VR Narrative : Static and Digital Wayfinding Systems Theory 02:06

Wayfinding Perspectives : Static and Digital Wayfinding Systems : Can  wayfinding symbiosis be achieved ?

http://www.open-access.bcu.ac.uk/5125/1/01WayfindingBook%20Chapter-ColetteJeffrey.pdf

The author begins by introducing the main thrust of the paper. She explains that the text will explore how people navigate natural and built environments with static and digital systems. The paper refers to environments that include land, sea, sky and virtual worlds with features such as landmarks, artworks and ‘the sense of direction’. She also refers to tools such as maps, journey planning websites and spoken directions.

She begins by defining a general definition of ‘wayfinding’ as human navigation where information is used to guide orientate and inform but then continues to explore multidisciplinary research at the intersection between Design, Neuro-science, biology, cognitive science, computer science and geography where definitions can differ.

The author offers various definitions of ‘wayfinding’ as a spatial problem solving process:

  • Decision making – decision executing – information processing      Arthur and Passini 
  • Decision making processes – memory processes – learning processes – planning processes Wiener et Elm 2009, 6. 
  • Knowing where you are – knowing your destination – knowing and following the best route – recognising destination on arrival – finding the back out. Carpman and Grow, 1993
  • Seek – Decide – Move / Search – Decision – Motion Mollerup 2013, 2
She goes on to discuss cognitive mapping in rats, insects, birds and humans. 
The author discusses the different terms used to describe the ‘wayfinding’ in different disciplines for which 22 alternative terms were identified. These included cognitive maps, spatial memory, spatial representations and mental maps. 
She then goes on to propose that human navigation is a momentary, egocentric decision making process which is limited by the environmental information they can capture. This may be done by mental mapping which includes paths, edges, districts, nodes and landmarks (Lynch) and connector, district, landmark and street models (Gibson) 
Interestingly, the author presents research that proposes that humans follow visible paths, streets and corridors but only memorise decision points, turns and nodes and that other than these, humans go straight head so as to reduce the cognitive load. 
Reflection
  • How will this research inform the navigation of my VR Narrative environment?
  • How will I guide – orientate and inform the participants ? 
  • Compare the proposed concept with current market in terms of structure. 
I am currently conducting practice-based experiments which engage with ‘wayfinding’ in VR Narrative media. Using Unity, I am investigating how I might influence a participants behaviour through the use of lighting, materiality and sound rather than spoken narration and graphical signage. 

VR Narrative : Static and Digital Wayfinding Systems Theory 02:06

Wayfinding Perspectives : Static and Digital Wayfinding Systems : Can  wayfinding symbiosis be achieved ?

http://www.open-access.bcu.ac.uk/5125/1/01WayfindingBook%20Chapter-ColetteJeffrey.pdf

The author begins by introducing the main thrust of the paper. She explains that the text will explore how people navigate natural and built environments with static and digital systems. The paper refers to environments that include land, sea, sky and virtual worlds with features such as landmarks, artworks and ‘the sense of direction’. She also refers to tools such as maps, journey planning websites and spoken directions.

She begins by defining a general definition of ‘wayfinding’ as human navigation where information is used to guide orientate and inform but then continues to explore multidisciplinary research at the intersection between Design, Neuro-science, biology, cognitive science, computer science and geography where definitions can differ.

The author offers various definitions of ‘wayfinding’ as a spatial problem solving process:

  • Decision making – decision executing – information processing      Arthur and Passini 
  • Decision making processes – memory processes – learning processes – planning processes Wiener et Elm 2009, 6. 
  • Knowing where you are – knowing your destination – knowing and following the best route – recognising destination on arrival – finding the back out. Carpman and Grow, 1993
  • Seek – Decide – Move / Search – Decision – Motion Mollerup 2013, 2
She goes on to discuss cognitive mapping in rats, insects, birds and humans. 
The author discusses the different terms used to describe the ‘wayfinding’ in different disciplines for which 22 alternative terms were identified. These included cognitive maps, spatial memory, spatial representations and mental maps. 
She then goes on to propose that human navigation is a momentary, egocentric decision making process which is limited by the environmental information they can capture. This may be done by mental mapping which includes paths, edges, districts, nodes and landmarks (Lynch) and connector, district, landmark and street models (Gibson) 
Interestingly, the author presents research that proposes that humans follow visible paths, streets and corridors but only memorise decision points, turns and nodes and that other than these, humans go straight head so as to reduce the cognitive load. 
Reflection
  • How will this research inform the navigation of my VR Narrative environment?
  • How will I guide – orientate and inform the participants ? 
  • Compare the proposed concept with current market in terms of structure. 
I am currently conducting practice-based experiments which engage with ‘wayfinding’ in VR Narrative media. Using Unity, I am investigating how I might influence a participants behaviour through the use of lighting, materiality and sound rather than spoken narration and graphical signage.