human-Centred Design (HCD) and problem-solving processes, primarily concerned with the community’s need and the voice of the community members within the problem and thus integrating the user into the design practice and problem-solving process. This practice-based research project reflects upon the integration of human-centred graphic design processes, analysing the brand and wayfinding design currently incorporated in the Sasolburg Public Library (SPL) through the implementation of HCD thinking and problem-solving processes, Participatory Action Research (PAR) and the HCD IDEO toolkit. The researcher critically and experientially questions and reflects upon HCD thinking: its problem-solving strategies, strengths and the ultimate result of its integration into the project, as she aimed to codesign a functional brand identity and way-finding system that resonates with the identified community need as well as the SPL’s current space and place ‘description’, essentially attempting to create a public library that is human-centred at heart. The integrated co-designed problem-solving processes, guided by the HCD IDEO toolkit, were applied within a focus group setting, and comprised out of seven focus group sessions referred to as HCD team meetings. The focus group sessions consisted out of six HCD team meeting and one member checking contact session, supported by various research phases. The team meetings all considered theoretical constructs within multiple HCD research approaches, including the HCD analysis model, PAR research cycles and the action research model, constantly re-considering existing assumptions and structures within the unique context of a public library setting, but specifically the SPL. Each focus group team meeting, and its subsequent research tools, were tailor-made for the SPL context, considering principles of the co-design process along with the expertise and perceived knowledge structures of the HCD team consisting of the designer (as specialist within practice), the researcher (as specialist academic) and the librarians (as specialists within the SPL and the identified problem). Arising from this complex construction of tools, and subsequent data collected, various findings were made identifying the value and strengths as well as the feasibility of HCD thinking processes and their integration within a ‘real life context’. Summarised findings include: the implementation of co-design processes, PAR repetitive cycles, and the creation of design deliverables answering to identified needs; tensions identified within the co-design process, sparking the beginning of what seems to be a continuous and endless ‘power/authority/expertise struggle’ throughout the problem-solving process; an aesthetic adjustment (with specific reference to graphic design executions identified within traditional design practices) as a result of the co-design process and lastly, a break in HCD co-design thinking, which argues for implementing democratic thinking practice and processes within the production and design application process. Considering the findings on the HCD research process within the context of this research, suggestions towards possible design solutions and future potential applications (within a theoretical context) are made, allowing the research in its specific, public library context, to contribute to HCD theoretical thinking processes and their integration within graphic design research and practice.
106

Den spontana resan : Vägledning genom taktilitet, färg & kontrast – för personer med ledsyn.

Lövenhamn, Maria January 2022 (has links)
Denna studie är en kandidatuppsats inom området Informationsdesign med fokus på rumslig gestaltning. Arbetet syftar till att undersöka hur man kan underlätta den självständiga navigeringen i vår offentliga miljö för personer med synnedsättning. Hur man kan skapa en tryggare miljö genom informationsdesign i form av taktil wayshowing och färgkodning.  Att självständigt förflytta och röra oss i vår offentliga miljö ser de flesta som en självklarhet. Att sätta sig på tåget, tunnelbanan, eller bussen på väg till jobbet eller skolan, till vänner eller familj, eller bara göra en spontan resa dit du aldrig tidigare åkt inte är något hinder. Denna frihet skapar en gemenskap och tillhörighet i samhället som vi inte reflekterar nämnvärt över. Det finns dock personer som inte känner samma inkludering och trygghet i att göra samma typer av resor som du och jag – bland annat personer med synnedsättning. I dagsläget uppnår denna målgrupp ca 1% av Sveriges befolkning. Här finns dock ett mörkertal, men det är ungefär 100 000 personer som är inskrivna på syncentralen i dagsläget.Urbaniseringen och de växande städerna runt om i världen bidrar till den ekonomiska tillväxten, men även till sociala klyftor. Enligt FN:s hållbarhetsmål nr 11 - Hållbara städer och samhällen, så strävar man efter hållbar stadsutveckling för att skapa en trygg och inkluderande miljö – även för personer med funktionsnedsättningar. I Sverige har vi en arkitekturpolicy, som regeringen tagit fram. Den säger att vår offentliga miljö skall vara anpassad och utformad efter våra behov oavsett funktionsnedsättning och kognitiva förmåga. / This study is a bachelor thesis in the field of Information design with focus on spatial design. The work aims to investigate how to facilitate the independent navigation in our public environment for people with visual impairment. How to create a safer environment through information design in the form of tactile way showing and color coding.Most people take it for granted to move and move independently in our public environment. Getting on the train, subway, or bus on the way to work or school, to friends or family, or just making a spontaneous trip where you have never travel before is no obstacle. This freedom creates a community and belonging in society that we do not reflect significantly on. However, there are people who do not feel the same inclusion and security in making the same types of trips as you and me – people with visual impairment. At present, this target group reaches about 1% of Sweden's population. However, there is a dark figure here, but there are approximately 100,000 people who are currently registered at the vision center. Urbanization and the growing cities around the world contribute to economic growth, but also to social gaps. According to UN Sustainability Goal No. 11 – Sustainable cities and communities, sustainable urban development is strived to create a safe and inclusive environment – even for people with disabilities. In Sweden, we have an architecture policy that the government has developed. It says that our public environment must be adapted and designed according to our needs, regardless of disability and cognitive ability.
107

步行者空間認知對空間選擇影響之研究─以台北西門徒步區為例

董娟鳴, Tung, Chuan Ming Unknown Date (has links)
步行者在都市環境之移動與空間選擇行為,是規劃者長久以來在進行都市空間規劃與分析之重要課題。其中,對步行者行為的了解,更是進行都市空間分析的重要課題。一般來說,步行者的活動行為與空間選擇,會受環境資訊與過去空間經驗等認知之影響,步行者在複雜的都市空間中活動時,如何在環境中進行空間選擇?在空間選擇時,步行者對空間之認知狀況,又會對其空間選擇產生什麼影響?則是一個有趣的課題。 然而,過去探討步行者空間選擇之相關研究,極少全面探討空間認知對個體空間選擇產生之影響,故本研究之目的,在探索步行者空間認知結果,如何影響其對空間選擇意願。本研究以台北市西門徒步區為例,將步行者之空間選擇分為活動點選擇、找路判斷與路徑選擇三部份,分別運用理論歸納、訪談與探索性因素分析(EFA),建立步行者空間選擇影響因素後,再運用結構方程模式(SEM),探討步行者對空間選擇影響因素及影響關係,將步行者“空間認知”對其空間選擇之影響關係進行呈現。 研究結果顯示,個體空間認知結果是影響個體空間選擇意願之主要影響因素,其對步行者活動點選擇之影響為間接影響,對步行者路徑選擇之影響則為直接影響,而個體空間認知結果包含了個體找路判斷認知結果與地區環境資訊認知結果兩部分。 在步行者找路判斷之影響因素方面,影響個體步行者找路判斷之因素,分別為地區環境資訊因素與個體空間熟悉因素;其中,地區環境資訊因素為主要影響因素,地區環境資訊因素並對個體找路判斷同時具有直接與間接之影響。 此外,在影響途徑方面,步行者於活動點選擇時,空間認知結果會透過影響地區環境對步行者之吸引,間接影響個體逛選偏好,而個體逛選偏好則對個體活動點空間選擇之意願具有直接影響。而在步行者路徑選擇時,空間認知結果會直接影響步行者之路徑選擇意願,而地區活動吸引亦會透過直接影響個體空間認知結果,間接影響步行者路徑選擇意願。 關鍵字:步行者、空間認知、空間選擇、找路 / Pedestrian movement has been analyzed by urban geographers and environmental psychologists from the mid-1960’. Particularly, spatial choice is an important part of the spatial movement to researchers. Researchers in the past studies have assumed that pedestrian spatial choice can be viewed as the result of utility-maximizing behavior which pedestrian have full environmental information. It was argued that this assumption may not reflect the real behavior. Because pedestrians do not behave with full information. The lacks of full information open the way for cognitive behavioral approach to understand the spatial decision-making process of pedestrians. The aim of this article is to explore how the spatial cognition affects an individual pedestrian’s space choice behavior. The empirical study is conducted in the Shi-Men pedestrian mall in Taipei city and the structural equation model (SEM) is used to obtain the relationship between individual spatial cognition and space choice behavior. The results are shown as follows: First, spatial cognition affects the pedestrian route choice directly but affects stops choice indirectly. The pedestrian spatial cognitive outcome directly affects the environmental attractiveness of stops, the environmental attractiveness of stops directly affects the individual shopping preference and the individual shopping preference directly affects the choice desire of stops when pedestrians choice stops in pedestrian mall. The environmental active attractiveness of stops directly affects the spatial cognition and the spatial cognitive outcome directly affects the desire of space on pedestrians route choice. Spatial cognition includes two parts: one is wayfinding cognition and the other is local environmental information cognition. Second, the factors of pedestrian wayfinding include the degree of difficulty of wayfinding, the local environmental information and the individual familiarity of space. Among these factors, the local environmental information is the main factor of pedestrian wayfinding. Pedestrian wayfinding is influenced by direct factor as well as indirect factor of the local environmental information. Keywords:Pedestrian, Spatial choice, Spatial cognition, Wayfinding.
108

La grande gare contemporaine et le labyrinthe du transport multimodal : vers une nouvelle approche de la lisibilité, l'exemple de la gare de la Part-Dieu à Lyon

Boumoud, Abdelhakim 12 December 2012 (has links) (PDF)
Depuis son apparition au milieu du XIXe siècle, la gare ferroviaire n'a cessé de se métamorphoser et de se complexifier. Ce long processus a conduit à une " labyrinthification " spatiale, temporelle et fonctionnelle de ces grands équipements métropolitains. Ce phénomène pose un problème de lisibilité des espaces et se traduit notamment par la complexification des cheminements et la désorientation des usagers. Depuis quelques années, ces questions deviennent des préoccupations majeures pour les concepteurs et les gestionnaires, qui n'arrivent pas toujours à y répondre de manière efficace. La recherche propose une approche à la fois théorique et méthodologique des questions de " lisibilité " et d' " accessibilité " des espaces de la grande gare contemporaine autour du concept de " wayfinding ". On cherche à identifier les facteurs qui influencent les expériences de passage en gare et génèrent ou accompagnent les situations de désorientation et de confusion en s'appuyant notamment sur l'analyse des commentaires verbaux et des parcours filmés de volontaires à l'intérieur de la gare de la Part-Dieu à Lyon. Les travaux ont permis de mettre en évidence la complexité des facteurs à prendre en compte dans l'analyse de la lisibilité des espaces de la gare et des cheminements piétons : caractéristiques physiques et sensibles des lieux, degré d'efficacité de la signalétique, caractéristiques individuelles voyageur, compétences cognitives et perceptives, profil émotionnel, habilités spatiales et personnalité. Ils permettent d'imaginer une nouvelle approche de la conception des grandes gares contemporaines.
109

“Can someone tell me the way” : A study on human wayfinding behaviour under incorrect information

Devlin, Roisin, La Greca, Filippo January 2019 (has links)
Finding the right path is a key aspect for successful navigation through the environment, with technologies such as the Global Positioning System (GPS) having improved this. However, human navigators can still be met with incorrect information either from devices or peers. The literature on how individuals then successfully navigate is limited. The current study attempts to fill in some of the gaps, assessing both individual and group differences. The navigation performance of twenty-five young adults was tested using a Virtual Environment (VE) built with Unreal Engine 4. Participants’ self-assessment of spatial ability, trait anxiety, and wayfinding preferences was further assessed through a series of pre- and post-test measures. Using quantitative data analysis, no significant differences in wayfinding strategies when given incorrect information were found and furthermore there was no interaction between trait anxiety and navigational performance. However, participants in general experienced increased difficulty when the incorrect information given was with regards to landmarks. Furthermore, males had decreased accuracy compared to females but only when given incorrect turn information. Even with this lower performance in terms of accuracy, males still rated themselves higher with regards to spatial ability. These results are particularly interesting for human navigation research and might be used to improve GPS-devices or other technology used for navigation (e.g. taking into account gender differences). Further research is needed due to some limitations present in the current study including a limited sample size. / Att hitta rätt väg är grunden för att lyckas hitta rätt väg genom sin omgivning och modern teknologi som GPSen (Global positioning system) har förbättrat detta. Dock så kan en mänsklig navigatör fortfarande presenteras med felaktig information, vare sig det är från teknologiska enheter eller andra individer. Den litteratur som är tillgänglig angående hur folk anpassar sig till detta och ändå försöker finna rätt väg är  begränsad. Denna studie är till för att fylla denna kunskapslucka, både på individuell och på gruppnivå. 25 unga vuxnas navigationsförmågor undersöktes med hjälp av en virtuell miljö skapad i Unreal Engine 4. Deltagarna självutvärderade också sina spatiala förmågor, ångestbenägenhet samt preferenser när det kommer till att utforska och hitta rätt väg. Något som i sin tur komplementerades både före och efter själva experimentet. Kvantitativ dataanalys uppvisade inga märkbara skillnader i navigeringsstrategier när felaktig information hade getts och ingen koppling kunde etableras mellan ångestbenägenhet och prestation. Det fanns dock en trend i upplevda svårigheter när felaktig information angående milstolpar angavs. Män presterade sämre med lägre precision än kvinnor vid missvisande information om svängtillfälle. Men trots detta hade männen en tendens att betygsätta sin spatiala förmåga högre än kvinnor. Dessa resultat är av specifikt intresse för forskning inom navigation och kan användas till att förbättra GPS-enheter samt annan teknologi som utnyttjas för liknande syften (t.ex. för att ta hänsyn till könsskillnaderna). Men mer forskning krävs på grund av vissa begränsningar i undersökningen, inklusive en begränsad provstorlek.
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Vägledning i TV-spel : En omstridd designkonvention / Wayfinding in video games : A disputed design practice

Du Rietz, Johannes January 2019 (has links)
El-Nasr och Moura (2015) beskriver olika tekniker för hur TV-spel kan vägleda spelaren. Tekniken samlingsbara föremål som indikerar väg beskrivs som objekt som implementeras på ett sådant sätt att de leder spelaren till en belöning eller ett mål. Problemområdet för det aktuella arbetet fokuseras i följande frågeställning: Hur påverkar en spelares grad av spelvana dess inställning till olika grader av vägledning – av sorten samlingsbara föremål som visar väg – i TV-spel? För att få svar på denna fråga utvecklas en artefakt, bestående av 3 banor skapade i Super Mario Maker (2015). Banorna innehåller olika hög grad av vägledning. En studie utvecklas och utförs på 13 deltagare, där de får spela igenom de tre banorna och svara på en intervju. Resultaten tyder på att ovana spelare mer konsekvent föredrar mycket vägledning i spel. Till sist diskuteras potentiella felkällor, och arbetets framtida potential. / El-Nasr and Moura (2015) describe different techniques with which video games lead the player. The technique collectible items indicating paths is described as objects being implemented in such a way that they lead the player to a reward or a goal. The research problem for the thesis at hand is outlined with the following research question: How does a player’s level of experience with games affect their opinions regarding different degrees of wayfinding – specifically when it comes to collectible items indicating paths – in video games? To answer this question, a prototype is developed, consisting of 3 levels created using Super Mario Maker (2015). The levels contain wayfinding elements to different extents. A study is developed and then conducted with 13 participants, in which they play the three levels and after which participate in an interview. The results suggest that inexperienced players more consistently prefer a high degree of wayfinding in games. Lastly, potential flaws and errors are discussed, as is the future of the study.

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