VisFiles: virtually lost in virtual worlds—wayfinding without a cognitive map
VisFiles: virtually lost in virtual worlds—wayfinding without a cognitive map
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VisFiles:几乎迷失在虚拟世界中——无需认知地图即可寻路
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发表时间:
1997
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通讯作者:
T. Todd Elvins
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作者:
T. Todd Elvins
Introduction The virtual reality modeling language (VRML) [ I ] is quickly growing in use and popularity. VRHL may help to push fast 3D graphics onto most desktops and into most homes within the next few years. But are people ready to browse virtual worlds in the same way that they currently browse fladand Web pages, and more importantly, are virtual worlds and virtual world browsers ready for people.~ There are a number of unresolved problems in the field of three-dimensional computer-human interaction, including the difficulties world travelers often have finding their way in large unFamiliar virtual environments. How can travelers best find their way to locations of interest and then find their way back to locations previously visited! How should worlds and world browsers be designed to Facilitate skilled wayflnding behavior? Wayfinding is "the ability to lind a way to a particular location in an expedient manner and to recognize the destination when reached" i.e. navigating with spatial knowledge and a destination in mind [3, 8]. In early virtual wor ld wayfinding studies, travelers were observed to quickly become disoriented, lost and then wander aimlessly when visiting a large virtual wor ld for the first t ime (while virtual worlds are fairly forgiving, being lost in the real wo r ld can quickly cause strong feelings of despair and utter disasrer).Virtual world creators (known as authors), of course, had no such problems finding their way and were able co apply accurate primed search strate~es.The difference between these two types of travelers is that the wor ld author had developed a cognitive map of the world. Such a map is required for skillful wayfinding and navigating wi th confidence [2]. Darken states in his thesis [3] that first t ime w o r l d travelers can bui ld spatial knowledge into a cognitive map more effectively if two rules are followed: ( I ) the world browser software should be designed so that wayfinding cues can more easily be perceived, and (2) the world must be built to include real world wayfinding foundations such as structure and embedded cues. Does this mean that virtual worlds have to resemble the real world? No, a virtual wor ld is more general than the real world. Real wor ld constraints such as gravity, non-intersection of solids and linear space and t ime are not required in vir tual worlds. However, to simplify matters for this co lumn, we w i l l ignore our ab i l i ty to f ly through virtual time and space so that we can concentrate on fundamental wayfinding principles, their foundations in the real wor ld and how real world principles might benefit virtual world wayfinding.