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

DOI:
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发表时间:
1997
期刊:
COMG
影响因子:
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通讯作者:
T. Todd Elvins
T. Todd Elvins
中科院分区:
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文献类型:
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作者:
T. Todd Elvins

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虚拟现实建模语言(VRML)[ I ]在使用和普及方面迅速增长。VRHL可能有助于在未来几年内将快速3D图形推向大多数台式机和大多数家庭。但是,人们是否准备好以与目前浏览fladand网页相同的方式浏览虚拟世界,更重要的是,虚拟世界和虚拟世界浏览器是否准备好了。在三维人机交互领域有许多尚未解决的问题,包括世界旅行者在大型陌生虚拟环境中经常遇到的困难。旅行者如何才能最好地找到他们的方式到感兴趣的地方,然后找到他们的方式回到以前访问过的地方!世界和世界浏览器应该如何设计以促进熟练的寻路行为?寻路是“以一种方便的方式找到一条通往特定位置的路,并在到达目的地时识别目的地的能力”,即利用空间知识和目的地进行导航[3,8]。在早期的虚拟世界寻路研究中,人们观察到旅行者在第一次访问一个大型虚拟世界时,很快就会迷失方向,迷路,然后漫无目的地游荡。(虽然虚拟世界是相当宽容的,迷失在真实的世界可以迅速引起强烈的绝望和彻底的灾难的感觉)。虚拟世界的创造者当然,这些旅行者(被称为作家)在寻找道路时没有这样的问题,他们能够共同应用精确的启动搜索策略。这两类旅行者的区别在于,世界作家已经开发了一幅世界认知地图。这样的地图是需要熟练的寻路和导航与th信心[2]。Darken在他的论文[3]中指出,如果遵循两条规则,第一时间旅行者可以更有效地将空间知识构建成认知地图:(1)世界浏览器软件的设计应该使寻路提示更容易被感知,(2)世界必须被构建为包括真实的世界寻路基础,如结构和嵌入提示。这是否意味着虚拟世界必须与真实的世界相似?不,虚拟世界比真实的世界更普遍。在虚拟世界中不需要重力、立体不相交、线性时空等真实的世界约束。然而,为了简化本专栏的问题,我们将忽略我们在虚拟时间和空间中飞行的能力,以便我们可以集中于基本的寻路原理、它们在真实的世界中的基础以及真实的世界原理如何可能有益于虚拟世界寻路。
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.