Academic literature on the topic 'Indoor wayfinding'

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Journal articles on the topic "Indoor wayfinding"

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Lee, Seunghae, Eun Young Kim, and Paul Platosh. "Indoor Wayfinding Using Interactive Map." International Journal of Engineering and Technology 7, no. 1 (February 2015): 75–80. http://dx.doi.org/10.7763/ijet.2015.v7.770.

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De Leeuw, Dries, Philippe De Maeyer, and Laure De Cock. "A Gamification-Based Approach on Indoor Wayfinding Research." ISPRS International Journal of Geo-Information 9, no. 7 (June 30, 2020): 423. http://dx.doi.org/10.3390/ijgi9070423.

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Indoor environments can be very complex. Due to the challenges in these environments in combination with the absence of mobile wayfinding aids, a great need exists for innovative research on indoor wayfinding. In this explorative study, a game was developed in Unity to investigate whether the concept of gamification could be used in studies on indoor wayfinding so as to provide useful information regarding the link between wayfinding performance, personal characteristics, and building layout. Results show a significant difference between gamers and non-gamers as the complexity of the player movement has an important impact on the navigation velocity in the game. However, further analysis reveals that the architectural layout also has an impact on the navigation velocity and that wrong turns in the game are influenced by the landmarks at the decision points: navigating at deeper decision points in convex spaces is slower and landmarks of the categories pictograms and infrastructural were more effective in this particular building. Therefore, this explorative study, which provides an approach for the use of gamification in indoor wayfinding research, has shown that serious games could be successfully used as a medium for data acquisition related to indoor wayfinding in a virtual environment.
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Wang, Chengshun, Yufen Chen, Shulei Zheng, and Hua Liao. "Gender and Age Differences in Using Indoor Maps for Wayfinding in Real Environments." ISPRS International Journal of Geo-Information 8, no. 1 (December 27, 2018): 11. http://dx.doi.org/10.3390/ijgi8010011.

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Users more easily become lost in complex indoor environments than in outdoor environments. Users with diverse backgrounds encounter different self-location, route memorization, and route following problems during wayfinding. This study intends to explore gender and age effects on the use of indoor maps for wayfinding in real environments. We used eye-tracking and retrospective verbal protocol methods to conduct a wayfinding experiment in a newly opened building. Statistical data were collected and three findings were obtained. Finding 1: Males had no significant differences with females in indoor self-location, route reading, and route following. However, males paid less visual attention to the landmark and legend than females during route reading. Finding 2: Age-related differences were significant in indoor wayfinding. Younger adults generally outperformed elderly adults in wayfinding in real indoor environments. Finding 3: Gender and age interactive effects were significant in self-location and route memorization. The mean differences of visual attention on the self-location map reading and route memorization between males and females increased with age.
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Bakogiannis, Nikolaos, Charalampos Gkonos, and Lorenz Hurni. "Cartographic Visualization for Indoor Semantic Wayfinding." Multimodal Technologies and Interaction 3, no. 1 (March 26, 2019): 22. http://dx.doi.org/10.3390/mti3010022.

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In recent years, pedestrian navigation assistance has been used by an increasing number of people to support wayfinding tasks. Especially in unfamiliar and complex indoor environments such as universities and hospitals, the importance of an effective navigation assistance becomes apparent. This paper investigates the feasibility of the indoor landmark navigation model (ILNM) [1], a method for generating landmark-based routing instructions, by combining it with indoor route maps and conducting a wayfinding experiment with human participants. Within this context, three different cartographic visualization scenarios were designed and evaluated. Two of these scenarios were based on the implementation of the ILNM algorithm, with the concurrent effort to overcome the challenge of representing the semantic navigation instructions in two different ways. In the first scenario, the selected landmarks were visualized as pictograms, while in the second scenario, an axonometric-based design philosophy for the depiction of landmarks was followed. The third scenario was based on the benchmark approach (metric-based routing instructions) for conveying routing instructions to the users. The experiment showed that the implementation of the ILNM was feasible, and, more importantly, it was beneficial in terms of participants’ navigation performance during the wayfinding experiment, compared to the metric-based instructions scenario (benchmark for indoor navigation). Valuable results were also obtained, concerning the most suitable cartographic approach for visualizing the selected landmarks, while implementing this specific algorithm (ILNM). Finally, our findings confirm that the existence of landmarks, not only within the routing instructions, but also as cartographic representations on the route map itself, can significantly help users to position themselves correctly within an unfamiliar environment and to improve their navigation performance.
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Ross, David A., and Gary W. Kelly. "Filling the Gaps for Indoor Wayfinding." Journal of Visual Impairment & Blindness 103, no. 4 (April 2009): 229–34. http://dx.doi.org/10.1177/0145482x0910300406.

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Habib, Ayman F. "Book Review — Indoor Wayfinding and Navigation." Photogrammetric Engineering & Remote Sensing 83, no. 8 (August 1, 2017): 535. http://dx.doi.org/10.14358/pers.83.8.535.

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Vanhaeren, Nina, Laure De Cock, Lieselot Lapon, Nico Van de Weghe, Kristien Ooms, and Philippe De Maeyer. "On the Right Track: Comfort and Confusion in Indoor Environments." ISPRS International Journal of Geo-Information 9, no. 2 (February 24, 2020): 132. http://dx.doi.org/10.3390/ijgi9020132.

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Indoor navigation systems are not well adapted to the needs of their users. The route planning algorithms implemented in these systems are usually limited to shortest path calculations or derivatives, minimalizing Euclidian distance. Guiding people along routes that adhere better to their cognitive processes could ease wayfinding in indoor environments. This paper examines comfort and confusion perception during wayfinding by applying a mixed-method approach. The aforementioned method combined an exploratory focus group and a video-based online survey. From the discussions in the focus group, it could be concluded that indoor wayfinding must be considered at different levels: the local level and the global level. In the online survey, the focus was limited to the local level, i.e., local environmental characteristics. In this online study, the comfort and confusion ratings of multiple indoor navigation situations were analyzed. In general, the results indicate that open spaces and stairs need to be taken into account in the development of a more cognitively-sounding route planning algorithm. Implementing the results in a route planning algorithm could be a valuable improvement of indoor navigation support.
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Ghamari, Hessam, and Ayyoob Sharifi. "Mapping the Evolutions and Trends of Literature on Wayfinding in Indoor Environments." European Journal of Investigation in Health, Psychology and Education 11, no. 2 (June 18, 2021): 585–606. http://dx.doi.org/10.3390/ejihpe11020042.

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Research on indoor wayfinding has increased in number and significance since the 1980s. Yet, the information on wayfinding literature is now difficult to manage given its vast scope and spread across journals, institutions, disciplines, and themes. While there is an increasing number of publications within this rapidly growing field of research, there are limited review studies in the field, and there is still missing an overall analysis of the current state of wayfinding literature and its evolution. The main objective of this study is to present a bibliometric analysis of about forty years of research on indoor wayfinding to provide an overview of the research landscape. The final database of the study contained 407 publications. VOSviewer was used as a science mapping software tool to identify major focus areas and to identify influential authors, publications, and journals using various network analysis techniques, such as term co-occurrence, co-citation, and bibliographic coupling. Similar co-occurrence analysis was used to understand how the intellectual base of the field has evolved over time and what the major themes are that have contributed to this evolution. The results show that this field has initially been mainly focused on few themes but has later become more diversified to acknowledge the multi-dimensional characteristics of indoor wayfinding. While spatial knowledge acquisition and cognitive maps are still dominant core areas, there are topics, such as signage, isovists, and the use of eye-tracking and virtual reality, that still need to be further investigated.
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De Cock, Laure, Kristien Ooms, Nico Van de Weghe, Nina Vanhaeren, and Philippe De Maeyer. "User Preferences on Route Instruction Types for Mobile Indoor Route Guidance." ISPRS International Journal of Geo-Information 8, no. 11 (October 25, 2019): 482. http://dx.doi.org/10.3390/ijgi8110482.

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Adaptive mobile wayfinding systems are being developed to ease wayfinding in the indoor environment. They present wayfinding information to the user, which is adapted to the context. Wayfinding information can be communicated by using different types of route instructions, such as text, photos, videos, symbols or a combination thereof. The need for a different type of route instruction may vary at decision points, for example because of its complexity. Furthermore, these needs may be different for different user characteristics (e.g., age, gender, level of education). To determine this need for information, an online survey has been executed where participants rated 10 different route instruction types at several decision points in a case study building. Results show that the types with additional text were preferred over those without text. The photo instructions, combined with text, generally received the highest ratings, especially from first-time visitors. 3D simulations were appreciated at complex decision points and by younger people. When text (with symbols) is considered as a route instruction type, it is best used for the start or end instruction.
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Parush, A., I. Lindenfeld, and D. Fisher-Gewirtzman. "Overall Visibility Might Offer False Affordance to Indoor Wayfinding: The Role of Global and Local Landmarks." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 716–20. http://dx.doi.org/10.1177/1071181322661435.

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Using a virtual 3D model of a shopping center, this study explored whether greater visibility provided by transparent walls in the building model, along with the presence of global and local landmarks, facilitated indoors wayfinding. Participants observed video clips of a virtual walkthrough either in a building with transparent or opaque walls, responded to wayfinding questions, and their eye movements were tracked while watching the video. Findings showed no significant difference between participants in the transparent and opaque building in answering wayfinding questions. Eye movements showed significantly longer eye fixations for participants in the transparent building compared to participants in the opaque building, in addition to longer fixations on global landmarks compared to local landmarks. Taken together, the findings imply that the greater visibility through the transparent walls may have offered false wayfinding affordance, rather than facilitate wayfinding decisions.
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Dissertations / Theses on the topic "Indoor wayfinding"

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Manganelli, Joseph Charles. "Wayfinding in a complex indoor environment| Correlation of wayfinding experience, survey knowledge, and route knowledge." Thesis, Clemson University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10119325.

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This thesis documents a correlational study of wayfinding experience and survey and route knowledge in a large, complex building. Twelve patient transport personnel who work in a very large, regional hospital facility participated as wayfinding subject matter experts. This correlational study addresses three primary research questions. Do more experienced patient transport personnel have more accurate survey knowledge of a large, complex building than less experienced patient transport personnel? Do more experienced patient transport personnel have more accurate route knowledge of a large, complex building than less experienced patient transport personnel? Do more experienced patient transport personnel choose more efficient routes in a large, complex building than less experienced patient transport personnel? The study measures survey knowledge using a pointing task and a mapping task. The study measures route knowledge and route efficiency using a route diagramming task. Linear and nonlinear regression analyses are used to analyze the data. The results of this study may contribute to a deeper understanding of the relationship between wayfinding experience and survey and route knowledge, as well as offer insights into how to better design wayfinding training materials and methods and building signage.

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Kristoffer, Karlsson, and Horned Arvid. "Icon based Indoor Navigation : Is icon based navigation a good method for indoor wayfinding?" Thesis, Umeå universitet, Institutionen för psykologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-137827.

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Humans today rely heavily on navigational aids on their smartphones to find their way. These aids have shown to be decreasing our ability to learn routes since the interaction with the environment is minimal. Technology assisting indoor navigation is getting more common, and the same approach, which has shown to impair spatial ability, is used, and will most likely result in the same problems. In the current study an application was developed that uses landmarks represented as icons to guide the users. The application was tested in a wayfinding task and compared to a control group using text instructions. Time for completing the route, wayfinding errors and route knowledge were measured and compared between groups. The results show that the text group had a faster walking time, but no significant difference was found in the other measurement. The route knowledge test turned out to be too difficult for the participants. The conclusion of the study is that icon based indoor navigation works but more research needs to be done to test if it facilitates spatial learning
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Ziani, Andrea. "iNav: Progettazione e sviluppo di un sistema di wayfinding indoor." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18435/.

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Il termine wayfinding, utilizzato nel contesto dell'architettura, rappresenta le metodologie e l'esperienza con cui le persone si orientano nello spazio e navigano da un luogo all'altro scegliendo un percorso all'interno di un ambiente. Nato su richiesta dell'azienda myDev s.r.l., il lavoro presentato tratta la progettazione e lo sviluppo di un sistema di wayfinding indoor che permetta agli utenti che lo utilizzano di essere guidati attraverso il percorso migliore per andare da un'area iniziale ad un'area di interesse, in luoghi interni chiusi non mappati. Il progetto prende ispirazione dai moderni sistemi di navigazione, ma ne applica il funzionamento in zone al chiuso all'interno delle quali il loro utilizzo risulta inefficace. Il software, pur essendo stato realizzato e testato per l'utilizzo in ambiente interno di piccole dimensioni come un ufficio, trova applicazione in grandi contesti quali aeroporti, ospedali o fiere al chiuso e permette agli utenti una navigazione attraverso i punti di interesse di cui l'edificio è disposto. L'intero sistema è stato realizzato e progettato con l'obiettivo di poter essere utilizzato anche in assenza di una connessione ad Internet, perciò, basa il suo funzionamento sull'utilizzo di un applicazione mobile che comunichi con diversi sensori bluetooth disposti all'interno dell'edificio. Il sistema è stato progettato e poi implementato dopo una fase di studio di quelle che sono, ad oggi, le tecnologie più utilizzate per realizzare applicazioni di questo genere. Ciò ha permesso di comprendere meglio quali fossero le problematiche e gli aspetti positivi legati alle tecnologie stesse e di soddisfare i requisiti funzionali e non funzionali commissionati, creando un sistema estendibile e facilmente manutenibile.
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Mambelli, Giacomo. "Wayfinding e navigazione: un prototipo di app mobile accessibile per percorsi indoor personalizzati." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18519/.

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In questa tesi vengono presentati lo studio e la realizzazione di una applicazione accessibile per la navigazione indoor. Gli scopi di questo software, disponibile sia per device Android che per quelli iOS, sono molteplici e includono l'intenzione di migliorare l'accessibilità degli edifici pubblici mediante uno strumento a basso costo. I principi all'origine del lavoro sono l'inclusione di utenti con disabilità sia visive che motorie abilitando la navigazione turn-by-turn indoor per gli individui che spesso trovano negato l'accesso a questo genere di strumenti. Inoltre, trattandosi di navigazione in palazzi storici, il sistema si occupa anche della presentazione di informazioni turistico/culturali legate alla posizione dell'utilizzatore. L'autore di questa tesi ha, in seguito allo studio delle tecnologie, partecipato all'implementazione del sistema sia per gli aspetti tecnologici come la gestione del segnale dei beacon (tecnologia adottata per il progetto), che per la realizzazione delle interfacce e l'esecuzione di test di usabilità.
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Papini, Leonardo. "AlmaMap & AlmaWhere: navigazione indoor con mappe in grafica vettoriale." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19570/.

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L’obiettivo di questo lavoro di tesi è l’integrazione di due applicazioni: una pensata per device mobili, che ha l’obiettivo di offrire servizi di positioning, navigazione e wayfinding in ambienti indoor (AlmaWhere) e una pensata per essere fruita attraverso dispositivi fissi, quali kiosk e totem (AlmaMap). La prima delle due è sviluppata con il framework cross-platform React-Native, mentre la seconda è sviluppata con tecnologie web-based, utilizzato planimetrie e mappe in formato vettoriale (SVG). La tesi presenta uno studio dello stato dell’arte, illustrando tecnologie, piattaforme ed architetture per la navigazione indoor e offre alcuni spunti di riflessione e di discussione a supporto di sviluppi futuri basati su tali soluzioni.
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Oscarsson, Martina. "Vart ska jag? : vägledning för att komma vidare i sjukhusmiljö." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-49220.

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Denna studie undersöker hur rumslig informationsdesign och teorier inom wayfinding, kan stärka befintlig vägvisning i en offentlig inomhusmiljö/publik lokal. Platsen som undersökts är huvudentrén till Mälarsjukhuset i Eskilstuna och den primära målgruppen i studien är förstagångsbesökare, medans den sekundära målgruppen är personal som arbetar på sjukhuset. Syftet med projektet är att underlätta och tydliggöra orienterbarheten från huvudentrén på Mälarsjukhuset, då region Sörmland har uppmärksammat brister i vägvisning och trygghetsskapandet, vilket har lett till en osäkerhet för besökare samt en arbetsbelastning hos vård- och servicepersonal. Genom platsanalys, notationer, litteraturstudier, intervju och digitala navigeringstest har ett gestaltningsförslag presenterats i en digital 3D-modell. Resultatet av studien har sammanfattats i en lista, med riktlinjer som tillgodoser navigering i offentliga miljöer. Det är viktigt att vägvisningselement finns tillgängligt i flera olika nivåer, för att tillgodose olika individers strategival i wayfindings-processer. En miljö som är lätt att överblicka underlättar det visuella sökandet och kan skapa en trygghet hos användaren. En hierarki, delad mellan de viktigaste funktionerna i rummet hjälper det visuella sökandet.
The purpose of this study is to examine how spatial information-design and theories of wayfinding could be of help in order to strengthen existing navigation systems in public and indoor areas. The examined area is the main entrance of Mälarsjukhuset (Eskilstuna`s regional hospital), and the primary target group is first time visitors, while the secondary group is the staff at the hospital. The aim of the study is to clarify and improve the navigation system in the main entrance area, because of flaws that the region of Sörmland has observed in that navigation system. They also observed that the main entrance area fails to make first time visitors feel safe and well informed, which has also led to an increased workload for staff members. A site analysis, notations, litterateur study, interviews and several digital navigation tests, have all laid the foundation for a design proposal in the form of a 3D-modell. The result of the study has been summarized in a list, with guidelines to cater to the needs of public environments. It is important that the element of navigation is available on several different levels, to allow for the different individual strategical choices that visitors might make in their wayfinding processes. An environment that has a good overview facilitates visual searching, which creates a sense of security for the visitor. A hierarchy split between the most important functions in a room also aids visual searching.
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Björk, Hanna, and Gustav Johnsson. "Navigation i komplexa miljöer med hjälp av digitala tjänster och IoT." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74727.

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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.
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Ding, Linlin. "Navigation Instruction Validation Tool and Indoor Wayfinding Training System for People with Disabilities." 2017. https://scholarworks.umass.edu/masters_theses_2/575.

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According to World Health Survey, there are 785 million (15.6%) people in the world that live with a disability. It is a well-known fact that lack of access to public transportation is a barrier for people with disabilities in seeking work or accessing health care. In this research, we seek to increase access to public transportation by introducing a virtual pre-travel training system that enables people with disabilities to get familiar with a public transportation venue prior to arriving at the venue. Using this system, users establish a mental map of the target environment prior to their arrival to the physical space, increasing their confidence and therefore increasing their chances of using public transportation. First, we have to guarantee that all navigation instructions sent to our training system are correct. Since the number of navigation instruction increases dramatically, instruction validation becomes a challenge. We propose a video game based validation tool which includes a game scene that represents in 2D the physical environment and uses a game avatar to verify the navigation instructions automatically in the game scene. The avatar traverses the virtual space following the corresponding navigation instructions. Only in case that it successfully reaches the planned destination, the current navigation instruction can be considered as correct. Then, we introduce a virtual reality based pre-travel wayfinding training system to assist people with disabilities to get familiar with a venue prior to their arrival at the physical space, which provides two modes: 1) Self-Guided mode in which the path between a source and a destination is shown to the user from third person perspective, and 2) Exploration mode in which the user explores and interacts with the environment. In the end, we have implemented visual analytics tools that track and evaluate trainees’ performance and help us optimize the game. These tools identify the difficulties faced by the trainees as well as obtain overall statistics on the trainees’ behavior in the indoor environment, helping us understand how to modify the system and adjust it to different classes of disabilities.
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SHIH, CHUN-CHI, and 施純吉. "Design of indoor guiding system to improve the care of the elderly with dementia and the wayfinding problem." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/bnp7v9.

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碩士
國立雲林科技大學
工業設計系
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With the aging of the population, the proportion of people with dementia has rapidly increased, and the care of dementia patients has become the biggest problem for caregivers and their families. Patients' cognitive disabilities of space and environment often leads to abnormal behaviors such as path recognition, walking, getting lost or even lost. This study uses Contextual Inquiry to identify potential defects and needs in Long-Term Care Facilities:(1) landmark setting; (2) user-centered guidance service; (3) item position adjustment in the activity space; (4) patient movement monitoring; (5) text, voice, and image interface interaction mode; (6) Guided service design that does not interfere with patient walking. This study combines the Internet of Things technology to design and develop environmental guidance services for patients with dementia. This system will help patients to explore the indoor environment, monitor and record patient movement, so that the Care Facilities can reduce the burden of human resources, and family members can always understand the patient's home movement. Indoor guidance system include the following subsystems: (1) Guide landmarks and interactive systems; (2) Indoor guidance systems; (3) Monitoring systems. The indoor guiding system mainly provides a guiding service tool by the wearable device, so that when the patient moves, the hands can still be used for assistance; The landmark and interactive system guides the patients with dementia to operate, and guides the patient to select the target location, such as the toilet, the pantry, the restaurant and the room, by means of images, voices and text displayed on the tablet, and then transmits the target information to the wearable device, the dementia patient arrives at the destination by the guidance of the wearable device. Dementia patients will use the guidance of the wearable device to arrive the purpose. The monitoring system uses the sensors in the environment to record the patient's intended destination and the actual destination, record it and upload it to the cloud for the caregiver and family members to understand their daily activities, such as drinking water, going to the toilet, eating and going out ( The caregiver and family members will be notified immediately ). The sensor also promptly informs the caregiver when it senses the patient wearing the device in a dangerous place. This study mainly uses the "indoor guidance" for the prototype experience. The prototype includes two parts: "Guide Landmarks and Interactive System" and "Indoor Guidance System", and selects the subjects to experience the service. This study evaluates the results of the experience and uses the results as a recommendation and opportunity for system improvement and production.
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Wang, Sili. "Indoor Navigation For The Blind And Visually Impaired: Validation And Training Methodology Using Virtual Reality." 2017. https://scholarworks.umass.edu/masters_theses_2/485.

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In this thesis we propose a navigation instruction validation tool and an user training tool for PERCEPT system. The validation tool evaluates the navigation instructions using a virtual reality environment by ensuring that each path in the virtual environment can be traversed by following the navigation instructions. This validation tool will serve as a first automatic validation of navigation instructions prior to testing them with blind and visually impaired users. The user-training tool enables the blind user to explore and get familiar with the real environment by using the virtual environment generated in the Unity3d based game. The user interacts with the game using PERCEPT Smartphone client just like the user would interact in the real environment. Motion in the game is emulated using the keyboard. Motion directions follow the navigation instructions obtained through the Smartphone. This user-training tool will improve the users experience in the real environment by enabling them to explore and learn the environment a-priori to their arrival in the physical space.
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Books on the topic "Indoor wayfinding"

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Indoor Wayfinding and Navigation. Taylor & Francis Group, 2015.

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Karimi, Hassan A. Indoor Wayfinding and Navigation. Taylor & Francis Group, 2015.

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Karimi, Hassan A., ed. Indoor Wayfinding and Navigation. CRC Press, 2015. http://dx.doi.org/10.1201/b18220.

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Karimi, Hassan A. Indoor Wayfinding and Navigation. Taylor & Francis Group, 2019.

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Karimi, Hassan A. Indoor Wayfinding and Navigation. Taylor & Francis Group, 2015.

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Karimi, Hassan A. Indoor Wayfinding and Navigation. Taylor & Francis Group, 2015.

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Book chapters on the topic "Indoor wayfinding"

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Richter, Kai-Florian. "Indoor Wayfinding Tools." In Encyclopedia of GIS, 1–8. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-23519-6_1622-1.

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Richter, Kai-Florian. "Indoor Wayfinding Tools." In Encyclopedia of GIS, 1035–42. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-17885-1_1622.

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Cheraghi, Seyed Ali, Vinod Namboodiri, and Kaushik Sinha. "IBeaconMap: Automated Indoor Space Representation for Beacon-Based Wayfinding." In Lecture Notes in Computer Science, 105–13. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58796-3_14.

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Sobika, S., and B. Rajathilagam. "Intelligent System for Wayfinding through Unknown Complex Indoor Environment." In Advances in Intelligent Systems and Computing, 759–70. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47952-1_61.

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De Cock, Laure, Kristien Ooms, Nico Van de Weghe, and Philippe De Maeyer. "Google Indoor Maps or Google Indoor No Maps? Usability Study of an Adapted Mobile Indoor Wayfinding Aid." In Communications in Computer and Information Science, 413–20. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50726-8_54.

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Tian, YingLi, Chucai Yi, and Aries Arditi. "Improving Computer Vision-Based Indoor Wayfinding for Blind Persons with Context Information." In Lecture Notes in Computer Science, 255–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14100-3_38.

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An, Dadi, Junnan Ye, and Wei Ding. "Spatial Features and Elements Affecting Indoor Wayfinding—A Case Study in a Transit Hub." In HCI in Mobility, Transport, and Automotive Systems, 357–67. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22666-4_26.

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Chen, Chun-Wen, Kevin C. Tseng, and Yun-Fong Kao. "Single Tap Hierarchy-Structured Zoom as Interface for Interactive Indoor Wayfinding Map for Elderly Users." In Universal Access in Human-Computer Interaction. User and Context Diversity, 42–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39191-0_5.

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Bernardini, Gabriele, Enrico Quagliarini, Marco D’Orazio, and Silvia Santarelli. "How to Help Elderly in Indoor Evacuation Wayfinding: Design and Test of a Not-Invasive Solution for Reducing Fire Egress Time in Building Heritage Scenarios." In Lecture Notes in Electrical Engineering, 209–22. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54283-6_16.

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"Map-Aided Indoor Navigation." In Indoor Wayfinding and Navigation, 122–55. CRC Press, 2015. http://dx.doi.org/10.1201/b18220-10.

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Conference papers on the topic "Indoor wayfinding"

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Liu, Alan L., Harlan Hile, Henry Kautz, Gaetano Borriello, Pat A. Brown, Mark Harniss, and Kurt Johnson. "Indoor wayfinding:." In the 8th international ACM SIGACCESS conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1168987.1169005.

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Vieira, Manuela, Manuel Augusto Vieira, Paula Louro, Alessandro Fantoni, and Pedro Vieira. "Indoor wayfinding using visible light communication." In Optical Sensing and Detection VI, edited by Francis Berghmans and Anna G. Mignani. SPIE, 2020. http://dx.doi.org/10.1117/12.2556124.

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Golestanha, Zahrasadat, and Debra Satterfield. "Immersive AR Landmark-based Campus Wayfinding Solution with Focus on People with Navigation Difficulties." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002543.

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The focus of this study is to develop an indoor navigation solution for use on a mobile device to help students, especially those with navigation difficulties, better navigate their environment independently and with confidence. This research employed mixed methods, including expert interviews and case studies, to better understand the wayfinding experience of students or faculty (particularly those with navigation difficulties) and to gain a comprehensive perspective on campus wayfinding experiences. A mobile app, "BeachLead," was developed on the iOS platform. BeachLead is a landmark-based Augmented reality (AR) wayfinding platform that helps students navigate indoor spaces on campus. Students can follow landmarks to find their destination and trace their way back to the first position. This platform gamifies navigation by allowing students to hit the targets (landmarks) and embed little moments of fun during their route. Using this platform will improve the campus navigation experience, increase environmental awareness, and reduce stress and cognitive load. The data and navigation prototype will be shown and discussed.
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Haverfield, Aaron, Xing Su, and Jing Pan. "A Framework of Color-Coded Indoor Wayfinding Assistance." In Construction Research Congress 2016. Reston, VA: American Society of Civil Engineers, 2016. http://dx.doi.org/10.1061/9780784479827.141.

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Ko, Eunjeong, Jin Sun Ju, and Eun Yi Kim. "Situation-based indoor wayfinding system for the visually impaired." In The proceedings of the 13th international ACM SIGACCESS conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2049536.2049545.

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Delnevo, Giovanni, Giacomo Mambelli, Vincenzo Rubano, Catia Prandi, and Silvia Mirri. "Almawhere 2.0: a pervasive system to facilitate indoor wayfinding." In 2020 IEEE 17th Annual Consumer Communications & Networking Conference (CCNC). IEEE, 2020. http://dx.doi.org/10.1109/ccnc46108.2020.9045209.

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Delnevo, Giovanni, Lorenzo Monti, Francesco Vignola, Paola Salomoni, and Silvia Mirri. "AlmaWhere: A prototype of accessible indoor wayfinding and navigation system." In 2018 15th IEEE Annual Consumer Communications & Networking Conference (CCNC). IEEE, 2018. http://dx.doi.org/10.1109/ccnc.2018.8319242.

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Maruyama, Tsubasa, Satoshi Kanai, and Hiroaki Date. "Vision-Based Wayfinding Simulation of Digital Human Model in Three Dimensional as-is Environment Models and its Application to Accessibility Evaluation." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59170.

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Elderly and disabled individuals must be able to access the indoor and outdoor environment in an easy and safe manner. Accessibility must be assessed not only in terms of physical friendliness for users, but also of cognitive friendliness such as the ease of wayfinding. To ensure the ease of wayfinding, signage information available at every key decision point is essential because it enables people to find their way in unfamiliar environment. The aim of the present study is to develop virtual accessibility evaluation system that evaluates the environment accessibility from the cognitive friendliness aspect, such as the ease of wayfinding, by combining realistic human behavior simulation using a digital human model (DHM) with as-is environment models. To realize this system, we develop a vision-based wayfinding simulation algorithm for the DHM in textured three-dimensional (3D) as-is environment models. The as-is environment models are constructed with the structure-from-motion (SfM) technique. During the wayfinding simulation, the visibility and legibility of each sign are evaluated on the basis of the visual perception of the DHM and its visibility catchment area (VCA). The DHM walking trajectory is dynamically generated depending on the perceived sign. When a disorientation place is detected where the DHM cannot find any sign indicating its destination, plans for rearranging the signs are proposed by the simulation user and then examined using a developed virtual eyesight simulator (VES). The VES enables the user to check the DHM eyesight virtually during the wayfinding simulation through a head-mounted display. To mimic visual impairments, visual impairment filters are introduced into the VES. In this paper, we demonstrate the process of detecting the disorientation place, and planning and evaluating the rearranged signage.
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Magableh, Basel, and Stephen Barrett. "Self-adaptive application for indoor wayfinding for individuals with cognitive impairments." In 2011 24th International Symposium on Computer-Based Medical Systems (CBMS). IEEE, 2011. http://dx.doi.org/10.1109/cbms.2011.5999159.

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Li, Rui, and Alexander Klippel. "Using space syntax to understand knowledge acquisition and wayfinding in indoor environments." In 2010 9th IEEE International Conference on Cognitive Informatics (ICCI). IEEE, 2010. http://dx.doi.org/10.1109/coginf.2010.5599724.

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