Journal articles on the topic 'Indoor wayfinding'

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1

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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Taher, Faisal, Keith Cheverst, and Mike Harding. "Exploring Personal Mobile Phones and Digital Display Systems to Support Indoor Navigation by Formative Study Methods." International Journal of Handheld Computing Research 1, no. 3 (July 2010): 32–50. http://dx.doi.org/10.4018/jhcr.2010070103.

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A significant difference exists between wayfinding support services available in outdoor and indoor locations. Users in outdoor locations can access services like Google Maps via a mobile phone and in-car GPS, which allows them to examine unknown locations before arrival as well as receive assistance en-route. In contrast, there is relatively little digital wayfinding support for users in indoor locations, where users are limited to using in-building signage or asking for directions. However, advances in pervasive digital technology allow new possibilities and make this topic increasingly subject to research study. This paper describes three separate formative studies involving 24 participants using personal mobile phones, a situated display deployment and a Person Locator Kiosk. The authors present their findings by gaining feedback and insights from users to develop useful and usable wayfinding support for visitors in an in-building environment.
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Prandi, Catia, Giovanni Delnevo, Paola Salomoni, and Silvia Mirri. "On Supporting University Communities in Indoor Wayfinding: An Inclusive Design Approach." Sensors 21, no. 9 (April 30, 2021): 3134. http://dx.doi.org/10.3390/s21093134.

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Mobility can be defined as the ability of people to move, live and interact with the space. In this context, indoor mobility, in terms of indoor localization and wayfinding, is a relevant topic due to the challenges it presents, in comparison with outdoor mobility, where GPS is hardly exploited. Knowing how to move in an indoor environment can be crucial for people with disabilities, and in particular for blind users, but it can provide several advantages also to any person who is moving in an unfamiliar place. Following this line of thought, we employed an inclusive by design approach to implement and deploy a system that comprises an Internet of Things infrastructure and an accessible mobile application to provide wayfinding functions, targeting the University community. As a real word case study, we considered the University of Bologna, designing a system able to be deployed in buildings with different configurations and settings, considering also historical buildings. The final system has been evaluated in three different scenarios, considering three different target audiences (18 users in total): i. students with disabilities (i.e., visual and mobility impairments); ii. campus students; and iii. visitors and tourists. Results reveal that all the participants enjoyed the provided functions and the indoor localization strategy was fine enough to provide a good wayfinding experience.
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13

Viaene, Pepijn, Alain De Wulf, and Philippe De Maeyer. "Indoor landmark-based path-finding utilising the expanded connectivity of an endpoint partition." Environment and Planning B: Urban Analytics and City Science 45, no. 2 (September 23, 2016): 233–52. http://dx.doi.org/10.1177/0265813516670901.

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Landmarks are ideal wayfinding tools to guide a person from A to B as they allow fast reasoning and efficient communication. However, very few path-finding algorithms start from the availability of landmarks to generate a path. In this paper, which focuses on indoor wayfinding, a landmark-based path-finding algorithm is presented in which the endpoint partition is proposed as spatial model of the environment. In this model, the indoor environment is divided into convex sub-shapes, called e-spaces, that are stable with respect to the visual information provided by a person’s surroundings (e.g. walls, landmarks). The algorithm itself implements a breadth-first search on a graph in which mutually visible e-spaces suited for wayfinding are connected. The results of a case study, in which the calculated paths were compared with their corresponding shortest paths, show that the proposed algorithm is a valuable alternative for Dijkstra’s shortest path algorithm. It is able to calculate a path with a minimal amount of actions that are linked to landmarks, while the path length increase is comparable to the increase observed when applying other path algorithms that adhere to natural wayfinding behaviour. However, the practicability of the proposed algorithm is highly dependent on the availability of landmarks and on the spatial configuration of the building.
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14

Lawton, Carol A., Stephanie I. Charleston, and Amy S. Zieles. "Individual- and Gender-Related Differences in Indoor Wayfinding." Environment and Behavior 28, no. 2 (March 1996): 204–19. http://dx.doi.org/10.1177/0013916596282003.

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15

LAWTON, CAROL A. "STRATEGIES FOR INDOOR WAYFINDING: THE ROLE OF ORIENTATION." Journal of Environmental Psychology 16, no. 2 (June 1996): 137–45. http://dx.doi.org/10.1006/jevp.1996.0011.

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16

Vanhaeren, Nina, Kristien Ooms, and Philippe De Maeyer. "The development of a cognitive indoor route planning algorithm: which aspects to include?" Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-378-2019.

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<p><strong>Abstract.</strong> Wayfinding in the indoor environment is challenging and people often get lost indoors. Navigation systems guide people in these environments, however, the existing systems are not well adapted to their users. The focus of our research is on the route planning aspect of navigation systems. By adapting the routes that people are guided along in the environment, our goal is to substantially improve the wayfinding experience for the users of those systems. Guiding people along routes that adhere better to their cognitive processes could ease the wayfinder in the indoor environment.</p><p>To select the aspects that should be implemented in a routing algorithm that calculates such routes, a mixed method approach was applied. In this approach, the results of an exploratory focus group and a complementary online survey were combined. To validate these results, a real-life experiment is being developed at the time of writing.</p><p>Our first study, the exploratory focus group, comprised academic researchers and experts with different background (i.e. Psychology, Geography and Architectural Design). The discussions were guided by a rotating wheel according to the GPS-method which was developed by the Flanders District of Creativity. These discussions provided a broad overview of the elements to be regarded when studying wayfinding. Moreover, results indicate that route complexity has to be considered at different levels: local level (i.e. at decision points) and global level (i.e. legibility of the building). Based on the results of the focus group, multiple situations with specific local characteristics likely inducing confusion and discomfort (e.g. specific intersections, different stair cases, different door types) were selected to elaborate more deeply in the complementary online survey. In this survey, videos of these situations were shown to the participants, as if they were navigating through the building. They were asked to rank their comfort and confusion level about the recorded situation on a 5-point Likert-scale. The results show that visibility, visual clutter and geometric simplicity are of substantial importance when evaluating comfort and confusion levels, and thus the complexity of indoor navigation situations.</p><p>Since body-movement and the real-world perceptions, which have a substantial impact on information processing and spatial decision making [1], are excluded in these well-controlled lab environments of the previous studies, a real-life experiment will be executed to validate previous findings. The developed study design is in line with the experiment design of previous wayfinding studies [2], [3]. Eye tracking data of participants guided through different complex buildings along different paths (i.e. shortest path and fewest turn path) will be recorded. Performance measures (e.g. duration, stops, errors), eye tracking measures (e.g. fixation number, fixating duration) and annotations of the accompanying researcher, which are all measures indicating complexity and cognitive load, will be compared across the different paths and its decision points. This analysis will allow us to determine complex routes and to identify the environmental characteristics increasing the perceived complexity. Moreover, it will lead to an understanding how and in which occasions people make wayfinding errors.</p><p>In a subsequent phase of our research project, these results will be incorporated in a cognitively-sounding route planning algorithm which could be a valuable improvement of indoor navigation support. Focus will be on the theoretical interpretation of the underlying spatial concepts. Adjusting the route planning support of indoor navigation systems to human wayfinding behavior could be a substantial contribution in this area.</p>
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De Cock, Laure, Kristien Ooms, Nico Van de Weghe, and Philippe De Maeyer. "Linking perception to decision point complexity for adaptive indoor wayfinding support." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-55-2019.

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<p><strong>Abstract.</strong> Outdoors, navigation aids are widely used. Indoors, on the other hand, these systems are not yet common practice, because it requires another more elaborate positioning method and the environments are more complex. Especially in complex buildings, wayfinding can be challenging and induce a rise in cognitive load. To reduce cognitive load, indoor wayfinding aids have to be adapted to both the architecture of the building and the requirements of the users.</p><p> To facilitate this adaptation, first of all, the complexity of a building has to be quantified. Several methodologies are developed to this end and some of them have been proven to correlate well with wayfinding strategies of navigators, such as isovists and the space syntax theory. An isovist is the area in space which can be seen from a certain viewpoint. This isovist area can be drawn on a floorplan of a building, resulting in a polygon with several geometric properties (e.g. surface area, longest line of sight, compactness) that can be used to quantify the complexity in a certain point of a building. Rather than focussing on separate elements of space, the space syntax theory analyses how spaces relate to each other. The visibility graph analysis (VGA) combines both methodologies by putting a grid on the floorplan and drawing an isovist in every point of the grid. From all these points, measures such as the mean visual depth can be calculated, which quantify the integration of the points in the global building structure. Measures of isovists and VGA are often used in literature to link spatio-visual properties of buildings (e.g. museums and shopping centers) to exploratory movements of visitors. The architectural layout of a building has a significant impact on the cognitive load during navigation, but the demanded effort also depends on people’s environmental perception. One of the factors that shape this perception are personal characteristics such as cultural background, familiarity and navigation capabilities. The quantification of decision point visibility with isovist measures or VGA on the one hand and the navigator’s perception of the same decision point on the other hand are not necessarily equivalent. However, both have an influence on indoor movement and therefore, both should be included in a framework for an adaptive wayfinding aid. </p><p> This adaptation can be implemented in several components of a wayfinding system (e.g. the route planning by generating the least turn path instead of the shortest path). However, the route instructions convey the spatial information and are therefore the key to successful navigation. Adequate communication can accelerate the process of wayfinding and avoid uncertainties of the user. Moreover, the chosen presentation form of the instruction is decisive for the usability of the navigation system. A distinction can be made between maps and turn-by-turn instructions. Maps give a survey perspective of the environment by displaying the complete floorplan. That way, navigators can improve their cognitive map of the environment. However, most users of wayfinding aids in complex buildings have no interest in improving their mental map and prefer a maximum ease of wayfinding. Alternatively, turn-by-turn instructions can be given at every decision point in many forms (e.g. symbols, text, map, photo, 3D simulations). The current studies on route communication are limited to one type per route. However, because every decision point is different, the induced cognitive load is also different at these points. Therefore, route communication should be adapted at decision point level.</p><p> To be able to make an adaptive wayfinding system an online survey is executed to determine the best type of route instruction for every decision point (Figure 1). The case study building of the online survey is the iGent tower, a recently built (2015) office building in Ghent (Belgium). The architects designed the tower as a smart building (with several location sensors implemented in the ceiling), hence, it is well equipped for the development of a wayfinding system. During the survey, participants are guided along ten routes, based on video materials. For every new route, a different type of route instruction is shown whereby the order of both the routes and the types is randomised. At every decision point along the ten routes (52 in total) participants indicated how complex they found that decision point and how good they found that instruction type. The answers to the first question are compared to six isovist measures and one VGA measure (calculated with Isovists.org). The preliminary results indicate that several measures are correlated with the complexity ratings of the participants. However, a factor with a larger influence on the complexity ratings is the action participants had to take (e.g. go straight forward, turn left, change floors). Therefore, the complexity of a decision point depends both on the architecture and on the type of action navigators have to take. It can be concluded that both aspects should be considered in the instruction type selection of an adaptive wayfinding system. This conclusion is confirmed by the instruction type ratings.</p>
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Jin, Wenting, Ying Yao, Guichao Ren, and Xiaohua Zhao. "Evaluation of Integration Information Signage in Transport Hubs Based on Building Information Modeling and Virtual Reality Technologies." Sustainability 14, no. 16 (August 9, 2022): 9811. http://dx.doi.org/10.3390/su14169811.

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Signage plays a crucial part in passengers’ wayfinding process. This research proposes a general method to optimize and evaluate different signage alternatives based on building information modeling (BIM), virtual reality (VR) technologies, and passengers’ wayfinding behaviors. A wayfinding experiment with 46 participants was conducted in a virtual environment. In this experiment, relevant measurements, including wayfinding time, wrong turns, and stopping and looking, were selected to describe wayfinding behaviors. The results showed that the evaluation outcome of the new integration information signage was better than that of the old one, with its wayfinding measurements decreasing to varying degrees. Overall, the new integration information-signage solution is more efficient in guiding passengers. Moreover, this general method of optimizing and evaluating signage alternatives with BIM and VR technologies is also suitable for other indoor spaces. Practitioner Summary: To evaluate the old and new integration information signage in transport hubs, a virtual reality experiment was conducted in this study based on the wayfinding theory and the TOPSIS comprehensive evaluation approach. The results showed that the new integration information signage solution was more efficient than the old one in guiding passengers.
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Hou, Yanbin, Xiaodong Yang, and Qammer Abbasi. "Efficient AoA-Based Wireless Indoor Localization for Hospital Outpatients Using Mobile Devices." Sensors 18, no. 11 (October 30, 2018): 3698. http://dx.doi.org/10.3390/s18113698.

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The motivation of this work is to help outpatients find their corresponding departments or clinics, thus, it needs to provide indoor positioning services with a room-level accuracy. Unlike wireless outdoor localization that is dominated by the global positioning system (GPS), wireless indoor localization is still an open issue. Many different schemes are being developed to meet the increasing demand for indoor localization services. In this paper, we investigated the AoA-based wireless indoor localization for outpatients’ wayfinding in a hospital, where Wi-Fi access points (APs) are deployed, in line, on the ceiling. The target position can be determined by a mobile device, like a smartphone, through an efficient geometric calculation with two known APs coordinates and the angles of the incident radios. All possible positions in which the target may appear have been comprehensively investigated, and the corresponding solutions were proven to be the same. Experimental results show that localization error was less than 2.5 m, about 80% of the time, which can satisfy the outpatients’ requirements for wayfinding.
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Shi, Jiafeng, Jie Shen, Zdeněk Stachoň, and Yawei Chen. "Indoor path visualization method based on the spatial characteristics of indoor environment." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-332-2019.

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<p><strong>Abstract.</strong> With the increasing number of large buildings and more frequent indoor activities, indoor location-based service has expanded. Due to the complicated internal passages of large public buildings and the three-dimensional interlacing, it is difficult for users to quickly reach the destination, the demand of indoor paths visualization increases. Isikdag (2013), Zhang Shaoping (2017), Huang Kejia (2018) provided navigation services for users based on path planning algorithm. In terms of indoor path visualization, Nossum (2011) proposed a “Tubes” map design method, which superimposed the channel information of different floors on the same plane by simplifying the indoor corridor and the room. Lorenz et al (2013) focused on map perspective (2D/3D) and landmarks, developed and investigated cartographic methods for effective route guidance in indoor environments. Holscher et al (2007) emphasized using the landmark objects at the important decision points of the route in indoor map design. The existing studies mainly focused on two-dimensional plane to visualize the indoor path, lacking the analysis of three-dimensional connectivity in indoor space, which makes the intuitiveness and interactivity of path visualization greatly compromised. Therefore, it is difficult to satisfy the wayfinding requirements of the indoor multi-layer continuous space. In order to solve this problem, this paper aims to study the characteristics of the indoor environment and propose a path visualization method. The following questions are addressed in this study: 1) What are the key characteristics of the indoor environment compared to the outdoor space? 2) How to visualize the indoor paths to satisfy the users’ wayfinding needs?</p>
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Wang, Chengshun, Yufen Chen, Shulei Zheng, Yecheng Yuan, and Shuang Wang. "Research on Generating an Indoor Landmark Salience Model for Self-Location and Spatial Orientation from Eye-Tracking Data." ISPRS International Journal of Geo-Information 9, no. 2 (February 4, 2020): 97. http://dx.doi.org/10.3390/ijgi9020097.

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Landmarks play an essential role in wayfinding and are closely related to cognitive processes. Eye-tracking data contain massive amounts of information that can be applied to discover the cognitive behaviors during wayfinding; however, little attention has been paid to applying such data to calculating landmark salience models. This study proposes a method for constructing an indoor landmark salience model based on eye-tracking data. First, eye-tracking data are taken to calculate landmark salience for self-location and spatial orientation tasks through partial least squares regression (PLSR). Then, indoor landmark salience attractiveness (visual, semantic and structural) is selected and trained by landmark salience based on the eye-tracking data. Lastly, the indoor landmark salience model is generated by landmark salience attractiveness. Recruiting 32 participants, we designed a laboratory eye-tracking experiment to construct and test the model. Finding 1 proves that our eye-tracking data-based modelling method is more accurate than current weighting methods. Finding 2 shows that significant differences in landmark salience occur between two tasks; thus, it is necessary to generate a landmark salience model for different tasks. Our results can contribute to providing indoor maps for different tasks.
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Bae, Young-Hoon, Young-Chan Kim, Ryun-Seok Oh, Jong-Yeong Son, Won-Hwa Hong, and Jun-Ho Choi. "Gaze Point in the Evacuation Drills: Analysis of Eye Movement at the Indoor Wayfinding." Sustainability 12, no. 7 (April 5, 2020): 2902. http://dx.doi.org/10.3390/su12072902.

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Signage systems are the main means of resolving the wayfinding problem in an emergency evacuation. However, recent literature has proven that signage systems are often not effective in an indoor wayfinding decision-making situation. Many studies that attempted to solve the problem did not consider the interaction between the optimal location of signage systems and gaze characteristics. Therefore, this study aimed to provide basic database to determine the optimal location of signage by analysing the characteristics of eye movements according to the type of junction. To achieve this, we conducted evacuation experiments in a maze set composed of eight junctions that we created ourselves and analysed the eye movement data of participants with 5196 gaze points and duration of 895,581.49 ms. The result showed that participants most often look between 100 cm and 150 cm (vertical height) in the corridor and in junctions. In addition, the gaze points of the evacuees are quantified by the horizontal and vertical directions according to the type of junction where the wayfinding decisions occur. This investigation showed that there are marked differences depending on the type.
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Amoozandeh, Kimia, Stephan Winter, and Martin Tomko. "Granularity of origins and clustering destinations in indoor wayfinding." Computers, Environment and Urban Systems 99 (January 2023): 101891. http://dx.doi.org/10.1016/j.compenvurbsys.2022.101891.

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Afif, Mouna, Riadh Ayachi, Yahia Said, and Mohamed Atri. "Deep learning-based application for indoor wayfinding assistance navigation." Multimedia Tools and Applications 80, no. 18 (May 13, 2021): 27115–30. http://dx.doi.org/10.1007/s11042-021-10999-6.

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Ghamari, Hessam, and Debajyoti Pati. "Examining Eye-Fixations during Wayfinding in Unfamiliar Indoor Environments." International Journal of Designed Objects 12, no. 2 (2018): 15–33. http://dx.doi.org/10.18848/2325-1379/cgp/v12i02/15-33.

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Misra, Satyajayant. "Indoor Wayfinding and Navigation (Karim, H.H.; 2015) [Book review]." IEEE Wireless Communications 22, no. 6 (December 2015): 10. http://dx.doi.org/10.1109/mwc.2015.7368817.

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Zhou, Yixuan, Xueyan Cheng, Lei Zhu, Tong Qin, Weihua Dong, and Jiping Liu. "How does gender affect indoor wayfinding under time pressure?" Cartography and Geographic Information Science 47, no. 4 (June 1, 2020): 367–80. http://dx.doi.org/10.1080/15230406.2020.1760940.

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Hund, Alycia M. "Visuospatial working memory facilitates indoor wayfinding and direction giving." Journal of Environmental Psychology 45 (March 2016): 233–38. http://dx.doi.org/10.1016/j.jenvp.2016.01.008.

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Bayles, Megan A., Travis Kadylak, Shuijing Liu, Aamir Hasan, Weihang Liang, Kaiwen Hong, Kathrine Driggs-Campbell, and Wendy A. Rogers. "An Interdisciplinary Approach: Potential for Robotic Support to Address Wayfinding Barriers Among Persons with Visual Impairments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 1164–68. http://dx.doi.org/10.1177/1071181322661384.

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Persons with Vision Impairments (PwVI) often have difficulties navigating indoor environments. The challenges and solutions can change based on their level of familiarity with the location. A collaborative effort was made to design a user needs assessment to understand the collaborative nature of human-robot interaction for wayfinding. The user study was an interview study to discuss with PwVI their navigation experience in familiar, somewhat familiar, and unfamiliar locations. Following this, we discussed their current solution strategies for wayfinding in those locations to discuss how they could imagine a robot to support wayfinding. We report on four case studies to illustrate specific user needs, such as vocal direction and orientation to learn a new environment and navigate, and highlight common strategies, such as supplemental lighting, different types of human assistance, and technologies used (i.e. white canes).
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Natapov, Asya, Avi Parush, Leslie Laufer, and Dafna Fisher-Gewirtzman. "Architectural features and indoor evacuation wayfinding: The starting point matters." Safety Science 145 (January 2022): 105483. http://dx.doi.org/10.1016/j.ssci.2021.105483.

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Mustikawati, Triandriani, Yandi Andri Yatmo, and Paramita Atmodiwirjo. "Tours and Maps Operations as Movement Mechanism in Indoor Wayfinding." International Journal of Technology 12, no. 4 (October 4, 2021): 887. http://dx.doi.org/10.14716/ijtech.v12i4.4796.

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Krukar, Jakub, Christoph Hölscher, and Ruth Conroy Dalton. "Indoor Wayfinding: Interview with Christoph Hölscher and Ruth Conroy Dalton." KI - Künstliche Intelligenz 31, no. 2 (January 19, 2017): 185–91. http://dx.doi.org/10.1007/s13218-016-0483-3.

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33

Ponchillia, Paul E., Song-Jae Jo, Kim Casey, and Sheri Harding. "Developing an Indoor Navigation Application: Identifying the Needs and Preferences of Users Who Are Visually Impaired." Journal of Visual Impairment & Blindness 114, no. 5 (September 2020): 344–55. http://dx.doi.org/10.1177/0145482x20953279.

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Introduction: This study identified users’ indoor navigation concerns, prototype feature preferences, and perceptions of the relative importance and difficulty of certain building types in order to guide the development of an accurate and user-friendly indoor navigation application. Methods: Six-hundred fourteen adult volunteers who are legally blind from the 7,000-member Sendero global positioning system (GPS) electronic discussion group completed a 27-item survey instrument using Survey Monkey Pro online. Data were analyzed using chi-square and cross tabulation statistics. Results: Participants felt points of interest were the most important type of indoor information, that ability to know their location at any time the most important application feature, and verbal output with auditory and vibrational cues, the best output mode. Airports and bus or rail transit facilities scored highest as important buildings for navigation systems, and sports arenas and airports scored highest as difficult buildings to navigate. Chi-square analyses demonstrated that gender and GPS use were related to travel confidence. In addition, GPS use was related to user age, degree of reading vision, and employment. Discussion: The findings demonstrate user preferences for an indoor wayfinding application and high-priority building types. Regardless of stated preferences, it is important to allow the user to customize the application settings. The judgments on building importance of participants provide data on which to prioritize future site development. The chi-square analyses were exploratory in nature and designed to discover possible relationships. Implications for practitioners: Vision education and rehabilitation professionals can use the findings to understand the process of accessible indoor navigation and structure lessons accordingly. Developers can improve their products. Both groups can know and understand the indoor wayfinding perceptions and opinions of more than 600 individuals who are legally blind.
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Liu, Alan L., Harlan Hile, Henry Kautz, Gaetano Borriello, Pat A. Brown, Mark Harniss, and Kurt Johnson. "Indoor wayfinding: Developing a functional interface for individuals with cognitive impairments." Disability and Rehabilitation: Assistive Technology 3, no. 1-2 (January 2008): 69–81. http://dx.doi.org/10.1080/17483100701500173.

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35

Kulyukin, Vladimir, Chaitanya Gharpure, John Nicholson, and Grayson Osborne. "Robot-assisted wayfinding for the visually impaired in structured indoor environments." Autonomous Robots 21, no. 1 (June 15, 2006): 29–41. http://dx.doi.org/10.1007/s10514-006-7223-8.

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36

Romeo, Katerine, Edwige Pissaloux, Simon L. Gay, Ngoc-Tan Truong, and Lilia Djoussouf. "The MAPS: Toward a Novel Mobility Assistance System for Visually Impaired People." Sensors 22, no. 9 (April 26, 2022): 3316. http://dx.doi.org/10.3390/s22093316.

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This paper introduces the design of a novel indoor and outdoor mobility assistance system for visually impaired people. This system is named the MAPS (Mobility Assistance Path Planning and orientation in Space), and it is based on the theoretical frameworks of mobility and spatial cognition. Its originality comes from the assistance of two main functions of navigation: locomotion and wayfinding. Locomotion involves the ability to avoid obstacles, while wayfinding involves the orientation in space and ad hoc path planning in an (unknown) environment. The MAPS architecture proposes a new low-cost system for indoor–outdoor cognitive mobility assistance, relying on two cooperating hardware feedbacks: the Force Feedback Tablet (F2T) and the TactiBelt. F2T is an electromechanical tablet using haptic effects that allow the exploration of images and maps. It is used to assist with maps’ learning, space awareness emergence, path planning, wayfinding and effective journey completion. It helps a VIP construct a mental map of their environment. TactiBelt is a vibrotactile belt providing active support for the path integration strategy while navigating; it assists the VIP localize the nearest obstacles in real-time and provides the ego-directions to reach the destination. Technology used for acquiring the information about the surrounding space is based on vision (cameras) and is defined with the localization on a map. The preliminary evaluations of the MAPS focused on the interaction with the environment and on feedback from the users (blindfolded participants) to confirm its effectiveness in a simulated environment (a labyrinth). Those lead-users easily interpreted the system’s provided data that they considered relevant for effective independent navigation.
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Pingel, Thomas J., and Victor R. Schinazi. "The Relationship Between Scale and Strategy in Search-Based Wayfinding." Cartographic Perspectives, no. 77 (November 3, 2014): 33–45. http://dx.doi.org/10.14714/cp77.1232.

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We present the results of a study that investigated the interaction of strategy and scale on search quality and efficiency for vista-scale spaces. The experiment was designed such that sighted participants were required to locate “invisible” objects whose locations were marked only with audio cues, thus enabling sight to be used for search coordination, but not for object detection. Participants were assigned to one of three conditions: a small indoor space (~20 m2), a medium-sized outdoor space (~250 m2), or a large outdoor space (~1000 m2), and the entire search for each participant was recorded either by a laser tracking system (indoor) or by GPS (outdoor). Results revealed a clear relationship between the size of space and search strategy. Individuals were likely to use ad-hoc methods in smaller spaces, but they were much more likely to search large spaces in a systematic fashion. In the smallest space, 21.5% of individuals used a systematic gridline search, but the rate increased to 56.2% for the medium-sized space, and 66.7% for the large-sized space. Similarly, individuals were much more likely to revisit previously found locations in small spaces, but avoided doing so in large spaces, instead devoting proportionally more time to search. Our results suggest that even within vista-scale spaces, perceived transport costs increase at a decreasing rate with distance, resulting in a distinct shift in exploration strategy type.
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Zhu, Bingzhao, Jesus G. Cruz-Garza, Qi Yang, Mahsa Shoaran, and Saleh Kalantari. "Identifying uncertainty states during wayfinding in indoor environments: An EEG classification study." Advanced Engineering Informatics 54 (October 2022): 101718. http://dx.doi.org/10.1016/j.aei.2022.101718.

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39

Torrado, Juan C., Germán Montoro, and Javier Gomez. "Easing the integration: A feasible indoor wayfinding system for cognitive impaired people." Pervasive and Mobile Computing 31 (September 2016): 137–46. http://dx.doi.org/10.1016/j.pmcj.2016.02.003.

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40

Münzer, Stefan, and Christoph Stahl. "Learning Routes from Visualizations for Indoor Wayfinding: Presentation Modes and Individual Differences." Spatial Cognition & Computation 11, no. 4 (November 16, 2011): 281–312. http://dx.doi.org/10.1080/13875868.2011.571326.

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41

Frankenstein, Julia, Sven Brüssow, Felix Ruzzoli, and Christoph Hölscher. "The language of landmarks: the role of background knowledge in indoor wayfinding." Cognitive Processing 13, S1 (July 18, 2012): 165–70. http://dx.doi.org/10.1007/s10339-012-0482-8.

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42

Vilar, Elisângela, Francisco Rebelo, and Paulo Noriega. "Indoor Human Wayfinding Performance Using Vertical and Horizontal Signage in Virtual Reality." Human Factors and Ergonomics in Manufacturing & Service Industries 24, no. 6 (May 7, 2012): 601–15. http://dx.doi.org/10.1002/hfm.20503.

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43

Makri, A., S. Zlatanova, and E. Verbree. "AN APPROACH FOR INDOOR WAYFINDING REPLICATING MAIN PRINCIPLES OF AN OUTDOOR NAVIGATION SYSTEM FOR CYCLISTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-4/W5 (May 11, 2015): 29–35. http://dx.doi.org/10.5194/isprsarchives-xl-4-w5-29-2015.

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This work presents an approach to enhance navigation in indoor environments based on a landmark concept. It has already been proved by empirical research that by using landmarks the wayfinding task can be significantly simplified. Navigation based on landmarks relies on the presence of landmarks at each point along a route where wayfinders might need assistance. The approach presented here is based on the Dutch system for navigation of cyclists. The landmarks that are used in the proposed approach are special signposts containing the necessary directional information in order to guide the wayfinder in the space. The system is quite simple, efficient and satisfactory in providing navigational assistance in indoor space. An important contribution of this research is the generation of an approach to automatically determine the decision points in indoor environments, which makes it possible to apply it to navigational assistance systems in any building. The proposed system is verified by placing numbered landmark-signs in a specific building. Several tests are performed and the results are analysed. The findings of the experiment are very promising, showing that participants reach the destinations without detours.
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Jarjoura, Waleed. "Disorientation and loss of wayfinding in individuals with congenital blindness and other affecting comorbidities." British Journal of Visual Impairment 37, no. 3 (July 5, 2019): 240–47. http://dx.doi.org/10.1177/0264619619861653.

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Orientation and navigation skills are considered as crucial prerequisites for efficient wayfinding in the surrounding environment and in community both for sighted and blind individuals of all ages. In case of partial or total loss of vision, navigation and wayfinding become more challenging. The acquisition of proficient orientation and navigation by visually deprived individuals is possible when accurate guidance and training are available, and the central nervous system is intact. In cases of head trauma, neurological lesions (specifically, right hemispheric lesions), or genetic factors, the acquisition of orientation and navigation becomes a disturbed process. In some severe cases, the individuals become, literally, “space-less.” This profound disorientation leads to inefficient functional outcomes, especially when the environment is unfamiliar. These spatially disoriented individuals with loss of independence in both indoor and outdoor wayfinding skills need a long-term, persistent individual guidance by caregivers to prevent risks, a reality that limits daily functions and participation in life roles. Alternative and differential strategies for individual training methods of teaching orientation and navigation are needed. This article discusses this issue on the basis of the theoretical level and proposes practical methods and strategies for enhancing the very initial foundations of orientation and navigation for this specific “space-less” group. Functional impacts and practical implications are further discussed.
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Alenazy, Dr Wael Mohammad. "Wayfinding Techniques at Common First Year King Saud University - An Indoor Localization Approach for Navigation." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 3966–75. http://dx.doi.org/10.17762/turcomat.v12i3.1686.

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The development of ICT technologies in recent years has shown remarkable changes with the internet of things and smart gadgets. This presented an opportunity for indoor navigation to develop a system for indoor positioning systems, such as GPS, that can assist any beneficiary in navigating inside the building and locating themselves. This paper focuses on the educational sector, specifically in King Saud University's Common First Year. To fit the educational setting, a detailed study using various techniques was reviewed. Overall, a meta-analysis was completed that will aid in the implementation of the sensors nodes technique in the future as a prototype on Common First Year campuses.
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Shahini, Farzaneh, Vanessa Nasr, and Maryam Zahabi. "A Friendly Indoor Navigation App for People with Disabilities (FIND)." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 1922–26. http://dx.doi.org/10.1177/1071181322661080.

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Persons with disabilities in our communities often find it difficult to achieve and maintain an independent and high quality of life. A significant cause of this issue is the challenge in independently navigating locations. Some prior studies investigated indoor navigation apps for one group of disabled users but few have addressed wayfinding needs of people with various disabilities simultaneously. The objective of this research was to design a friendly indoor navigation app for people with disabilities (FIND). The interface was evaluated and enhanced using a heuristic evaluation and focus group meeting with usability experts. The results were analyzed based on Molich and Nielsen’s usability principles and using a content analysis approach. The provided recommendations can be beneficial to improve the design of navigation apps for people with disabilities.
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Barati, F., and M. R. Delavar. "DESIGN AND DEVELOPMENT OF A MOBILE SENSOR BASED THE BLIND ASSISTANCE WAYFINDING SYSTEM." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-1-W5 (December 10, 2015): 91–96. http://dx.doi.org/10.5194/isprsarchives-xl-1-w5-91-2015.

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The blind and visually impaired people are facing a number of challenges in their daily life. One of the major challenges is finding their way both indoor and outdoor. For this reason, routing and navigation independently, especially in urban areas are important for the blind. Most of the blind undertake route finding and navigation with the help of a guide. In addition, other tools such as a cane, guide dog or electronic aids are used by the blind. However, in some cases these aids are not efficient enough in a wayfinding around obstacles and dangerous areas for the blind. As a result, the need to develop effective methods as decision support using a non-visual media is leading to improve quality of life for the blind through their increased mobility and independence. In this study, we designed and implemented an outdoor mobile sensor-based wayfinding system for the blind. The objectives of this study are to guide the blind for the obstacle recognition and the design and implementation of a wayfinding and navigation mobile sensor system for them. <br><br> In this study an ultrasonic sensor is used to detect obstacles and GPS is employed for positioning and navigation in the wayfinding. This type of ultrasonic sensor measures the interval between sending waves and receiving the echo signals with respect to the speed of sound in the environment to estimate the distance to the obstacles. In this study the coordinates and characteristics of all the obstacles in the study area are already stored in a GIS database. All of these obstacles were labeled on the map. The ultrasonic sensor designed and constructed in this study has the ability to detect the obstacles in a distance of 2cm to 400cm. The implementation and the results obtained from the interview of a number of blind persons who employed the sensor verified that the designed mobile sensor system for wayfinding was very satisfactory.
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Chang, Yao-Jen, and Tsen-Yung Wang. "INDOOR WAYFINDING BASED ON WIRELESS SENSOR NETWORKS FOR INDIVIDUALS WITH MULTIPLE SPECIAL NEEDS." Cybernetics and Systems 41, no. 4 (May 28, 2010): 317–33. http://dx.doi.org/10.1080/01969721003778584.

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49

LaPierre, C. "Current and future accessible wayfinding for the blind: From GPS systems to indoor navigation." Journal of Vision 7, no. 15 (March 28, 2010): 36. http://dx.doi.org/10.1167/7.15.36.

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Chang, Yao-Jen, and Tsen-Yung Wang. "Comparing picture and video prompting in autonomous indoor wayfinding for individuals with cognitive impairments." Personal and Ubiquitous Computing 14, no. 8 (March 3, 2010): 737–47. http://dx.doi.org/10.1007/s00779-010-0285-9.

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