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1

Anuar, Nur Khairiel. "The impact of airport road wayfinding design on senior driver behaviour." Thesis, Cranfield University, 2016. http://dspace.lib.cranfield.ac.uk/handle/1826/11806.

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Airport road access wayfinding refers to a process in which a driver makes a decision to navigate using information support systems in order to arrive to airport successfully. The purpose of this research is to evaluate senior drivers’ behaviour of alternative airport road access designs. In order to evaluate the impact of wayfinding, the combination of simulated driving and completion of a questionnaire were performed. Quantitative data was acquired to give significant results justifying the research outcomes and allow non-biased interpretation of the research results. It represents the process within the development of the methodology and the concept of airport road access design and driving behaviour. Wayfinding complexity varied due to differing levels of road-side furniture. The simulated driving parameters measured were driving mistakes and performances of senior drivers. Three types of driving scenarios were designed consisting of 3.8 miles of airport road access. 40 senior drivers volunteered to undertake these tasks. The questionnaire was used as a supporting study to increase the reliability and validity of the research. Respondents who volunteered for the simulated driving test were encouraged to participate in the questionnaire sessions. The questionnaire was answered after each simulation test was completed. The Mean, Standard Deviation (SD) and Two-Way ANOVA test were used to analyse the results and discussed with reference to the use of the driving simulation. The results confirmed that age group has no significant effect of airport road access complexity design on driving behaviour. Although many studies have been conducted on wayfinding in general, a detailed evaluation on airport road access wayfinding network and driving behaviour in respect of senior drivers were still unexplored domains.
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2

Devlin, Roisin, and Greca Filippo La. "“Can someone tell me the way” : A study on human wayfinding behaviour under incorrect information." Thesis, Umeå universitet, Institutionen för psykologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160900.

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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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3

Veeraswamy, Anand. "Computational modelling of agent based path planning and the representation of human wayfinding behaviour within egress models." Thesis, University of Greenwich, 2011. http://gala.gre.ac.uk/7660/.

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The focus of this thesis is on wayfinding within buildings from an evacuation/circulation modelling perspective. Majority of the existing evacuation models simplify the process of wayfinding by assigning the shortest path to all agents. This is not a realistic representation of the actual route choices made by people in circulation/evacuation conditions. Wayfinding is a dynamic process and cannot be modelled as a static process by assigning pre-determined routes to the agents. Wayfinding is thus a very important aspect to be modelled accurately within evacuation/circulation models to simulate more realistic human behaviour. The main goal of this thesis is to develop an agent based wayfinding model for the buildingEXODUS evacuation/circulation model. There were four major problems to be solved: spatial representation of the environment, implementation of graph search algorithms to generate choice set of routes for the agents to choose from, determination of factors that influence people‟s wayfinding behaviour and the development/integration of the agent based wayfinding model within the buildingEXODUS evacuation/circulation model. The existing spatial representation technique in buildingEXODUS was modified to best suit the requirement of the wayfinding model. Various graph search algorithms such as A*, Dijkstra and Yen‟s algorithm were studied. Alternate algorithms were developed to quickly generate routes and were compared with the performance of the Yen‟s algorithm. Two surveys were then developed and published on line. A total of 1200 participants from various countries took the survey. The survey results were statistically analysed and was utilised to model the decision making behaviour of the agents in the wayfinding model. An agent based wayfinding model was then developed incorporating features such as: spatial representation in terms of a graph, application of route choice set generating algorithms, agents with their individual attributes using multi criteria decision analysis methods to choose routes and changing routes dynamically on encountering congestion or gaining new exit knowledge. This wayfinding model was then integrated within the buildingEXODUS model. The buildingEXODUS model passes spatial information and agent location to the wayfinding model at the start of the simulation. The wayfinding model applies the graph search algorithms to generate routes and assigns routes (a set of target locations) to the agents. The buildingEXODUS model generates events under certain circumstances: when agents reach a target location, encounter congestion or learn the location of a new exit. The wayfinding model listens to these events and assigns a new route to the agents if an alternate route is more favourable than the initially chosen one. Therefore, there is constant communication between the fine node buildingEXODUS and the coarse node wayfinding models, with the latter being responsible for assigning routes to the agents and the former being responsible for navigating the agents from one target location to the next. Thus, a sophisticated wayfinding model incorporating data from surveys has been developed using C++ and has been integrated into the buildingEXODUS evacuation model. The introduction of the wayfinding model brought about significant changes to the evacuation statistics produced by the buildingEXODUS model. The difference was more significant in buildings where there was more than one path to an exit. The default option of the existing evacuation models is to assign the shortest path to all the agents in the simulation whereas with the wayfinding model, agents choose alternative paths based on other wayfinding criteria as well such as time, number of turns, etc.
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4

Xia, Jianhong, and not supplied. "Modelling the spatial-temporal movement of tourists." RMIT University. Mathematical and Geospatial Sciences, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080110.161021.

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Tourism is one of the most rapidly developing industries in the world. The study of spatio-temporal movement models of tourists are undertaken in variety of disciplines such as tourism, geography, mathematics, economics and artificial intelligence. Knowledge from these different fields has been difficult to integrate because tourist movement research has been conducted at different spatial and temporal scales. This thesis establishes a methodology for modelling the spatial-temporal movement of tourists and defines the spatial-temporal movement of tourists at both the macro and micro level. At the macro level, the sequence of tourist movements is modelled and the trend for tourist movements is predicted based on Markov Chain theory (MC). Log-linear models are then adopted to test the significance of the movement patterns of tourists. Tourism market segmentation based on the significant movement patterns of tourists is implemented using the EM (Expectation-Maximisation) algorithm. At the micro level, this thesis investigates the wayfinding decision-making processes of tourists. Four wayfinding models are developed and the relationships between the roles of landmarks and wayfinding decision-making are also discussed for each type of the wayfinding processes. The transition of a tourist movement between the macro and micro levels was examined based on the spatio-temporal zooming theory. A case study of Phillip Island, Victoria, Australia is undertaken to implement and evaluate the tourist movement models established in this thesis. Two surveys were conducted on Phillip Island to collect the macro and micro level movement data of tourists. As results show particular groups of tourists travelling with the same movement patterns have unique characteristics such as age and travel behaviours such as mode of transport. Effective tour packages can be designed based on significant movement patterns and the corresponding target markets. Tourists with various age groups, residency, gender and different levels of familiarity with physical environment have different wayfinding behaviours. The results of this study have been applied to tourism management on Phillip Island and the novel methods developed in this thesis have proved to be useful in improving park facilities and services provided to tourists, in designing tour packages for tourism market promotion and in understanding tourist wayfinding behaviours.
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5

Kuliga, Saskia [Verfasser], Christoph [Akademischer Betreuer] Hölscher, and Evelyn Christina [Akademischer Betreuer] Ferstl. "Evaluating user experience and wayfinding behaviour in complex, architectural environments – towards a user-centred approach of building usability." Freiburg : Universität, 2016. http://d-nb.info/1122831412/34.

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6

Yousefi, Katajon, and Klara Eklind. "Resenärers wayfinding-process i stationsmiljö utifrån rytm och manus : En observationsstudie av Stockholm City." Thesis, KTH, Urbana och regionala studier, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298719.

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I juni år 2017 invigdes Citybanan och pendeltågsstationen Stockholm City. I samband med och efter stationens öppnande har flertalet synpunkter från resenärer samlats in gällande stationens utformning och trafikinformation efter att brister i stationens miljö upptäcktes. Konsultföretaget Sweco har därför på uppdrag av Trafikverket utrett bristerna på Stockholm City för att sedan komma med förbättringsförslag. Utredningen visade på en osäkerhet hos resenärerna för hur de skulle agera vid ankomster med korta pendeltåg. Det visade sig att resenärerna inte visste vart de skulle placera sig på stationen, att de ofta fick springa för att hinna med och ibland till och med missade ett kort pendeltåg på grund av bristfällig vägledning. Uppsatsen syftar därför till att undersöka hur människor agerar i stationsmiljö, mer specifikt på pendeltågsstationen Stockholm City genom observationer. Observationerna av totalt 800 resenärer skapar en förståelse för hur den fysiska miljön och trafikinformationen påverkar människans agerande när de ska placera sig på plattformen i väntan på sitt korta pendeltåg. Uppsatsens genomförda fältstudier och observationsstudier analyseras med metoden observiarie för att fånga upp enskilda resenärers ageranden och beteenden. De observerade resenärerna klustras sedan till fem olika resenärsidentiteter: den bestämda målsökaren, den självsäkra, gruppresenären, sökaren och den svårpåverkade för att förklara resenärernas agerande på en pendeltågsstation och varför somliga tycks missa sin avgång.
In June 2017, Citybanan and the commuter train station Stockholm City opened. In connection with the opening and after the opening, The Swedish Transport Administration gathered commuters' feedback regarding the station's overall design, environment and traffic information. The consulting company Sweco was also hired on behalf of the Swedish Transport Administration to identify the shortcomings of the station and to propose potential suggestions for further improvement. According to Sweco's investigation, there was uncertainty among travelers regarding how they should act upon arrivals with short commuter trains. The passengers did not know where to locate at the station, they often had to run to catch the train and sometimes some travelers even missed the short commuter train due to inadequate guidance and traffic information. This essay, therefore, aims to explore how individuals act in station environments, more specifically at Stockholm City commuter train station through observations. The observations of a total of 800 passengers help to create an understanding of how the physical environment and traffic information affect human actions when they have to navigate on the platform while waiting for a short commuter train. The essays completed field studies and observations are analyzed using observiarie as a method to capture the actions and behaviors of individual travelers. The passengers are then also clustered into five different passenger identities: the determined target seeker, the confident, the group traveler, the seeker, and finally the difficult to influence, to further explain passengers' actions at a commuter train station and explain why some travelers seem to miss their departure when short commuter trains arrives.
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7

Jones, James W. "Wayfinding : a grounded theory study of the information-seeking behavior of constructors." Virtual Press, 2008. http://liblink.bsu.edu/uhtbin/catkey/1395453.

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This study examined how and why practitioners in the modern construction industry sought information as part of their everyday work activities. A grounded theory methodology was utilized to identify the main problem and how it was resolved by the participants. The main problem was determined to be the ability to seek accurate information efficiently and effectively. A theory termed wayfinding was developed and described through interviews with 24 current constructors.These constructors were theoretically sampled from many segments of the construction industry, including construction management, general contracting, and subcontracting. Both genders and a variety of positions were sampled, and the constructors' work experience ranged from a few months to several decades. Relevant literature was incorporated from pertinent fields including urban planning, which developed the term wayfinding; architecture and interior design; and computer science. The current construction industry and its information-seeking process were detailed, including the overriding issue of time and its impact on construction.The research indicated that there were three main categories of the theory: reasons for wayfinding, wayfinding tools and methods, and types of wayfinders. wayfinding was employed by constructors for five reasons: to clarify, confirm, source, prepare, and manage risk. Clarifying, sourcing, and preparing were all found to be common reasons for information-seeking, with confirming and managing risk less frequently encountered. The tools and methods used included print sources, Internet resources, networking, branching/filtering, and cost-saving. Networking was the preferred technique, with branching/filtering and cost-saving being employed only by experienced constructors. Familiarity with the process differentiated the novice from the experienced constructor and was not solely based on the number of years' work experience. Novice constructors used physical proximity as a criterion when selecting a source of information, and selected methods purposively to avoid embarrassment.Implications of wayfinding for the practitioner and construction organization were presented. Implications in other fields were discussed for education, architecture and interior design, and technology. Problems with wayfinding included the inherent inefficiency of the design/construction system and a lack of training. Potential changes were also introduced, including technology and contractual relationships. Recommendations were made for current constructors, including novices and experienced practitioners.
Department of Educational Studies
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8

Tang, Lucia. "In Search of an Architectural Legibility: Human Movement Behavior and Wayfinding for Pattern Design." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1307441877.

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9

Haq, Saif-ul. "Complex architectural settings : an investigation of spatial and cognitive variables through wayfinding behavior." Diss., Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/23201.

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10

Lindsay, Jeffrey Thomas. "The effect of a simultaneous speech discrimination task on navigation in a virtual." Thesis, Available online, Georgia Institute of Technology, 2006, 2006. http://etd.gatech.edu/theses/available/etd-04102006-103948/.

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11

Barton, Kevin Richard. "The Influence of Global and Local Spatial Configuration on Wayfinding." Thesis, 2009. http://hdl.handle.net/10012/4647.

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Knowledge about the configuration of an environment is used preferentially when navigating through an urban environment (Penn, 2003). However, it the locus of this effect is poorly understood. One possibility is that the local environment, such as the shape of an intersection, is sufficient to determine route choice in the context of the global configuration of an environment (Meilinger, Franz, & Bülthoff, in press; Meilinger, Knauff & Bülthoff, 2008). Two experiments were performed to investigate this hypothesis using two novel virtual environments, one with a simplistic configuration, and one with a more complicated configuration. In Experiment 1, peripheral vision was either available or constrained throughout a wayfinding task. A significant influence of global configuration information with minimal use of local configuration account was found. In Experiment 2, central vision was either limited to the local intersection or unconstrained. Again, a strong effect of configuration was found, with limited evidence for the use of local visual information. The results support a synergistic mechanism of wayfinding where the environmental configuration is used to inform existing knowledge about the environment.
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NIU, CHUN-KAI, and 牛俊凱. "The Factors Affecting the Wayfinding Behavior in 3D Virtual Environment." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/9egs6w.

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碩士
中國文化大學
資訊傳播學系
107
The techniques of virtual environments (VE) have been used in many user interfaces providing user experience involving spatial interaction and exploration. However, the limited devices of human-computer interaction such as mouse, joystick, keyboards and flat displays provide incomplete sensational and perceptual information while users of the applications presented with VE. This could constrain the availability of spatial information to users and lead to disorientation and lost in VEs. Due to the importance of improving navigation design and wayfinding efficiency in common VEs, this study aims at investigating the plausible factors affecting the wayfinding behavior in VE. The researcher designed a pack of 3D virtual mazes and a target finding task to carry out a wayfinding experiment. We manipulated two between-subject factors, the spatial complexity of virtual mazes (three levels, 12, 8, and 4 intersections) and the types of navigation aids (three levels, color landmarks, shape landmarks, and no aids). During the experiment, the participants received eye-tracker calibration at first, then watched a video presenting the route of finding the target which filmed with inverse direction. After viewing this cueing video the participants conducted the wayfinding trials. The wayfinding behavioral metrics include the complete time, try-error count, stop count, and return count. When completing the task, the participants filled several questionnaires for quantifying their spatial ability, wayfinding styles, and experience about using VEs. The participants eye movements during watching cueing video and finding the target were also recorded. Incorporating with the interview feedbacks the wayfinding strategies could be revealed. These data and the analysis of Two-way ANOVA and regression suggest: the spatial complexity and types of navigation aids significantly affect the wayfinding behaviors in multiple metrics; the participants with more gaming experience result in better wayfinding efficiency but deploying less attention on landmarks; male participants tend to adopt try-error strategy, while female participants appear spending more time to collect and integrate spatial information. The eye movement data also reveal a positive correlation between intensive deployment of visual attention and wayfinding efficiency. In general, this empirical study examined multiple factors affecting the user behaviors in simulated mazes and explored the impact of spatial complexity, design of navigation aids, and users’ background on wayfinding efficiency and strategy. These findings regarding would provide valuable information for improving future VE design.
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Huang, Yu-Chang, and 黃御彰. "A Study on the Visual Guidance of Wayfinding Behavior in Virtual Environment." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/48370787363785137106.

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碩士
國立臺灣科技大學
設計研究所
101
In the twentieth century, since 1970, the design of modern jdentification system has made people obtain visual guidances more efficiently and clearly. With the rapid development of technology and public infrastructure, people in the twenty-first century can easily move to many places and have a larger living space. However, the way of life becomes more complex with varied transportation. It seems that the information presented from identification system cannot fully meet people’s needs today. It is necessary to import new technology and ideas to present new types of identification system design in the current days. The study aims to analyze users’ wayfinding behavior in a virtual environment by using visual aids design which impacts on their knowledge of space and wayfinding strategies. There are three purposes of this study: (1) Analyze the influences of different types of interfaces (2D and 3D visual aids) on user s’ behavior in surfing, wayfinding strategies and metacognition knowledge. (2) Investigate the differences of the senses, emotions and wayfinding strategies in using different sizes of screens and in a 2D/3D virtual environment. (3) Investigate how different information visualization forms affect users’ behavior in the wayfinding process through the mental workload, cognitive maps constructed, and metacognitive experience of feelings. The application in a virtual environment has been developed for years. But within the rapid development of technology applied in virtual environment and space design, people’s needs have also changed. There are two steps of this study. The first step is the pilot survey which investigates the existing navigation ways for virtual environment and 2D/3D visual aids in different screen sizes. Users were observed during the process of the experiment and an interview was conducted when the tasks were completed. The second step is the posttest experiment based on the result of the pilot survey and references. A virtual city model was created and wayfinding tasks were designed for the study to help investigate the relationship between wedges, operation modes, and the viewing angle in the virtual environment. The results generated in this study revealed that: (1) The user performance using the 2D wedge visual aids is better than the 3D wedge visual aids. (2) Users give the highest scores on the 2D wedge visual aids in the third person viewing mode and give the lowest scores on the 3D wedge visual aids in the first person viewing mode. (3) The 3D wedge visual aids are affected by the lens perspective in the 3D virtual environment. Therefore, users have more mental workloads in recognizing the visual aids to complete the tasks. (4) In different operation modes, it is found that people users move accurately in the third person viewing mode. And they have more sense of satisfaction and accomplishment in the 2D wedge visual aids mode which provides more intuitive judgments in distance.
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Lin, Wen-Jing, and 林雯菁. "The Contributions of Global and Local Object Landmarks in Human Wayfinding Behavior." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/20549937582341029171.

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碩士
國立中央大學
認知與神經科學研究所
98
The ability to recognize and use object landmarks is crucial for efficient wayfinding. However, the roles of different types of landmarks in wayfinding remain to be clarified. In the current study, we examined how global and local landmarks are utilized differentially in novel virtual maze environments, and aimed to clarify the causes of these differences. Three different experimental conditions were constructed: first, a global object landmark condition consisted of a virtual maze surrounded by high-rise architectures visible from almost everywhere inside; second, a local object landmark condition consisted of a virtual maze with cartoon pictures of common objects only visible from certain locations posted on some walls along the paths inside; finally, a control condition consisted of a virtual maze without any object landmarks. The participants learned the layout of the environment and the target positions through a series of learning trials. Their learning performance was assessed by traveling distance, time, and ratio of successfully found targets within time limits. The results of Experiment 1 demonstrated that participants learned to navigate most efficiently in the local landmark condition, while their performance did not differ between global and control conditions. Experiment 2, 3 and 4 aimed to verify these differences were caused by natural tendency of using different spatial representations, by different spatial representation using when different landmarks were available, or by the influence of the irregular geometric structures, respectively. Experiment 5 aimed to explore the neural mechanism when people performing wayfinding task with these object landmarks with electroencephalography. In conclusion, both local and global object landmarks could benefit people’s wayfinding behavior, but it takes a longer period of time for using global landmarks to reach the optimal performance. Natural tendency of using spatial representation, accessibility to different spatial representations, and regularity of geometric structures have been preliminarily ruled out. Further studies are needed to clarify the actual mechanisms underlying the differences in performance between the global and the local landmarks.
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Cheng, Pei-Chi, and 鄭珮琪. "A Study of In-Vehicle Route Guidance in Accordance with Wayfinding Behavior." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/74188027071728673492.

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碩士
淡江大學
運輸管理學系碩士班
95
The node-to-node dynamic route choice behavior is of the most interest to study the individual driver’s route choices under the influence of the route guidance information where individual driver makes consecutive route switch decisions along with the traveling route. This particular issue has been successfully modeled with various forms and extensions under the notion of the “Indifference Bands” applied with Probit model specifications by Tong and his students at Tamkang University in recent years. The probability of “switching” or “route choice” at each decision node along the route can therefore be estimated under these model specifications. A concept of way-finding based in-vehicle route guidance has been proposed, where additional landmarks and/or other elements of reference to supplement the route recognition along the recommend route to complete the trip appeared on the guidance map. In this thesis, in addition to a preliminary survey to collect the individual elements of route recognition or way-finding, a two-stage comprehensive controlled experiment has been conducted where selected subjects will be examined in two comparative laboratory simulation scenarios and the results of compliance behavior will be investigated. The first scenario is to provide and update the driver the best (shortest) possible route at each decision node along entire route. From this stage, the node-to-node switching behavior model of each driver can be calibrated with the notion of the indifference band, and the compliance outcomes will be recorded. In the second stage, each individual experiment subject will be supplied with the routing strategy enhanced with elements of route recognition/way-finding at various strategic location based on the results from the preliminary survey. Finally, compliance record will be compared between these two contrasted scenarios to investigate the effect of different routing strategies. The results have demonstrated statistically significant improvement of compliance rate over conventional routing strategy for two variations of best-fitted advises provided respectively.
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Chuang, Pi-Wen, and 莊碧雯. "Spatial Intelligence on Analyzing Wayfinding Strategies and Behavior of 3-Dimentional Search System." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/41664679993170183872.

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碩士
國立交通大學
理學院碩士在職專班網路學習學程
95
This research adopted “observing method” and “relative method” to survey when facing familiar and strange 3D search missions Google Earth, published in June, 2005, aroused people’s attention and curiosity. It enables users to glance over the beautiful scenery all over the world right in front of the computer desk, which makes everyone’s eyes twinkle and have different viewpoints. Therefore, we hope we can make students know more about what kinds of wayfinding factors would affect them when they are proceeding with the searching missions in 3D spatial system. From the outcome of this research, we can find that in 3D spatial searching missions, students with relatively low spatial intelligence tend to use the landmark strategy. That’s because this type of students are weak in distinguishing pictures and locations. Therefore, they are apt to use prominent landmarks as references to find the way. Those with higher spatial intelligence tent to use the overview strategy. That’s because these students are better in distinguishing pictures and locations. As a result, they are apt to use overview strategy to search for the target. In the 3D searching missions, there is no prominent difference in how much time it costs to finish the searching behavior, no matter it’s landmark strategy, overview strategy or path strategy. Nevertheless, we can find that if the students haven’t been to the place, those with overview strategy would be better in wayfinding behavior than those with landmark strategy and path strategy. Through this research, we can know more about the modes of the potential spatial intelligence and wayfinding when the students proceed with the searching missions. Consequently, when facing students’ problems of searching missions, the teacher can give proper guidance on account of the students’ thinking quality and wayfinding system fit in with the need of the users much better.
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Huang, Teng-Yi, and 黃騰毅. "Learning behavior and retrieving EEG activity of wayfinding in virtual environment with global or local landmarks." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/62883194972097314345.

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博士
國立交通大學
電控工程研究所
100
The current study introduced a software framework, FlexNavi (flexible navigation), for studying human navigation. FlexNavi provides many useful functions in virtual spatial navigation for researchers to design their idiosyncratic behavioral or neuroimaging experiments. Landmarks are important spatial information as the reference points for wayfinding. According to the characteristic of landmarks, current study built virtual environment with global or local landmarks, and investigated the gender behavior differences during learning to search targets, as well as analyzed EEG activities during retrieving spatial memory to search targets after learning. During learning, This study assesses gender differences in wayfinding in environments with global or local landmarks by analyzing both overall and fine-grained measures of performance. Both female and male participants were required to locate targets in grid-like virtual environments with local or global landmarks. Interestingly, the results of the two overall measures did not converge: although females spent more time than males in locating targets, both genders were generally equivalent in terms of corrected travel path. Fine-grained measures account for different aspects of wayfinding behavior and provide additional information that explains the divergence in overall measures; females spent less time traveling away from the target location, a higher proportion of time not traversing, and made more rotations when stopping than males did. Rather than unequivocally supporting male superiority in wayfinding tasks, both the overall and fine-grained measures partially indicate that males and females are differentially superior when using global and local landmark information, respectively. To summarize, males moved faster than females but did not necessarily navigate the spatial surroundings more efficiently. Each gender showed different strengths related to wayfinding; these differences require the application of both overall and fine-grained measures for accurate assessment. During retrieving, this study investigated EEG power during two geometric structure mazes (regular and irregular) with global or local landmark types, and systematically divided the navigation processes into planning, searching and cruising stages. The frontal theta power was increase during navigation as result of navigation literatures and reached maximum during searching stage then suppressed during cruising stage. During cruising stage, there were also frontal beta and posterior theta power suppression which would reflect the cognitive status change of mental activity and alertness. Global landmark with extensive stimulus field induced larger delta power of frontal and occipital cluster than local landmark. The larger gamma power of irregular structure may be due to the requisition of more visual processing. The result of female navigation demonstrated smaller increase of frontal theta power and larger decrease of left sensorimotor gamma power, and this would support the gender difference which females rely on more landmark information.
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18

Tsai, Shang-Ling, and 蔡尚霖. "nalyzing Wayfinding Behavior of Air Passenger Using ICLV Hybrid Model – A Case Study of Taiepi Songshan Airport." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/dks46w.

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碩士
國立交通大學
運輸與物流管理學系
106
With revenue structure of and position in tourism for airports changing worldwide, the decision process and information seeking behavior of airport passenger remains an under-researched topic in the domain of both transportation behavior and consumer research. It is therefore the aim of this thesis to propose a choice model integrating conventional mode choice models as well as latent variables under the framework of the Theory of Planned Behavior. The proposed model is then validated with empirical data using structural equation modeling. Results suggests that: (1) attitude, social norm and perceived behavior control affect spatial exploration intention in a positive and significant manner. (2) Environmental atmosphere, in addition to hedonic shopping value, has positive and significant mediating effects towards spatial exploration intention through attitude. (3) Decision convenience and time pressure, through perceived behavior control as mediating variable, each has a significantly positive and negative effect on spatial exploration intention, respectively. (4) The amount of disposable time in the airport’s lobby has profound positive impact on passengers’ choice of spatial exploration behavior pattern. Finally, evidence-based suggestions are given.
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19

Tsai, Ssu-Han, and 蔡思涵. "The Effects of Different Movement Modes and Spatial Ability on Players’ Wayfinding Behaviors and Spatial Knowledge Construction." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/75899860039983419914.

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碩士
國立清華大學
資訊系統與應用研究所
100
Humans often lose their way in an unfamiliar setting, in virtual as well as real environ-ments. In both cases, gender, spatial ability, and other factors affect wayfinding behaviors. However, human wayfinding behaviors are complicated. Although several factors have been examined in previous studies, little is known about different types of movement in virtual environments and whether users’ spatial ability directly affects the wayfinding strategies they adopt. On the other hand, virtual environments provide fewer navigational cues than the real world; hence, users may apply different wayfinding strategies than those they use in the real world. The goal of this study was to determine how different movement modes and spatial abilities affect wayfinding behavior and spatial knowledge construction in a 3D virtual world. Between-participant factorial analyses were used to determine the effects of two inde-pendent variables, movement modes and spatial ability, on users’ wayfinding performance and spatial knowledge construction. An experiment examined four groups of participants: those with high spatial ability who were instructed in flying or walking in the environment and those with low spatial ability who were instructed in flying or walking. The dependent variables were the number of targets found, the time required, the difficulty of finding tar-gets, preferred wayfinding strategies, route description, presence, the correct rate of sketch-ing map, and users’ spatial knowledge test scores. A total of 72 participants with high or low spatial ability were selected to complete the experiment on the basis of their spatial ability scores. Participants were required to find targets, perform wayfinding activities, sketch maps, and have their spatial knowledge tested in the virtual world. The results showed that the type of movement (flying or walking) affected the number of 3D targets found, time required, difficulty of finding 3D targets, and difficulty of finding 2D targets. In the virtual world, participants with high spatial ability and flyers preferred to adopt a survey strategy and were good at using directions to describe a route. Walkers pre-ferred to adopt a landmark strategy along with a route strategy and were good at using left or right turns to describe a route. Thus, the results showed that the movement mode was the main effect factor. A comparison of the real world and virtual world wayfinding strategies revealed that only the route strategy differed. Furthermore, the results also indicated that participants with high spatial ability constructed more complete survey knowledge than those with low spatial ability. In addition, flyers constructed a more complete landmark knowledge and survey knowledge than walkers. Finally, our results can be applied to suggest suitable movement modes according to the type of task that promote the acquisition of spatial knowledge and improve users’ perfor-mance in virtual worlds. The results also provide design principles for game developers that facilitate the development of interfaces and operational modes that prevent users from los-ing their way.
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20

Yeh, Ching-fang, and 葉青芳. "The Exploration of Usability of Sign System with Wayfinding Behavior model —A Case Study of Taiwan Taoyuan International Airport." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/51590181099560789835.

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Abstract:
碩士
國立雲林科技大學
視覺傳達設計系碩士班
95
As an important junction for domestic residents and foreigners, Taoyuan International Airport symbolized not only the transportation airport, but the facade of our country. As a result, the interior designs of terminals affected both the traffic direction for numerous travelers and the external image to outsiders. Sign systems provided vital clues to lead the correct destination in the huge terminals with complicated space functions. This study aimed at finding out the problems and providing suggestions for direction improvement according to the usages of sign system at airport and the guidance to the passengers. This research adopted the experts group method and conducted the heuristic evaluation to the airport. Seven routes were selected from the existing problems as the experimental missions; two of them were the external road driving systems while the other five belonged to the walking system in the internal spaces. Six subjects were chosen by the judgment sampling for each mission to perform the field test. The result indicated that even mission one and two completed the target missions, some problems remained. The mission one, the road from the interchange system to the parking lot at the second terminal, was influenced by the sign information and direction. It caused the condition of 17% wrong way driving and unexpected vehicle entrances, implying an improvement for the sign setting and information providing. The mission two suggested a better sign guidance from the road at the parking lot at the second terminal to the interchange system. The result from walking system presented the mission three was the most complicated path. In average, it took extra 113% walking distance from the parking lot at the first floor of basement to the departure lobby. The mission four took extra 60% of walking distance from the departure lobby to the first floor of basement. The mission seven took averagely 44% extra distance from the second terminal to the first terminal while conducting cross transferring. The mission six and five had lower complexities and lower percentages at the guidance of stepping back and turning around. The mission six took extra 15% distance according to the sign system at the luggage area of arrival at the second terminal. Moreover, the mission five took extra 6% distance from the departure at the second terminal to the boarding gate. The result from the wayfinding mission indicated that the location of sign setting and clear direction of the information were the most important elements. Wayfinding behaviors from travelers were influenced from the texts and colors of the patterns, visibility of the Chinese and English characters, systematic design problem, floor space of terminals, complexity of the floor transfer, and the familiarities of arrival, departure and transferring procedures. The evaluation result from this study hoped to provide a basis for the improvement of sign system at the Taoyuan International Airport and the future study, making travelers’wayfinding movement smoother and comfortable, achieving better space usage performance and enhancing satisfaction.
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21

Chen, Yin-Ru, and 陳胤儒. "A Study on the Relationships Between Wayfinding Behavior and Sign System-A Case Study at Feng Chia University Library." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/43447129917126479468.

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碩士
逢甲大學
建築所
100
With the progress of human civilization, more and more complex environment and space which increase our difficulty on wayfinding. In this study, we take Feng Chia University Library as example to investigate relationship between wayfinding behavior and sign system in library. Thus, we could learn more about how the user apply their wayfinding and find out the problem of wayfinding. In doing so, we could offer the solutions of wayfinding problem and provide advice to the design of sigh system. This study use field experimentation to investigate different patterns of users’ wayfinding behavior in library. First of all, doing the investigation of library, and then doing the experiment of wayfinding task. According to the floor level, the wayfinding task is divided into six tasks (task A to E). Each task is executed by four students from Feng Chia University and two students who never been to Feng Chia University Library. The task starts from the entrance lobby of the library, subjects need to find designated books according to the list from researcher. Then, subjects need to bring the books to self-check system to end the task. During the task, researcher follows the subjects and using digital camera and behavioral mapping to document. At the end, researcher use visiting survey to understand subjects’ problem of wayfinding, then the experiment is finished. Study found that task A (1F-Reference Area) and task E (B1-Chinese Bound Periodicals) has the most severe problem. The main reason is that subjects don’t understand the call number: [R] and [P]. So they have to spend more time in Chinese Stack. Besides, most of the subjects in these two tasks turned out to use the Floor Index to find the books. This shows that the Floor Index is helpful when someone needs to find some unfamiliar area in library. The task B (2F- CTTLRC-Humanity&Social Science Collection) is the second. The main problem of this one is the incorrect information of floor plan sign. This error causes the subjects make wrong judgment and increase the wayfinding time. However, the sign marks the books in the 2F (CTTLRC-Humanity&Social Science Collection), so subjects mostly doing search in 2F, that proves putting Floor label in Collection Area can improve wayfinding problem. Following by task F (3MF-Western Stack), task C (3F-Chinese Stack) and task D (4F-Chinese Stack) has the least wayfinding problem. During the wayfinding, subjects who never been to the library depend on the signs much more than others, but their performance in experiment not necessarily worst. Some of these subjects (never been to the library) find the problem on the way back, it is because the self-check system is block from the Central Display, and there is no sign to lead the subjects to find the system. Finally, according to results of the analysis, we make some suggestion for the library. 1. Understand the library museum space and environmental conditions, together with experts to correct and adjust the sigh system in library. 2. The result of book search should also indicate the collection area and floor level, and the floor level’s pathfinder to help readers find their books. 3. It is necessary to arrange freshmen and transfer students to library orientation annually, and also provide interpretation services to off-campus citizen. 4. Regularly survey and evaluate the sigh system in library in order to make better service adjustment.
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22

Hsieh, You-Ling, and 謝侑玲. "The Influences of the Configuration of Shopping Centers on Shoppers’ Preference and Wayfinding Behavior- A Case Study of Miramar in Taipei." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/52766010254348356523.

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Abstract:
碩士
銘傳大學
建築與都市防災研究所
97
With rapid economic growth in Taiwan, the consumption behavior leaned to extensive multiple store instead of small retail business in recent years. The shopping spaces also replaced gradually form outdoor shopping streets to indoor shopping centers with vertical spaces and complex styles, which became important entertainment spaces for modern people. However, in order to provide multiple functions, the spatial planning skills became more complicated. Thus, the influences of spatial planning of shopping center on shopping activities had become an important topic for study. The environmental behaviors of shoppers in shopping centers include shopping and wayfinding behavior. Shopping behavior indicates that shoppers proceed to destinations and routes in successions of shopping space according to their preferences and requirements of. Wayfinding behavior is a process of choosing routes after shoppers decided their destinations. Both of the environmental behaviors could be connected and closed to each other. However, most of previous studies laid particular stress on the causes of forming wayfinding behavior, but ignored the influences of shopping behavior on wayfinding. Therefore, the purpose of this study aimed for the influences of spatial and environmental factors on shopping and wayfinding behaviors. Relying on establishing the model of shopping and wayfinding behaviors, the study explained the relationships between shopping environment and human behavior, and interpreted the degree and factors of the influences on the shoppers. Therefore, the empirical study was conducted in Miramar Entertainment Park in Taipei, and discussed the environmental behavior of shopping centers as shopping behavior and wayfinding behavior. The study analyzed these behaviors as shopping preferences and wayfinding strategies, and explained the effects and relations with reviewed theories, wayfinding tests, interviews, and exploratory factor analysis (EFA) that built the influenced factors of shopping and wayfinding behavior. Using structure equation model (SEM), the study probed into the relations between shopping and wayfinding behavior to analyze and interpret the spatial planning of Miramar Entertainment Park. Base on the results, the preferences of shoppers were affected by environmental attraction and personal spatial ability, which indicated that the spatial planning of shopping centers effected on shopping behavior directly. In addition, wayfinding behaviors were affected by shoppers’ personal preferences, spatial ability, familiarity, and individual sense of direction. Both of shopping behavior and wayfinding behaviors were influenced by internal and external factors closely and directly. According to the calibration results, composed of shopping and wayfinding behavior model that drew a conclusion to collect and the relations and degree of effects of shopping, the wayfinding behavior can used to predict individual behavior. Besides, the model can also be used to evaluate suitability of spatial planning of shopping centers, and can be suggestion as consultations in the process of spatial planning. Finally, it could be treated as improvement defects of one-way design method.
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23

Fromes, Gail. "Effects of sex differences and hippocampal lesions on exploratory behaviors and wayfinding performance in rats in a novel environment a research report submitted in partial fulfillment ... /." 1987. http://catalog.hathitrust.org/api/volumes/oclc/68787816.html.

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24

Zene-Fong, Cheng, and 鄭金豐. "To explore the Sign systems of MRT Station with the wayfinding Behavior Cognitive model - A Research of the Taipei MRT Chunghsiao Fushing Station." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/14259468271842244859.

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Abstract:
碩士
國立臺北科技大學
建築與都市設計研究所
91
The Zhong Xiao Fu Xing station in Taipei MRT,( named source station later) being the node with congregating, dispersing and transferring the stream of people. From the wayfinding process of MRT station, it is not only effect by personal causes, but also was effect by the following three factors:First of all, the complex function and indoor wide space in the buildings. Secondly, the activities are getting more frequently for people in the buildings. Finally, it is easy to lose one’s way due to the defects of Sign system. The main purpose of sign system does let people understand its subject matter quickly in order to help the passengers reach the destination smoothly. From the view point of the model of wayfinding behavior and cognitive, the research will explore and collect the relative information of MRT through the behavior observation and questionnaire, and combine the documents to inspect the sign system design of space environment of MRT station, and respect to find out the root cause of effect user’s wayfinding behavior finally. The conclusions of research are below: 1.The capability of age, experience and information handling will effect the choice of wayfinding, movement arrow and direction. 2.The outstanding sign systems do not only have the function to lead and illustrate, the own accumulated experience by users will become a place mark. 3.The appeared content of sign system has to immediately provide the linearity relation of the principle part of architecture space iin order to be the spirit of the first design with simple and clear, easy to describe, memory, recognition and comprehension.
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25

Marcich, Heather A. "Effects of bilateral hippocampal damage on wayfinding ability in rats a research report submitted in partial fulfillment ... for the degree Master of Science, Community Health Nursing ... /." 1993. http://catalog.hathitrust.org/api/volumes/oclc/68797691.html.

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