Darken, R.P., (1995). Wayfinding in Large-Scale Virtual Worlds. Conference
Companion ACM SIGCHI `95, 45-46.
Wayfinding in Large-Scale
Virtual Worlds
Rudolph P. Darken
Department of Electrical Engineering and Computer Science
The George Washington University
Washington, D.C. 20052
darken@enews.nrl.navy.mil
+1-202-767-6814
KEYWORDS
Virtual worlds, virtual reality, wayfinding, navigation, environmental design,
spatial orientation, cognitive maps
ABSTRACT
The spatial nature of large-scale virtual worlds introduces wayfinding problems
which are often overlooked in the design process. In order to design and
build useful virtual worlds in which real work can take place, these issues
must be addressed. The research described here is a study of human wayfinding
in virtual worlds and how real world solutions can be applied to virtual
world design. The objective of this work is to develop design principles
which will lead to a design methodology for virtual worlds in which wayfinding
problems are alleviated.
INTRODUCTION
Problems associated with wayfinding have been encountered in every virtual
environment laboratory in every large-scale virtual world. These problems
may manifest themselves in a number of ways depending on the task being
performed. Virtual world navigators may wander aimlessly when attempting
to find a place for the first time. They may then have difficulty relocating
places recently visited. They are often unable to grasp the overall topological
structure of the space. Any time an environment encompasses more space than
can possibly be viewed from a single vantage point, these problems will
occur.
The objective of this dissertation research is to develop design principles
which can be incorporated into a methodology for the design of wayfinding
augmentations to virtual worlds which will facilitate skilled searching
and exploratory behaviors in novice users. Similarities between virtual
and physical space make the application of environmental design principles
to virtual world design possible.
Wayfinding Tasks
Wayfinding tasks are classified into three primary categories:
- Naive search: Any searching task in which the navigator has no a priori
knowledge of the whereabouts of the target in question. A naive search implies
that an exhaustive search is to be performed.
- Primed search: Any searching task in which the navigator knows the
location of the target. The search is non-exhaustive.
- Exploration: Any wayfinding task in which there is no target.
The classifications of wayfinding tasks are mutually exclusive. However,
they are often compounded into sequences. In cases where the navigator has
general knowledge of the target's position without enough precision to find
it directly, a primed search is performed to the target's general proximity
followed by a naive search within that area.
Although purely naive searches are rare in the real world, in virtual worlds,
spatial naivete is common in first-time explorers of a space; even by the
world builder. A scientist visualizing data sets computed off-line may have
no preconceived idea as to the shape or organization of the data. Therefore,
wayfinding assistance requires support for both exhaustive and directed
searches and must facilitate topological knowledge acquisition.
Spatial Knowledge
Wayfinding tasks in general require that the navigator be able to conceptualize
the space as a whole. This is analogous to what Thorndyke [1] refers to
as survey knowledge.
Survey knowledge represents configurational or topological information.
Object locations and inter-object distances are encoded in terms of a geocentric,
fixed, frame of reference. Survey knowledge is map-like in nature. Accordingly,
it can be acquired directly from map use. However, survey knowledge acquired
from a map tends to be orientation-specific. Prolonged exposure to navigating
an environment directly results in survey knowledge which tends to be orientation-independent.
The resulting inflexibility of spatial knowledge acquired from maps led
Levine [3] to study what effect this phenomenon has on map design. He found
that in order to facilitate efficient map use, the map must be congruent
with the environment it represents. This is illustrated in the forward-up
equivalence principle which states that the upward direction on a map (assuming
it is mounted perpendicular to the floor) must always show what is in front
of the viewer.
Survey knowledge is hierarchical in nature [2]. Rather than encode the absolute
positions and directions to every place encountered, fewer large, general,
logically selected places (e.g. Washington, D.C.) are encoded with subnetworks
of smaller, more specific places (e.g. The White House) being defined within
each.
Environmental Design
Based on what is known about spatial knowledge and its role in wayfinding
tasks, environmental designers have concerned themselves with developing
a design methodology focussed on environmental organization and map use.
Lynch [4] suggests that urban elements such as paths, landmarks, and districts
be used to divide the environment into smaller, clearly connected, more
manageable pieces. These pieces can then be directly encoded into a hierarchy
of spatial knowledge. Lynch also notes the importance of frequent directional
cues to orientation maintenance.
Passini [5] expands on these ideas applying them to architectural design.
A space should have a basic organizational principle behind it. For example,
Manhattan's streets are organized in a grid. We use this information directly
to structure spatial knowledge. Most importantly, a space must have in it
a number of "places" which are easily discernible to any wayfinder.
A "place" is most simply defined as a distinct, recognizable location
or region of a larger space. Passini also notes that if a map is to be used,
it should show the organizational principle of the space as well as the
design elements described by Lynch. The observer's position must always
be shown and Levine's forward-up principle must be adhered to.
PROPOSED WORK
Previously, a number of navigation aids were implemented and tested as to
their effect on subjects' ability to perform wayfinding tasks in virtual
worlds [6]. However, although the earlier study addressed the fundamental
issues of wayfinding, it did not culminate in a set of generalizable conclusions
founded on scientific research. Rather, it presented a number of alternative
cues and tools which were shown to improve subjects' performance. The objective
of this body of research is to expand on earlier work by examining what
environmental information is necessary for wayfinding tasks and to provide
generalizable principles as to how this information can be supplied.
An optimal exhaustive search requires that the navigator traverse the entire
space once (in the worst case). To facilitate this, there must be a method
of organizing the space to eliminate multiple passes or skipping entire
areas. A primed search, on the other hand, requires only that the navigator
know a path to the target. If movement is unrestricted (as it often is in
virtual worlds), the navigator need only know the direction and distance
to the target. Minimal configurational knowledge is required relating the
navigator's present position to the target's position. Lastly, exploration
is the basic task of spatial comprehension. Its objective is to develop
survey knowledge. Maps can be used and, similarly to naive searches, the
space should be explicitly organized.
These requirements lead to the conclusion that survey knowledge is the key
to successful wayfinding in any environment. Therefore, based on the literature
previously introduced, a set of design principles is presented for wayfinding
augmentations to virtual worlds which will facilitate survey knowledge acquisition.
Organizational principles are meant to provide the necessary structure by
which an observer can mentally organize the environment into a spatial hierarchy
capable of supporting wayfinding tasks. The basic principles are:
- Divide the large-scale world into distinct small parts, preserving
a sense of "place".
- Organize the small parts under a simple organizational principle.
- Provide frequent directional cues.
The importance of maps to spatial knowledge acquisition cannot be overlooked.
Ideally, this knowledge should be flexible, as if the observer had obtained
it from direct experience. Therefore, the design principles below are intended
to present spatial information in such a way as to produce a flexible, orientation-independent
representation of the environment. The basic principles of map design are:
- Show all organizational elements (paths, landmarks, districts, etc.)
and the organizational principle.
- Always show the observer's position.
- Orient the map with respect to the observer such that the forward-up
equivalence principle is accommodated.
An experiment will be conducted to evaluate the effectiveness of these principles
on wayfinding behavior. Each subject will be exposed to four treatments.
The first is the control treatment in which no wayfinding augmentations
are added to the environment. There is a treatment for map usage, one for
environmental organization, and one including both. Within each treatment,
the subject will perform a naive search, a primed search, and an exploratory
task. All trials will be videotaped. During task execution, subjects will
verbalize their spatial problem solving strategies. Execution time durations
will be recorded as well as the subjects' position and orientation throughout
the trial. At the conclusion of each trial, subjects will draw a sketch
map of the environment to the lowest level of detail possible. We expect
that task performance times will be significantly higher for the control
treatment as compared to the other treatments. Furthermore, the verbal protocol
analysis and map sketching exercise will show how the environment is mentally
organized and consequently, why performance times differed.
CONCLUSION
Environmental design principles based on spatial orientation theory can
be applied to virtual world design to build worlds in which wayfinding problems
are minimized.
ACKNOWLEDGEMENT
This research is being conducted through support by the Virtual Environment
Laboratory of the Tactical Electronic Warfare Division of the Naval Research
Laboratory in Washington, D.C.
REFERENCES
- Thorndyke, P.W. and S.E. Goldin, Spatial Learning and Reasoning Skill,
in Spatial Orientation: Theory, Research, and Application, H.L. Pick and
L.P. Acredolo, Editors. 1983, Plenum Press: New York. p. 195-217.
- Stevens, A. and P. Coupe, Distortions in Judged Spatial Relations.
Cognitive Psychology, 1978. 10: p. 422-437.
- Levine, M., I. Marchon, and G. Hanley, The Placement and Misplacement
of You-Are-Here Maps. Environment and Behavior, 1984. 16(2): p. 139-157.
- Lynch, K., The Image of the City. 1960, Cambridge: MIT Press. 194.
- Passini, R., Wayfinding in Architecture. 1984, New York: Van Nostrand
Reinhold Company Inc.
- Darken, R.P. and J.L. Sibert. A Toolset for Navigation in Virtual
Environments. in User Interface Software and Technology. 1993. Atlanta,
Ga.: ACM Press.
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