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A Gamification-Based Approach on Indoor Wayfinding Research
ISPRS International Journal of Geo-Information ( IF 2.8 ) Pub Date : 2020-06-30 , DOI: 10.3390/ijgi9070423
Dries De Leeuw , Philippe De Maeyer , Laure De Cock

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.

中文翻译:

基于游戏化的室内寻路研究方法

室内环境可能非常复杂。由于在这些环境中的挑战以及缺少移动寻路辅助工具的结合,迫切需要进行室内寻路的创新研究。在这项探索性研究中,Unity开发了一款游戏,旨在研究游戏化概念是否可以用于室内寻路研究中,从而提供有关寻路性能,个人特征与建筑物布局之间联系的有用信息。结果显示,游戏玩家与非游戏玩家之间存在显着差异,因为玩家移动的复杂性对游戏的导航速度具有重要影响。然而,进一步的分析表明,建筑布局还会影响导航速度,并且游戏中的错误转弯会受到决策点处地标的影响:在凸空间中较深的决策点处导航会较慢,而象形图和基础设施等类别的地标会变慢。在这个特定的建筑物中更有效。因此,这项探索性研究提供了一种在室内寻路研究中使用游戏化方法的方法,该研究表明,严肃的游戏可以成功地用作虚拟环境中与室内寻路相关的数据采集的媒介。
更新日期:2020-06-30
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