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1

Hultkrantz, Måns, i Paul O'Brien. "Curiosity and Wayfinding". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26468.

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Navigation and exploration of virtual environments is often referred to as an important feature of video games. As such it is worthwhile to create navigable environments that also immerse players in an imaginative world, without cluttering the visuals with forceful aids. With this study we aim to find out if certain graphical elements or arrangements of space can affect the wayfinding choices of players, and thereby contribute with knowledge of how to create well-crafted environments. We created a 3D-environment with crossroads containing paths with opposing graphical elements or arrangements of space. Participants played through this environment and with a mixed methods approach we gathered quantitative data on their choices and qualitative data from an open-ended survey question. The results showed that certain paths were more popular over their counterpart contrasting paths.
Navigering och utforskning av virtuella miljöer anses ofta vara ett viktigt inslag i videospel. Därför är det värdefullt att skapa navigerbara miljöer som också kan absorbera spelare i en fantasifull värld, utan att belamra det visuella med krystade hjälpmedel. Med denna studie vill vi ta reda på om vissa grafiska element eller rumsliga arrangemang kan påverka spelares vägval, och på så vis bidra med kunskap om hur en kan skapa välanpassade miljöer. Vi skapade en 3D-miljö med vägskäl innehållandes vägar med motsatta grafiska element eller rumsliga arrangemang. Deltagare spelade igenom denna miljö och med ett mixed methods-tillvägagångssätt samlade vi in kvantitativ data om spelarnas val, samt kvalitativ data från en öppen enkätfråga. Resultaten visade att vägar tillskrivna vissa grafiska element eller arrangemang var mer populära än dess motsatsvägar som innehöll kontrasterande element eller arrangemang.
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2

Abrams, Jason Brandon. "Wayfinding in Architecture". Scholar Commons, 2010. http://scholarcommons.usf.edu/etd/3541.

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In many of today’s modern educational institutions, architects have designed spaces that are disconnected and difficult for users to navigate. The underdevelopment of directional guides more accurately describes common issues of wayfinding. Wayfinding is a term used to describe user experience and orientation within an environmental context. When accomplished successfully, wayfinding contains order and simplicity achieved through five hierarchical components including; point of reference, location of information, determining a path to take, maintaining that path, and access or denial of the path chosen. Currently, the Rietveld Academie in Amsterdam, a design institution of higher learning, lacks the components necessary to an effective wayfinding system. Once a school that was highly ordered through Bauhaus tradition, it is now spatially segmented and disconnected due to added structures, parking and poorly designed exterior spaces. Evidently, the school’s programmatic relationships are issues facilitating the need for a coherent solution. It is the goal of this thesis to identify these issues and propose a solution organized around a comprehensive wayfinding system for the school’s campus. From 1967-2003 the institution gained a total of 4 buildings. Two structures are notably known for their wayfinding difficulties. One is the institutions primary addition and the other an off-campus facility, housing part-time students. Obtrusive paths of circulation, dysfunctional spaces and a lack of signage are a few issues these buildings are experiencing, lending to the need of a redesign. The best way to accomplish this wayfinding task is to incorporate a greater user experience through sensorial qualities, graphic indicators (signage) and spatial hierarchies. Wall textures, ambient light and the effects of sound in volumetric spaces serve as examples of these necessary components. Additionally, graphic indicators and spatial hierarchies will collectively define spatial characteristics choreographing a sequence of movements through the campus reestablishing order by bringing building forms together. Furthermore, the space acquired from removing unnecessary structures will contribute to a well defined communal space along the Rietveld’s exterior producing a link between it and the remaining facilities on site.
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Thompson, Bill. "Wayfinding in complex spaces". Thesis, Heriot-Watt University, 1999. http://hdl.handle.net/10399/1267.

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This thesis is primarily a theoretical examination of people environment relationships directed towards the performance requirements of buildings for human occupation. It commences with a review of extant behavioural models used in the fields of Life Fire Safety Engineering and Wayfinding. The review includes several other interconnected disciplines and areas of interest such as space syntax and cognitive science. Extant behavioural models are described as essentially mechanical however there is also another, less familiar and not yet fully understood, symbiotic model. The symbiotic model is expanded and a new form of spatial analysis, developmental syntax, presented. Symbiotic models seem capable of providing a theoretical base for both the mechanical and also more subtle and complex relationships between space, social interaction and personal knowledge. Case studies are included as tentative explorations of developmental syntax and the symbiotic model in use and recommendations are made for further research into both developmental syntax and the symbiotic model.
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4

Ottosson, Torgny. "Map-reading and wayfinding /". Göteborg : Acta universitatis Gothoburgensis, 1987. http://catalogue.bnf.fr/ark:/12148/cb37089270w.

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5

Albert, Steven Patrick. "Playspace for all : inclusive wayfinding". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111540.

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Thesis: M. Arch., Massachusetts Institute of Technology, Department of Architecture, 2017.
Page 106 blank. Cataloged from PDF version of thesis.
Includes bibliographical references (page 103).
Within the generic playground, an obsession with safety has stifled play. The common elements (the slide, swing, seesaw) have become prescribed to where it has abandoned a major aspect that is important for play as a means of development - curiosity. This thesis proposes a reconsideration of playspaces, which embodies ideals that encourage play through self directed exploration, investigation and risk. The goal is to integrate these ideals of play and create a curious procession between the object and the path. Through the act of wayfinding, the risk of losing one's way may lead to something equally rewarding. Therefore, the project relies on two gestures: the meandering path and the curious object as a landmark or goal to approach. Through a series of paths, with no prescribed route or set sequence of approach, the playspace offers a maze of tactile environments. Thresholds along these paths at times form more intimate pockets of play as further distractions or challenges to encounter. Varying degrees of transparency mask and reveal curious objects on approach and serve as a means to both entice and distract. Changes in sloped surfaces and material each suggests different ways of play, encountering risk or engaging in tactile investigation. Through exploration, investigation and risk, each child can establish a sense of ownership and achievement as an individual or as a part of a larger cooperative as routes intersect and reveal larger play areas. Within a playground that contains no swings or slides, there is no right or wrong way to play, navigate or explore. There is no prescribed path or sequence of how to play, what to play on, around or with. Instead, the solution provides an abundance of visual, tactile and auditory elements that suggest open exploration and investigation, regardless of ability.
by Steven Patrick Albert.
M. Arch.
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6

Ing, Natalia. "Wayfinding in autism spectrum disorders". Master's thesis, University of Cape Town, 2011. http://hdl.handle.net/11427/11122.

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7

Cubukcu, Ebru. "Investigating wayfinding using virtual environments". Columbus, Ohio : Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1070246663.

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Thesis (Ph. D.)--Ohio State University, 2003.
Title from first page of PDF file. Document formatted into pages; contains xx, 182 p.; also includes graphics (some col.). Includes abstract and vita. Advisor: Jack L. Nasar, City and Regional Planning Dept. Includes bibliographical references (p. 121-135).
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8

Morales, Alicia. "Modeling wayfinding and spatial abilities". Diss., The University of Arizona, 2002. http://hdl.handle.net/10150/289824.

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The primary rationale for the study was to empirically test a conceptual model that identifies the relationship between wayfinding, spatial, and scholastic abilities. Wayfinding and spatial abilities were assessed in 120 University of Arizona introductory psychology students ranging in age from 17 to 36 years. Participants completed a lengthy test battery of wayfinding and spatial abilities tasks. Tasks included the computer-generated arena task, the computer-generated maze task, a Background Information Questionnaire, the Taxi Cab Task, the performance subtests from the WAIS-III, the Rey-Osterrieth Complex Figure Test, and the Object Relations Task. A structural equations model showed that spatial abilities predict wayfinding ability (β = .68, p < .05) and that scholastic aptitude predicts spatial abilities (β = .45, p < .05), but not wayfinding ability (β = -.27, ns). The data more than adequately fit the theory-driven conceptual model (CFI = .971; χ² = 36.794; p < 30). In addition, several first-order factors of spatial abilities proved reliable and highly correlated to their indicators (i.e., the WAIS-III performance subtests). Findings from this study suggest that a theory-driven conceptual model provides useful predictive information about the relationship between wayfinding and spatial abilities factors. Moreover, the evidence supports, and hopefully inspires, advocacy for an interdisciplinary approach to studying the relationship between wayfinding and conceptually related cognitive processes.
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9

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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10

Andersson, Linda. "Wayfinding och visuell kommunikation på folkbibliotek". Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-13657.

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The aim of this thesis is to gain knowledge about how personnel at public libraries describes how they work with visual communication. That is, working with signs, posters, maps, digital information on monitors and so on, so that the users easily will find their way around the library and get aware of the libraries various services and upcoming events. To be able to communicate with the users is important for all institutions and there might be challenges involved in that. Research shows that visual communication must be evident so that the users understand it. It is also important that the visual communication is not to vague or to rich. Wayfinding is a problem solving process in three parts which includes: search, decide and move, with the objective to get from point A to point B. The Danish professor Per Mollerups nine strategies for wayfinding is used as a tool to analyze the empiric material. The strategies include track following, route following, educated seeking, inference, screening, aiming, map-reading, compassing and social navigation. This study is based on five qualitative semi-structured interviews with personnel from five different public libraries. The results shows that the informants believe that visual communication is an important part of the profession, but that they neither have the time nor the right knowledge to make a thorough job.
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11

Chmielewska, Ella. "Implaced communication : wayfinding and informational environments". Thesis, McGill University, 2001. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=36891.

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This thesis investigates the relationship between communication and place, and the informational environment it forms. The thesis takes as its object of analysis signage, and examines signage as an implaced medium of communication.
In this work communication, including its practices and technologies, is treated as a dynamic ritual formed by the marking, naming, connecting, and interpreting the environment in the process of wayfinding. Such an approach underscores the inherent duality of communication: its manifestations framed by transmission and ritual; its boundedness by both space and time; and its expression in both mobile and fixed (implaced) media. The thesis thus shifts the disciplinary discourse from the usual text- and language-based focus to a more comprehensive focus that encompasses architectural and infrastructural environments and the grounding action of physical presences. Through its focus on the navigational aspects of communication, and framing by such concepts as wayfinding and signposting, the thesis shows how we can reconfigure the notion of the visual to include the embodied, experiential, and implaced. This in turn can help us gain a new perspective on the changing nature of text, image, representation, information and reality.
The thesis argues that as the themes of orientation, navigation, and interface grow alongside the new communication technologies, they make it important to attend to the original mediating role of the built environment and the navigational dimensions of place. It is here, within our foundational spatial orientation and wayfinding, that we turn for the metaphors, conceptual structures, and grounding as we chart our ways through the emerging informational environments.
In examining signage as a system of interfaces used in negotiating informational environments, as way-markers in a process of wayfinding, the thesis demonstrates the ways in which the concepts of wayfinding and navigation have become consequential to communication scholarship. It proposes that fruitful cues for the theorising and understanding of emerging informational realms can be drawn from the communicative dimensions of the most familiar immersive environments and their related practices: the physical spaces and built environments that we inhabit and negotiate daily.
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12

Silva, Felipe Bacim de Ara?jo e. "Wayfinding techniques for multiscale virtual environments". Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2009. http://tede2.pucrs.br/tede2/handle/tede/5067.

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Made available in DSpace on 2015-04-14T14:49:13Z (GMT). No. of bitstreams: 1 417742.pdf: 16465817 bytes, checksum: f272712744671fd4c1d5ecc39d4322e2 (MD5) Previous issue date: 2009-01-28
Wayfinding in multiscale virtual environments can be rather complex, as users can and sometimes have to change their scale to access the entire environment. Hence, this work focuses on the understanding and classification of information needed for travel, as well as on the design of navigation techniques that provide this information. To this end, we first identified two kinds of information necessary for traveling effectively in this kind of environment: hierarchical information, based on the hierarchical structure formed by the levels of scale; and spatial information, related to orientation, distance between objects in different levels of scale and spatial localization. Based on this, we designed and implemented one technique for each kind of information. The developed techniques were evaluated and compared to a baseline set of travel and wayfinding aid techniques for traveling through multiple scales. Results show that the developed techniques perform better and provide a better solution for both travel and wayfinding aid.
N?o possui resumo em portugu?s
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13

Silva, Felipe Bacim de Araujo e. "Wayfinding techniques for multiscale virtual environments". Pontifícia Universidade Católica do Rio Grande do Sul, 2009. http://hdl.handle.net/10923/1677.

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Made available in DSpace on 2013-08-07T18:43:33Z (GMT). No. of bitstreams: 1 000417742-Texto+Completo-0.pdf: 16465817 bytes, checksum: f272712744671fd4c1d5ecc39d4322e2 (MD5) Previous issue date: 2009
Way nding in multiscale virtual environments can be rather complex, as users can and sometimes have to change their scale to access the entire environment. Hence, this work focuses on the understanding and classi cation of information needed for travel, as well as on the design of navigation techniques that provide this information. To this end, we rst identi ed two kinds of information necessary for traveling e ectively in this kind of environment: hierarchical information, based on the hierarchical structure formed by the levels of scale; and spatial information, related to orientation, distance between objects in di erent levels of scale and spatial localization. Based on this, we designed and implemented one technique for each kind of information. The developed techniques were evaluated and compared to a baseline set of travel and way nding aid techniques for traveling through multiple scales. Results show that the developed techniques perform better and provide a better solution for both travel and way nding aid.
Não possui resumo em português
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14

Farr, Anna C. "Understanding wayfinding: A Bayesian network approach". Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/95789/1/Anna_Farr_Thesis.pdf.

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This research used statistical modelling to investigate the factors that contribute to how we find our way in transportation hubs, in particular, airports. Using Bayesian Networks, the researcher built a model that incorporated both the human and environmental factors required for effective wayfinding. This research has advanced the literature on how expert opinions can be combined in as well as contributing to improvement of the understanding of wayfinding in transportation hubs.
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15

Willham, Daniel Brian. "The topological properties of wayfinding in architecture". Thesis, Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/21626.

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16

Savage, Ruthann. "TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY". Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3929.

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The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.
Ph.D.
Department of Psychology
Sciences
Psychology
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17

Kalpakchi, Dmytro. "Automatic Reference Resolution for Pedestrian Wayfinding Systems". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232014.

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Imagine that you are in the new city and want to explore it. Trying to navigate with maps leads to the unnecessary confusion about street names and prevents you from a enjoying a wonderful walk. The dialogue system that could navigate you from by means of a simple conversation using salient landmarks in your immediate vicinity would be much more helpful! Developing such dialogue system is non-trivial and requires solving a lot of complicated tasks. One of such tasks, tackled in the present thesis, is called reference resolution (RR), i.e. resolving utterances to the underlying geographical entities, referents (if any). The utterances that have referent(s) are called referring expressions (REs). The RR task is decomposed into two tasks: RE identification and resolution itself. Neural network models for both tasks have been designed and extensively evaluated. The model for RE identification, called RefNet, utilizes recurrent neural networks (RNNs) for handling sequential input, i.e. phrases. For each word in an utterance, RefNet outputs a label indicating whether this word is in the beginning of the RE, inside or outside it. The reference resolution model, called SpaceRefNet, uses the RefNet's RNN layer to encode REs and the designed feature extractor to represent geographical objects. Both encodings are fed to a simple feed-forward network with a softmax prediction layer, yielding the probability of match between the RE and the geographical object. Both introduced models have beaten the respective baselines and show promising results in general.
Tänk dig att du är i en ny stad och vill känna staden bättre. Du försöker att använda kartor, men blir förvirrad av gatunamn och kan inte njuta av din promenad. Ett dialogsystem, som kan hjälpa dig att navigera med hjälp av talade instruktioner, och som använder sig av framträdande landmärken i din närhet skulle vara mer användbart! Att utveckla ett sådant system är mycket komplicerat och man behöver att lösa ett antal mycket svåra uppgifter. En av dessa uppgifter kallas referenslösning (RR), vilket innebär att associera refererande fraser (RE) i yttranden till de geografiska objekt som avses. RR har brutits ner i två deluppgifter: identifiering av RE i yttranden, och referenslösning av dessa RE. Neurala-nätverksmodeller har utformats och utvärderats för båda uppgifterna. Modellen för identifiering av RE kallas RefNet och använder återkopplande neuronnät (RNN) för att behandla sekventiellindata, d.v.s. fraser. Varje ord i ett yttrande klassificeras av RefNet som en av tre följande kategorier: “i början av RE”, “i mitten av RE” samt “utanför RE”. Modellen för RR kallas SpaceRefNet och använder RefNets RNN-lager för att representera RE, samt en designad särdragsextraktor för att koda geografiska objekt. Båda kodningarna används som indata för ett enkelt framåtmatande neuronnät med ett avslutande softmax-lager. Det avslutande lagret producerar en sannolikhet att en viss RE motsvarar det geografiska objektet i fråga. Båda modellerna fungerade bättre än respektive baslinjemodeller, och visar lovande resultat i allmänhet.
Уявiть, що Ви опинилися у мiстi, яке нiколи не вiдвiдували. Ви хочете побачити все, що мiсто може Вам запропонувати, але не знаєте нiкого, хто може з цим допомогти. Назви вулиць на електронних картах не тiльки не допомагають, а ще й заплутують Вас, заважаючи отримувати насолоду вiд чудової прогулянки. Було б набагато зручнiше, якщо Ви могли б говорити з дiалоговою системою, як Ви говорите з друзями. Така система допомагала б Вам орiєнтуватися, використовуючи помiтнi орiєнтири у Вашому оточеннi. Розробка такої системи включає в себе багато нетривiальних задач, одна з яких називається задача розв’язання географiчних посилань (РГП). Словосполучення, вживанi з метою вказати на специфiчний географiчний об’єкт, є досить розповсюдженими у повсякденнiй мовi. Такi словосполучення називаються географiчними посиланнями (ГП), а географiчнi об’єкти, на якi вони посилаються - референтами. Задача розв’язання географiчних посилань полягає у спiвставленнi їх з вiдповiдними референтами.У рамках даної дипломної роботи задача РГП була декомпозована на двi частини: iдентифiкацiя географiчних посилань (IГП) та власне розв’язання (ВРГП). Для вирiшення обох задач було розроблено, протестовано та оцiнено вiдповiднi нейроннi мережi. Модель для розв’язання задачi IГП називається RefNet та використовує рекурентнi нейроннi мережi, щоб мати змогу обробляти послiдовнi вхiднi данi, як-то фрази. RefNet аналiзує висловлене речення дослiвно та визначає для кожного слова чи воно знаходиться на початку, всерединi чи поза ГП. Модель для розв’язання задачi ВРГП називається SpaceRefNet та використовує рекурентний шар RefNet для представлення поданих на вхiд ГП. Географiчнi об’єкти представляються за допомогою розробленого алгоритму видiляння ознак. Обидва представлення подаються на вхiд простої нейронної мережi прямого поширення з кiнцевим шаром softmax, який обчислює ймовiрнiсть того, що подане ГП описує поданий географiчний об’єкт.Обидвi мережi показали гарний результат, кращий за вiдповiднi базовi моделi. Результати загалом показують, що використання нейронних мереж для вирiшення задачi розв’язання географiчних посилань – це перспективний напрям для майбутнiх дослiджень.
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18

Johansson, Christian, i Emma Sundberg. "Wayfinding with ambiguous instructions in unfamiliar environments". Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150798.

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The present study aims to predict which individual factors may influence strategy-choices in wayfinding situations, specifically when participants are faced with ambiguous instructions in unfamiliar environments. Individual differences were measured with self-report forms of the Big Five personality traits and the Santa Barbara sense of direction scale (SBSOD). The study was conducted in a web-based survey format with a n=104 (65 female, and 39 male). A regression analysis concluded that the trait conscientiousness was the only factor that had predictive value in determining choice of strategy. SBSOD had some predictive values towards strategy-choice, but needs further investigation before any general conclusion can be drawn. Future studies should focus on a more goal-oriented task with more realistic stimulus.
Föreliggande studie har undersökt vilka individuella faktorer som kan påverka val av strategi i olika navigations-scenarion, specifikt när deltagare möts av oklara instruktioner i obekanta miljöer. Individuella skillnader mättes med själv-utvärdering av Big Five personlighetsdrag och Santa Barbara sense of direction scale (SBSOD). Studien utfördes i ett web-baserat enkätformat med ett deltagarantal på totalt 104 (65 kvinnor och 39 män). En regressionsanalys fastslog att personlighetsdraget samvetsgrannhet var den enda faktorn som kunde predicera strategival. SBSOD hade viss produktionskraft mot strategival, med detta behöver utforskas mer innan några generella slutsatser kan dras. Framtida studier bör fokusera på en mer målinriktad uppgift med mer naturtrogna stimuli.
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19

Banker, William P. "Virtual environments and wayfinding in the natural environment". Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1997. http://handle.dtic.mil/100.2/ADA341166.

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Thesis (M.S. in Computer Science) Naval Postgraduate School, September 1997.
"September 1997." Thesis advisor(s): Rudolph Darken. Includes bibliography references (p. 149-150). Also available online.
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20

Rooke, C. N. "Improving Wayfinding in old and complex hospital environments". Thesis, University of Salford, 2012. http://usir.salford.ac.uk/27358/.

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Many hospitals have developed over a number of years in a piecemeal fashion. This has resulted in complex environments made up of long and confusing corridor systems with bends, turns, and confusing signs. Such settings challenge and frustrate those who visit them. The importance of wayfinding to building use, costs and safety and the growth in terms of theories, principles, guidelines, and methodologies over the years does not appear to have made an impact on wayfinding performance in complex hospitals. Thus, there remains a need to find more effective wayfinding solutions to the problems that continue to occur in complex hospitals. This research aims at improving methods for developing wayfinding systems and strategies in old and complex hospital environments. The study adopts a design science research approach informed by uniquely adequate observations of how wayfinders make sense of wayfinding information embedded in the complex built environments they have to navigate. The approach includes an extensive review of literature on wayfinding supported by that of the fields of knowledge management, design (architectural and industrial), and production and operations management. The research brings together the disciplines of design and knowledge management to sensitise designers to the varied needs and knowledge levels of wayfinders when designing wayfinding systems. Drawing on findings from both the review of literature and extensive ethnographic fieldwork the research has produced prescriptive and evaluative wayfinding frameworks to aid the design of effective and efficient wayfinding systems and strategies. The outcome of successfully applying the design science research approach to researching the problems of wayfinding and mapping the approach research process with the unique adequacy approach is the Wayfinding Conceptual framework. It represents a methodological contribution, aimed at helping to mitigate the problem of relevance often associated with academic management research.
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21

Willis, Katharine S. [Verfasser], i Jens [Akademischer Betreuer] Geelhaar. "Wayfinding Situations / Katharine S. Willis ; Betreuer: Jens Geelhaar". Weimar : Professur Interface Design, 2010. http://d-nb.info/1115342312/34.

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22

Bacchilega, Giulio. "Sviluppo della Componente Server di un Sistema di Wayfinding". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16807/.

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La disciplina del wayfinding rappresenta un campo di studio abbastanza complesso, il cui termine viene introdotto per la prima volta nella sfera architetturale e ingegneristica durante gli anni Sessanta da Kevin Lynch nel libro “The Image of City”, e utilizzato in seguito in tutti quei contesti in cui si ha la necessità di muoversi per poter trovare la destinazione desiderata. Il tema del wayfinding si basa fortemente sul concetto di “orientamento" all’interno di un qualsiasi spazio di cui si conoscono una quantità limitata di informazioni, che potrebbero ad esempio essere la posizione degli edifici, delle aree urbane, e sicuramente delle strade che li collegano. Il professore Salvatore Zingale, docente di Semiotica presso il Politecnico di Milano, evidenzia in un’intervista le tipologie di luoghi in cui maggiormente si potrebbe necessitare di un supporto di wayfinding: spiega a tal scopo che sono svariate le strutture pubbliche o gli edifici la cui struttura non è immediatamente riconoscibile, e per i quali di conseguenza non è possibile in tempi brevi reperire i percorsi migliori relativi ad una destinazione che si vuole raggiungere. Per tutte queste classi di ambienti, quindi, un sistema di wayfinding potrebbe sicuramente essere apprezzato e utilizzato da eventuali clienti e/o visitatori. Il presente lavoro consiste nello sviluppo della componente server di un sistema di navigazione, che possa consentire agli utenti che usufruiscono di tale servizio di potersi orientare all’interno di un ambiente privato e relativamente grande. L’applicazione è stata sviluppata dopo un’attenta valutazione di quelle che sarebbero potute essere le tecnologie e gli strumenti adatti allo sviluppo, cercando di soddisfare i requisiti progettuali e funzionali commissionati, e creando al tempo stesso un sistema estendibile e portabile.
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23

Farneti, Linda. "Sviluppo della componente client di un sistema di wayfinding". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16808/.

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Il lavoro presentato in questa tesi tratta la progettazione e l’implementazione di un’applicazione mobile utilizzabile come wayfinding per ambienti esterni non mappati. Nato su richiesta da parte di un committente, il sistema si pone come obiettivo quello di agevolare l’utente nell’orientamento e negli spostamenti effettuati all’interno di spazi, anche di grandi dimensioni, per i quali non è possibile ricorrere all’utilizzo dei sistemi di navigazione già esistenti. Il software trova applicazione in contesti quali parchi divertimento o grandi eventi all’aperto e agisce da navigatore mostrando i punti di interesse presenti nell’area e permettendo di attivare la navigazione verso di essi. L’interfaccia grafica è stata realizzata in modo da mostrare un design simile ad applicazioni del settore già presenti sul mercato, questo allo scopo di privilegiare un approccio intuitivo all’ambiente ed offrire una piacevole esperienza d’uso anche da parte di utenti inesperti.
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24

Carr, Abigail R. "An Experiment with Art Library Users, Signs, and Wayfinding". Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/256.

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This paper discusses the effects of stack end signage on user wayfinding success in searches in academic libraries. Site visits to the Chapel Hill Public Library and the Cameron Village Branch Library provided models for test signage for the study, as did the available literature on wayfinding and effective library signage. A three week study was conducted to survey the effects of three different iterations of signage on the success of subjects performing test searches—the subjects used the UNC Chapel Hill online catalog and the posted signage to locate materials in the Sloane Art Library. The results of the study were evaluated qualitatively and suggestions were made for further study and suggestions for elements of effective academic library signage were made.
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25

Andresen, Erik [Verfasser]. "Wayfinding and Perception Abilities for Pedestrian Simulations / Erik Andresen". Wuppertal : Universitätsbibliothek Wuppertal, 2019. http://d-nb.info/1180654722/34.

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26

Dewey, Ryan. "A Sense of Space: Conceptualization in Wayfinding and Navigation". Case Western Reserve University School of Graduate Studies / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=case1339097784.

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27

Barnes, Evans Katie. "Beyond the Screen: Embedded Interfaces as Retail Wayfinding Tools". Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1493251709396537.

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28

Dean, Graeme Michael. "The Impact of Virtual Geographies: Video Gaming and Wayfinding". Master's thesis, Temple University Libraries, 2010. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/73238.

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Geography
M.A.
Success in spatial skills can be an indicator of success in mathematics and sciences. Wayfinding, the ability to purposefully navigate, is one such important spatial skill. Spatial skills can be developed in a number of ways, one of which may include playing video games. Research gathered from a survey and mapping exercise, indicates that though video games may not have a statistically significant impact on wayfinding, experience does. When properly utilized, video games could become part of that important spatial skill training experience.
Temple University--Theses
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29

Hicks, Robert Darrell. "The ideology of maritime museums, with particular reference to the interpretation of early modern navigation". Thesis, University of Exeter, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.312411.

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30

Vaez, Eslami Sima. "Effects of Urban Form and Navigational Aids on Visitors' Spatial Cognition and Wayfinding Behaviour". Thesis, Griffith University, 2019. http://hdl.handle.net/10072/385872.

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Wayfinding is a cognitive activity that is embedded in a complex social and spatial environment. People use their cognitive ability to gather spatial information from their surrounding environment while navigating and finding their way through space. Lynch (1960) argued that there is a relationship between physical perceivable urban elements and urban legibility, and that a strong legible city would help form a strong mental image of the city. In turn, a very imageable city would facilitate urban orientation and wayfinding performance. However, in addition to spatial information other external information like navigational aids and social environment could assist navigators to reach their desired destinations easier. With the ubiquity of “wayshowing” tools such as paper maps, digital maps, smart phone navigators, and local signage, pedestrians are able to locate themselves in an unfamiliar environment and find their desired destinations. Each of these tools provides specific spatial information in particular ways, with a range of limitations in their use. The way visitors to a new city wayfind in the digital era and their social and spatial interaction with their surrounding environment has been given less research attention than might be expected. In addition, physical urban elements are not the only characteristics that shape urban form. Spatial configuration of urban layout and land use are other influential factors that influence people’s route choice behaviour. This study aims to explore: a) the effects of different wayfinding tools, such as paper maps, GPS and non-mapping on an individual’s spatial cognition; b) the effects of urban form and navigational aids on people’s wayfinding performance; c) the effects of urban form and navigational tools on navigators’ social and spatial interaction with space; and, d) how people make sense of an unfamiliar urban environment and find their ways within it while using different types of navigational aids. 38 participants who had never visited Brisbane, Australia, were recruited and placed in one of the three groups, given different wayfinding tools, and asked to find seven pre-determined tourist destinations. A wide set of qualitative and quantitative methods were used including GPS tracking, think-aloud recordings, sketch mapping, other cognitive tests and post-test interviews, combined with built environment analysis using space syntax. The results showed clear differences in the cognitive tests across the three groups of participants who navigated using different wayfinding tools (GPS, maps, paper maps, signage only). The GPS group neither were the best nor the worst compared with the two other groups. However, this is not seemingly because they were looking more at their devices and not looking around, as think-aloud utterances showed no significant difference in mentions of landmarks between the groups. But passively following the suggested route shown by GPS reduced their reliance on the environmental information to wayfindMultivariate regression models revealed showed that digital navigation is fundamentally altering first-time visitors’ use of the city and affecting our natural movement and urban experience. In addition, the analysis of social interaction of navigators with space revealed that GPS navigators are becoming “anti-social”. The analysis of the think-aloud utterances by three groups of participants showed clear differences in wayfinding performance, in terms of strategies and using spatial information, across three groups of participants who navigated using different wayfinding tools. There is a modest methodological contribution of the study is in using the think-aloud methodology along with GPS tracking and cognitive mapping, space syntax techniques, and post-test interview in combination, to observe and analyze human wayfinding behavior. The outcomes of the thesis could be used to improve the effectiveness of the navigational aids and legibility of urban environments. Designers should consider routes that will likely be suggested by GPS navigation in how they design, manage and operate street and pathway networks. Designers will need to experiment on the best methods to discourage digital navigators from taking less desirable routes, for instance encouraging them onto street segments with greater commercial and recreational activity.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Environment and Sc
Science, Environment, Engineering and Technology
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31

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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32

Siemens, George. "Orientation : sensemaking and wayfinding in complex distributed online information environments". Thesis, University of the Highlands and Islands, 2012. https://pure.uhi.ac.uk/portal/en/studentthesis/orientation(f20496fc-222d-4dbe-ade6-2fd90c9cc251).html.

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This thesis researches how individuals make sense of information and find their way in complex online environments. Global information communication networks are today accessible to almost everyone. One consequence of this network is greater ease of interaction with friends and colleagues from around the world. Another consequence is an increase in the amount of information that individuals face on a daily basis. People experience much of this information in fragments, from different sources, and in different media formats. In order to act meaningfully in a particular context, individuals form coherence around the information that they encounter. Making sense of this information is a challenging and on-going task, especially in advanced economies where knowledge-related work is a growing segment of the economy. Developing a coherent view of new information, and how it relates to existing information, is important in preparing individuals and organizations for decision-making, planning, and capacity for action. This research study considers the cognitive, social, technological, and spatial strategies that individuals use when they navigate the structure of, and content in, a large open online course with over 2,200 participants. The research includes a social network analysis of the participation patterns of learners in an open online course as well as a grounded theory exploration of the techniques and strategies those learners utilize in their learning. The theory that emerges from the research is the Sensemaking Wayfinding Information Model (SWIM) that details how individuals orient themselves through self-directed activities, as part of social networked systems, and through the use of technologies. This model centres on the information habits of individuals and emphasizes the centrality of identify formation, navigation, social interactions, and sensegiving activities. The social networks that form as individuals make sense of topics indicate the importance of participation, active engagement, language-based activities and artefact creation (such as naming concepts, creating word images, or creating images, diagrams, and videos), and sustained involvement over time.
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33

Richter, Kai-Florian. "Context-specific route directions generation of cognitively motivated wayfinding instructions". Berlin Aka, 2007. http://d-nb.info/987640062/04.

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34

Butler, Joshua. "Wayfinding Design for Randomly Developed Areas : The Beltline Case Study". Digital Archive @ GSU, 2008. http://digitalarchive.gsu.edu/art_design_theses/20.

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Wayfinding Design for Randomly Developed Areas: The Beltline Case Study proposes a wayfinding signage program for the new public transit project in Atlanta known as the Beltline. This program unites the Beltline with other transit options within Atlanta, such as MARTA, to form a comprehensive transit system. This program will be known as The Atlanta Unified Transit Program. My proposed signage program includes map kiosks, information posts and signs promoting the various levels of transit offered in Atlanta as well as information about the areas surrounded by public transit. The signage examples created for my thesis are prototypes that could later be applied to any location within the area serviced by public transit.
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35

Leven, Dalia (Dalia Beth). "Which way is up : towards accessible wayfinding in transit stations". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/35088.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering; and, (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 2006.
Includes bibliographical references (p. 199-202).
Passengers' most frequent interaction with a rail transit system is at its stations, which represent the beginning, the end and sometimes the middle of transit trips. The design of these stations can greatly affect a user's travel experience by creating friendly, efficient, attractive environments that are inherently usable as transit stations. Many types of devices are necessary in these stations to help people navigate from one point to another within a transit system. Wayfinding devices are the elements, whether architectural or graphic, that provide information not only on how to navigate a station, but also how to use the services provided there. Because they provide such important information, these elements must be accessible to all potential passengers. This thesis used the structure of Systems Engineering to give a clear focus to the problem of design accessible wayfinding systems in transit stations. In order to create a comprehensive listing of design requirements for these systems, a detailed inventory of all potential user groups was developed. Following directly from this, a framework was developed that allows for easy cataloging of the design requirements for each of these groups.
(cont.) Three technical areas that are developed in this thesis cover all of the issues inherent in wayfinding design include content, deployment and formatting. Case studies of both the MBTA and the CTA were analyzed for their ability to address the above requirements. In each of the cases several historical design guidelines were introduced and compared with the most recent set of design guidelines. The cases also looked in detail at the existing conditions and how they differ from both the official design guidelines and the accessibility recommendations developed in this thesis. Three final products came from this work, including the detailed recommendations that were developed for each of the case studies. In addition, specific design requirements were compiled that can be used as a checklist for wayfinding designers at any transit agency. The framework that was used to create these requirements can be used to develop wayfinding design criteria in any type of complex environment.
by Dalia Levin.
M.C.P.
S.M.
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36

Beecher, Ann B. "Wayfinding tools in public library buildings: A multiple case study". Thesis, University of North Texas, 2004. https://digital.library.unt.edu/ark:/67531/metadc4470/.

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Wayfinding is the process of using one or more tools to move from one location to another in order to accomplish a task or to achieve a goal. This qualitative study explores the process of wayfinding as it applies to locating information in a public library. A group of volunteers were asked to find a selection of items in three types of libraries-traditional, contemporary, and modern. The retrieval process was timed and the reactions of the volunteers were recorded, documented, and analyzed. The impact of various wayfinding tools-architecture, layout, color, signage, computer support, collection organization-on the retrieval process was also identified. The study revealed that many of the wayfinding tools currently available in libraries do not facilitate item retrieval. Inconsistencies, ambiguities, obstructions, disparities, and operational deficiencies all contributed to end-user frustration and retrieval failure. The study suggests that failing to address these issues may prompt library patrons-end users who are increasingly interested in finding information with minimal expenditures of time and effort-may turn to other information-retrieval strategies and abandon a system that they find confusing and frustrating.
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37

Lingwood, Jamie. "Using virtual environments to investigate wayfinding in children and adults". Thesis, University of Sheffield, 2015. http://etheses.whiterose.ac.uk/8983/.

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Although children experience difficulties in finding their way, adults are very competent at wayfinding. Very little research has been aimed at training young children to improve their wayfinding skills and we do not know how adults come to be so good at wayfinding. There are theories about how children and adults learn routes, but until now these theories have not been tested in controlled and realistic environments called virtual environments (VEs). In Experiment 1, 6- to 10-year olds and adults learnt a 6 turn maze that contained (i) no landmarks (ii) landmarks or (iii) landmarks that were verbally labelled by the experimenter. Adults, 10-year olds and most 8-year olds learnt the maze when landmarks were present, but not all the 6-year olds were successful. All age groups of children improved when the landmarks were labelled for them. In Experiment 2 and 3 we found that adults made very few errors when retracing a maze between nine and 15 turns despite having viewed it only once. Experiment 4 showed that adults severely underestimated how good they would be at retracing a 15 turn route. Experiments 5, 6, and 7 found that when retracing routes adults consistently used different wayfinding strategies depending on the different types of junctions the mazes were made up of. Experiment 8 and 9 tested whether wayfinding strategies could be taught to 5-year olds and showed that verbally labelling on-route junction landmarks and encouraging children to attend to on-route junction landmarks improved wayfinding. Experiment 10 showed that children as young as 7 were able to retrace a 12 turn maze and that from the age of 10 children become adult-like in their wayfinding abilities. Experiment 11 found that wayfinding was not an automatic process and required sustained attention. The overall findings from this thesis and their implications are discussed.
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38

Jensen, Mathilda. "Det blir lätt när växter visar rätt. : En studie om orienterbarhet i sjukhusmiljö". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-51317.

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This is a thesis in Information Design focusing on Spatial Design. A study of the outdoor environment at Mälarsjukhuset in Eskilstuna has focused on how nature and plants affect visitor’s orientation. The purpose of this work is to investigate how nature and trees can guide in complex environments. During early observations it was seen that there was a missing of signs and other guiding and informative elements on the site which made it problematic for visitors to orient themselves. This observation, together with previous visits to the site, led to my choice of conducting the study at this site. The end result of the work has come from empirical data that the methods have resulted in together with literature studies. The methods that have been used are site analysis, observation, interview, external analysis and a focus group workshop. The result showed in the study is the base for the design proposal presented in this thesis. The design proposal is presented through maps, images and text. The proposal embodies how the outdoor environment could change in order to increase the ability to orientate between the buildings of Mälarsjukhuset.
Det här är ett examensarbete i Informationsdesign med inriktning mot Rumslig Gestaltning. En studie av utomhusmiljön på Mälarsjukhuset i Eskilstuna har genomförts kring hur natur och växter påverkar besökares orienterbarhet. Syftet med arbetet är att undersöka hur natur och träd kan vägleda i komplexa miljöer. Under tidiga observationer kunde det ses att det fanns en saknad av skyltar och andra vägledande och informativa element på platsen vilket gjorde det problematiskt för besökare att orientera sig på platsen. Denna observation tillsammans med tidigare besök på platsen ledde till mitt val av att utföra studien just på denna plats. Slutresultatet av arbetet har kommit från de empiriska data som metoderna har resulterat i tillsammans med litteraturstudier. De metoder som har använts är platsanalys, observation, intervju, omvärldsanalys och en workshop med fokusgrupp. Resultaten i denna studie ligger för grund till det gestaltningsförslag som presenteras i examensarbetet. Gestaltningsförslaget presenteras genom kartor, bilder och text. Förslaget gestaltar hur utomhusmiljön skulle kunna förändras för att öka orienterbarheten mellan Mälarsjukhusets byggnader.
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39

Roth, Hillary Grace. "Sensing the Threshold". Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/24427.

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The sacred and the profane: a dichotomy that can only exist through the thresholds within. In a world that's drowning in the profane, we yearn for the ephemeral, in which our mind, body, and soul emerge out of the mundanity of day-to-day life, and into something beyond. We search for the art, seek pilgrimage, and long for the symbols. The physical, emotional, and sensational thresholds we pass between the two states are what resonate in our bodies. Those experiences are the stories we pass on. Yet, some of the most sacred spaces in the world have become mere subjects behind the lens of a camera. Technology has empowered our ability to reach marvels, yet it has provided layers now inherently filtered onto our experiences. How real are these thresholds we long to pass if they are experienced only through electronic devices? The sacred experiences I treasure the most were given life through movement: movement of time, light, and the elements, none of which I would trade for a photograph. The following pages trace my imagination of a place where we take a step back through the door we barely noticed. Instead of looking for the sacred, we journey through the profane. We celebrate the threshold.
Master of Architecture
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40

De, Condappa Olivier. "The use of landmark-based wayfinding strategies across the adult lifespan". Thesis, Bournemouth University, 2016. http://eprints.bournemouth.ac.uk/24751/.

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Individuals can employ different landmark-based wayfinding strategies to acquire spatial knowledge and support navigation. Allocentric strategy use is associated with a cognitive representation of a learned environment that allows flexible navigation, while egocentric strategy use is associated with uni-directional knowledge that only supports accurate navigation in tasks that involve reproducing learned behaviours. While many studies have investigated strategy use during navigation, how strategy use develops during spatial learning remains under- researched. Therefore, this thesis primarily investigated the processes underlying strategy selection. Participants’ strategy preference during various navigation tasks, including a novel strategy assessment paradigm developed specifically for this research, revealed that individuals adopt the most accurate strategy available – be it allocentric or egocentric – in accordance with the demands of the concurrent navigation task. Interestingly, when allocentric knowledge was required for accurate navigation, participants initially employed a suboptimal egocentric strategy before switching to an allocentric strategy, suggesting that egocentric knowledge precedes allocentric knowledge. Finally, participants were not subject to performance-related decrements associated with the effort of switching strategies. Interestingly, during spatial learning, participants acquired spatial knowledge related to alternative strategies, and selectively encoded landmarks that were compatible with the use of multiple strategies, which may explain why switching wayfinding strategies is cognitively efficient. This thesis also investigated the effects of aging on strategy selection. Strategy preference changes across the adult lifespan, with decreasing allocentric strategy use primarily attributed to reduced hippocampal function, and impaired egocentric strategy use associated with age-related learning and memory deficits. Analysis revealed that older adults exhibited a task-independent preference for egocentric strategy use, and therefore experienced difficulty with tasks that required allocentric knowledge. However, when egocentric strategy use most efficiently supported accurate navigation, younger and older adults performed similarly, suggesting that egocentric strategy use is largely unaffected by aging. Finally, age differences in strategy preference and spatial learning were observed when the most efficient route learning strategy differed between decision points, supporting findings of increasing susceptibility to switching costs with age. In summary, young adults flexibly employ a variety of strategies to optimise navigational efficacy, while older adults' strategy choices are affected by age-related difficulties with allocentric strategy use and increased vulnerability to strategy switching costs.
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41

Carreon, Ricardo Sevilla. "Wayfinding by people with visual impairments in the exterior urban environment". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ57526.pdf.

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Pinelo, da Silva J. D. "Spatial congruence theory : visual cognition and wayfinding in the urban environment". Thesis, University College London (University of London), 2011. http://discovery.ucl.ac.uk/1302401/.

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Walkability in urban environments is explicitly aimed at by policy makers. However, navigation, although a fundamental part of walkability, is typically absent from studies of pedestrian movement and has traditionally been separated from architectural practice. This becomes evident in urban design guidelines which seldom address navigation issues. Yes as urban environments grow, wayfinding becomes increasingly difficult. The performance of pedestrian navigation is closely related to urban configuration. However, the opportunities to alter configuration are rare and costly. Evidence shows that other physical properties also influence decision making during navigation. So, which 'non-configurational' features can designers use to influence navigability, and how should these be combined with 'configurational' properties? In this study, a detailed analysis of the visual experience of users while wayfinding in real environments through eye-tracking, is used to identify objects of attention and visual search behaviours, such as hesitation points, gazing direction and fixated elements, thus revealing which design features are more relevant to navigation. Evidence that the 'signified', rather than the 'signifier', is relevant to cognition, is studies through an analysis of declared preferences which explores the role of the presence of other pedestrians in wayfinding decision making. The results show high levels of attention to building edges and to pedestrians which reflects the importance of both configuration and meaning in wayfinding. The significance of the presence of people seems to partially explain the role that configurational intelligibility has on the level of navigability of a setting, by acting as a local cue for global configurational properties. These results suggest that features that presuppose usability may be the most relevant non-configurational features for wayfinding. This insight on the nature of spatial cognition in real large environments creates the potential to the development of an approach to design that is more centred on the user, and thus may inform the creation of user-oriented environments. Furthermore, exposing the rational behind one link between local information and global cognition emphasises the relevance and potential of a theory of spatial congruence.
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43

Chang, Ching-Lan. "Spatial design and reassurance for unfamiliar users when wayfinding in buildings". Thesis, University of Sheffield, 2010. http://etheses.whiterose.ac.uk/14963/.

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Wayfinding tasks comprise decision points and interconnecting paths leading to a destination. Path choice at decision points is critical to the successful completion of wayfinding tasks. Research has found that signage is not the only influence on path choice and that influences vary depending on familiarity with an environment. People familiar with their surroundings have a cognitive map - a prior understanding of the environment - against which they can compare the environment as they experience it in order to orientate themselves. People unfamiliar with their surroundings, and therefore lacking a cognitive map of them, are found instead to rely upon wayfinding strategies to inform their path choice decisions. This study investigates how aspects of the spatial design of buildings may assist unfamiliar users in finding the destination they are seeking within the building. Observations of people wayfinding in an unfamiliar building suggested that four aspects of spatial design affected route choices made at decision points. Four wayfinding strategies describe the behaviour observed: I) Maintain a Straight Bearing through the building; 2) Avoid a Change of Level; 3) Walk Towards a Brighter Space; 4) Choose the Wider Corridor. Evidence supporting three of these was found in the literature. For the fourth - Choose the Wider Corridor - only limited evidence was available from the literature and hence further work was carried out to test the predictability of its influence on wayfinding behaviour. An online experiment was conducted to investigate to what degree corridor width influences path choice and the interaction between the Choose the Wider Corridor and Maintain a Straight Bearing wayfinding strategies. A means of categorisation, comprising two wayfinding principles, was devised for information in the environment and means of undertaking wayfinding tasks: Reassurance Principle - wayfinding strategies reassuring the wayfinder that they are taking the correct route and Tools Principle - signage, maps, landmarks and other sources of information in and representing the environment, available to aid wayfinding decisions. This thesis looks at strategies for wayfinding reassurance. It is proposed that unfamiliar users would find buildings more intuitive to wayfind within if they were designed with routes to likely public destinations that conform to the four wayfinding strategies. An applied test was conducted to confirm whether wayfinding ease could be predicted by analysing the routes within that building against the behaviours described by the wayfinding strategies. It was found that ratings of difficulty given by test participants matched predicted ratings based upon an analysis of the building'S conformance to the wayfinding strategies. It is suggested that if this analysis was conducted at the design stage it could limit potential wayfinding difficulties. Some possible designs as means of achieving this in new buildings and refurbishments are discussed.
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Barbosa, Maria Beatriz Pestana. "Wayfinding na jornada da pessoa com deficiência visual no sistema metroferroviário". Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/16/16132/tde-08032016-163338/.

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A rede metroferroviária é constituída por um conjunto de estações, trens e vias que proporciona transporte de pessoas na região metropolitana. Por se caracterizar como um serviço público deve oferecer condições adequadas de utilização por todos os cidadãos, independentemente de sua condição física ou sensorial. A adaptação das estações e trens existentes, a construção de novas estações acessíveis e a aquisição de novos trens consideraram os avanços tecnológicos e de acessibilidade ao longo dos anos. Apesar disso, o elevado número de solicitações de auxílio por pessoas com deficiência visual pressupõe a existência de fatores que interferem ou impedem o uso independente do sistema metroferroviário. Esta pesquisa tem como objetivo identificar tais fatores e propor recomendações para o desenvolvimento do projeto das instalações e dos serviços oferecidos como forma de melhorar as condições de percepção e facilitar a cognição das pessoas com deficiência visual nas diversas etapas da sua viagem. Trata-se de uma pesquisa qualiquantitativa cuja estratégia está baseada na jornada do usuário com deficiência visual em estações e trens operados pelo Metrô na cidade de São Paulo, com diferentes graus de complexidade e condições de acessibilidade. A aplicação de métodos e técnicas da Avaliação Pós-Ocupação gerou evidências para elaboração do diagnóstico da acessibilidade da jornada do usuário, considerando os requisitos legais e normativos, as boas práticas verificadas, os dados levantados junto aos especialistas, pessoas-chave e usuários com deficiência visual. A identificação dos elementos de wayfinding permite dotá-los de características que facilitem sua percepção e, consequentemente, a orientação espacial das pessoas com deficiência visual, proporcionando segurança e independência. A sistematização das recomendações permite sugerir acréscimos às normas técnicas vigentes bem como auxiliar a atuação de planejadores, projetistas e gestores na realimentação do processo de projeto do sistema metroferroviário, relacionando a configuração dos ambientes à gestão das informações e aos serviços ofertados, uma vez que são partes integrantes de um mesmo contexto.
The subway network is constituted by a number of stations, trains and railways which provide transportation for people in the metropolitan region. As a public service, it should offer suitable conditions for all citizens, regardless of their physical or sensory conditions. The adaptation of existing stations and trains, the construction of new accessible stations and the purchase of new trains have taken into account technological advances and accessibility over the years. Nevertheless, the high number of requests for assistance by persons with visual impairment suggests the existence of factors that interfere with or prevent the independent use of the subway system. This research aims to identify such factors and present recommendations for the development of the design of the facilities and services offered as a way to improve the conditions of perception and cognition of people in various stages of their journey. This is a qualiquantitative research whose strategy is based on the journey of users with visual impairment in stations and trains operated by Metrô in the city of São Paulo, with varying degrees of complexity and accessibility conditions. The application of methods and techniques of Post-Occupancy Evaluation provided evidences for the diagnosis of the accessibility of the user\'s journey considering the legal and regulatory requirements, the best practices observed, the data collected by experts, key people and users with visual impairment. The identification of wayfinding elements favors features that facilitate their perception and, consequently, the spatial orientation of people with visual impairment, assuring safety and independence. The systematization of recommendations permits to suggest additions to existing technical standards as well as to assist the activities of planners, designers and managers in the feedback process of railroad transportation system design, relating the configuration of environments to the management of information and services offered, once they are an integral part of the same context.
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Anuar, Nur Khairiel. "The impact of airport road wayfinding design on senior driver behaviour". Thesis, Cranfield University, 2016. http://dspace.lib.cranfield.ac.uk/handle/1826/11806.

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Airport road access wayfinding refers to a process in which a driver makes a decision to navigate using information support systems in order to arrive to airport successfully. The purpose of this research is to evaluate senior drivers’ behaviour of alternative airport road access designs. In order to evaluate the impact of wayfinding, the combination of simulated driving and completion of a questionnaire were performed. Quantitative data was acquired to give significant results justifying the research outcomes and allow non-biased interpretation of the research results. It represents the process within the development of the methodology and the concept of airport road access design and driving behaviour. Wayfinding complexity varied due to differing levels of road-side furniture. The simulated driving parameters measured were driving mistakes and performances of senior drivers. Three types of driving scenarios were designed consisting of 3.8 miles of airport road access. 40 senior drivers volunteered to undertake these tasks. The questionnaire was used as a supporting study to increase the reliability and validity of the research. Respondents who volunteered for the simulated driving test were encouraged to participate in the questionnaire sessions. The questionnaire was answered after each simulation test was completed. The Mean, Standard Deviation (SD) and Two-Way ANOVA test were used to analyse the results and discussed with reference to the use of the driving simulation. The results confirmed that age group has no significant effect of airport road access complexity design on driving behaviour. Although many studies have been conducted on wayfinding in general, a detailed evaluation on airport road access wayfinding network and driving behaviour in respect of senior drivers were still unexplored domains.
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46

Soh, Boon Kee. "Developing outdoor map design guidelines using a real-world wayfinding task". Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/33318.

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This exploratory study aims to elucidate the mental processes of wayfinding in an outdoor area and the effects of map contour representations, map color, individual differences of users (gender, brain dominance, experience level, and cultural differences), and environmental cues using a field study in an established trail network in Jefferson National Forest. Six maps with three different contour representations (contour lines, shaded relief, and schematic) and two color codes (color and black-and-white) were tested for wayfinding performance. Thirty-six participants of different nationalities (Locals versus Internationals), experience in map usage (experienced versus novice), handedness, and gender took part in the study. Three out of ten junctions on the test route had directional signs while the rest had no sign. The participants performed wayfinding tasks in a national forest trail park, using the think aloud and retrospective protocols to obtain the information processes used by the participants during wayfinding. Subjective feedback was also obtained to find out usersâ map preferences and opinions on their experience during the experiment.

Multiple regression analyses were used to predict the relationship of the predictor variables to wayfinding performance. It was found that cultural differences and signage presence were significant predictors of decision-making accuracy at trail junctions. The rest of the predictors were not significant in predicting total time of completion, time for decision-making at junction, accuracy of decision-making, and time deviated from route due to choosing a wrong path at junction. Cultural differences were also significant in the prediction of the time deviated from route.

It was also found that the participants were using maps to derived route information for wayfinding. They utilized structural matching of the map with the terrain, by orientation principle, to continuously check the current position on the map. There was some evidence of participants gaining survey knowledge from the map during wayfinding but this could not be confirmed by the study. A set of design guidelines were given for map and trail design to improve the wayfinding performance of recreational users.
Master of Science

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47

Cohen, Sheira Ruth. "Minds Without Maps: Space, Directionality and Wayfinding in Mid-Republican Rome". Thesis, The University of Sydney, 2015. http://hdl.handle.net/2123/14752.

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This thesis explores the elusive concept of spatial cognition among the Romans of the Middle Republic and aims to create a nuanced picture of how they would have seen the world around them, understood spatial relationships, and formed mental landscapes. Discussions of Roman wayfinding and spatial cognition are still hampered by a “must-have-been” logic which assumes that a cartographic understanding of space is, if not the default, at least the most logical way of approaching spatial relationships. This distorts the ancient evidence and privileges the modern outlook. This thesis attempts to address the deficit in the modern scholarship by approaching Roman conceptions of space via the medium of language and spatial cognition. This methodological approach provides a new perspective on spatial cognition and allows us to examine the underlying cognitive elements of Roman spatial thought. The thesis re-evaluates the Roman interaction with and definition of space, demonstrating how space was perceived as more than just a physical manifestation. The evidence suggests that knowledge of true cardinal directions was not important during this period, despite their prevalence in later sources. This is highly suggestive of a lack of interest in space as an abstract phenomenon routinely orientated to a fixed set of directions. The same perspective is found in the representations of urban streetscapes where a space was defined by behavioural associations and nature of the movement through the space. Wayfinding was conducted as a series of disconnected jumps between landmarks, and was not cognitively integrated into an overall mental map. This behaviourally-focused definition of physical spaces places human experience at the forefront and implies an understanding of space as a fluid and socially constructed phenomenon. The thesis allows for a wider engagement with Roman spatial perception that moves beyond the limited arguments around the existence of maps in the ancient world.
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CARATTIN, ELISABETTA. "Il ruolo del wayfinding nel progetto di ambienti a elevata complessità". Doctoral thesis, Università IUAV di Venezia, 2011. http://hdl.handle.net/11578/278539.

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Sahlander, Malin. "Vilket spår tar du? : En studie om hur rumsliga element kan förbättra förståelsen kring avdelningars placering i ett möbelvaruhus". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-29939.

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Denna rapport presenterar en studie i hur ett nytt kundvägledningssystem kan utformas för att underlätta navigationen på ett möbelvaruhus. Arbetet genomfördes i samarbete med IKEA Örebro där syftet var att varuhuset skulle få en tydligare kundvägledning, för att på så sätt förbättra kundernas förståelse kring avdelningarnas placering. I nuläget brister kundvägledningen i språk, färg, navigation och tillgänglighet, vilket kan leda till att kunderna känner sig förvirrade. För att hitta en bättre lösning till ett gestaltningsförslag applicerades olika metoder. Dessa metoder bestod av intervjuer, observation och en rumsligs analys där både användarnas behov och det befintliga rummet studerats. Med stöd från litteraturen och resultaten ifrån de empiriska studierna utvecklades ett gestaltningsförslag som presenteras i denna rapport. Gestaltningsförslaget presenteras i form av text och tillhörande bilder som tagits fram utifrån 3D programmet SketchUp. Genom nya lösningar ska detta gestaltningsförslag öka förutsättningarna till ett mer navigerbart kundvägledningssystem på IKEA.
This thesis work presents a study about how a new customer guidance system can be designed to facilitate navigation in a furniture store. The thesis work was carried out at IKEA Örebro were the goal was to help the department store with a clearer customer guidance system and by this improve the customers aknowledgement about the placement of the sections. The guidance system can be improved in both language, shape, color and accessibility, that today leads to confusion among the customers. To find the optimal design proposal different methods were applied. This methods consisted in interviews, observation, and a spatial analysis were both needs of the users and the existing room were studied. With the support from the literature and the results of the empirics a design proposal was created which is presented in this thesis work. The design proposal is presented in both text and pictures from the 3D program SketchUp. Through new solutions the design proposal should improve the conditions for a more navigable customer guidance systems at IKEA.
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Anderson, Lisa Dawn. "The role of image resolution to locomotion tasks in virtual desktop wayfinding". [Tampa, Fla.] : University of South Florida, 2009. http://digital.lib.usf.edu/?e14.2831.

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