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Wayfinding is the process through which a person moves from one location to another. The means however that each person utilizes to complete a wayfinding task are different depending on the person’s preferences, habits and characteristics. For a large number of people, using turn-by-turn directions with metric reference (in 30 meters turn left) is...
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Pedestrian Navigation with a Foot- mounted sensor is a common operation in indoor environments. The contribution in this paper is the step length estimation. The step lengths vary continuously according to the walking speed and walking frequency. In the general solution, the step length is modelled as a linear function in the regular gait in previo...
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Mobile navigation apps are among the most used mobile applications and are often used as a baseline to evaluate new mobile navigation technologies in field studies. As field studies often introduce external factors that are hard to control for, we investigate how pedestrian navigation methods can be evaluated in virtual reality (VR). We present a s...
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In recent years, there has been an increasing interest in the development of pedestrian navigation systems for satellite-denied scenarios. The popularization of smartphones and smartwatches is an interesting opportunity for reducing the infrastructure cost of the positioning systems. Nowadays, smartphones include inertial sensors that can be used i...
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Wireless signal strength is susceptible to the phenomena of interference, jumping, and instability, which often appear in the positioning results based on Wi-Fi field strength fingerprint database technology for indoor positioning. Therefore, a Wi-Fi and PDR (pedestrian dead reckoning) real-time fusion scheme is proposed in this paper to perform fu...

Citations

... Eye-tracking experiments in situ differ from those in the lab. Previous studies indicate that field-based experiments using a mobile eye-tracking system may encounter calibration failure [28,56]. Furthermore, a field experiment provides less control of the environment and exerts intensive data-processing workloads [54]. ...
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3D representations in applications that provide self-localization and orientation in wayfinding have become increasingly popular in recent years because of technical advances in the field. However, human factors have been largely ignored while designing 3D representations in support of pedestrian navigation. This exploratory study aims to explore gender effects on using 3D maps for spatial orientation. We designed a 3D map that combines salient 3D landmarks and 2D layouts, and evaluated gender differences in their performance during direction-pointing tasks by administrating an eye tracking experiment. The results indicate there was no significant overall gender difference on performance and visual attention. However, we observed that males using the 3D map paid more attention to landmarks in the environment and performed better than when using the conventional 2D map, whereas female performance did not show any significant difference between the two types of map usage. We also observed contrary gender differences in visual attention on landmarks between the 3D and 2D maps. While males fixated longer on landmarks than females when using the 3D map, females paid more visual attention to landmarks than males when using the 2D map. In addition, verbal protocols showed that males had more confidence while make decisions. These empirical results can be helpful in the design of map-based wayfinding enhancement tools.
... For pedestrian navigation, when users came to an unfamiliar area, they pass through several stages from the recognition area to arriving at the destination and they need different information at different stages. Delikostidis [11, 12], Elzakker et al [13], and Delikostidis et al [14] have determined four stages for pedestrian navigation by observing the behaviour of pedestrians (Figure 1). According to this approach, user wants to recognize environment in the first stage, then identify the destination. ...
... Then the first form of the mobile application was produced in the Java environment by using these data and the mobile application was named SelcukLBS. [12]) In this context, for the first stage (initial geo-identification) that is mentioned in the third section, the current position of the user on a north-up map that covers all the study area, the zoom in and zoom out properties, linear scale, compass property, which can be activated whenever the user wants, and the global landmarks, which are very important in perceiving the position of the user and his/her establishing a relationship between the real world and the map, are included in the application (Figure 2.a). At this point, the OSM 14 Zoom level, which covers the study area, was used. ...
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Orientation software produced today is generally designed for the navigation of cars. However, the navigation needs of pedestrians are different from those of drivers. The aim of this study is the design of a cartographic interface that supports the navigation of pedestrians in unfamiliar areas using landmarks and evaluation of this geo-mobile application by usability testing. In this study, an approach to landmark orientation based on the Voronoi diagram is proposed. Furthermore, the developed mobile application that uses this approach is explained in detail. The results of user tests are also given.
... In the field of geoinformatics and location-based services, more attention can be seen to be paid to the HCD approach (e.g. Delikostidis 2011, Haklay 2010, Ooms 2012, Schobesberger 2012, although mainly traditional usability-based methods are used and the potential end-users are mostly only invited to participate in usability tests of the prototypes. Utilising the HCD methods systematically in the entire life cycle of a map-based service is still rare, as has been noticed also by Nivala (2007). ...
Chapter
Sharing hyperlocal geospatial knowledge with one’s community may foster many positive outcomes, such as increasing a sense of community. However, much of this information travels by word of mouth and, therefore, does not reach everyone in time or even at all. We present the human-centred concept design process of #hylo, a geosocial network in which users can easily share personal, hyperlocal geospatial knowledge about their surroundings. Users may gain hyperlocal information of their own places, filtered with their own interests. We expect #hylo to increase (1) attachment to location, (2) interest in the area, and (3) social participation in local community. We explain the design process and show results from initial user studies that were encouraging, as the participants were interested in this kind of hyperlocal information and found it useful. Even those who are usually hesitant to post in social media, found this kind of community-focused, hyperlocal platform to be a pleasant place to share information.
... Similarly, Pinelo da Silva (2011) used mobile eye tracking to examine visual cognition and wayfinding in the city of London but no navigation aid was included. Delikostidis (2011) used eye tracking to examine pedestrian navigation systems during his experiments. He conducted a field study in an outdoor area showing different mobile map depictions. ...
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This article describes two user studies that evaluate different interface designs of indoor pedestrian navigation systems displaying landmarks. In particular, very reduced and abstract interfaces only showing route segments and landmarks are compared to depictions additionally showing floor plans. For this purpose, not only the time it took the participants to fulfill the task, but also eye-tracking data were analyzed. The first experiment (N = 81) was carried out with a smartphone. In the second study (N = 69), a device with a bigger screen was used so that gazes on different screen elements could be analyzed. Results show that the participants reach their destination faster with the abstract interface and, moreover, spend less visual attention on this interface.
... Örneğin, Elzakker ve diğerleri [27] mobil haritaların kullanılabilirliğini test etmek için, nitel yöntemlerden gözlem, sesli düşünme, eş zamanlı ses ve görüntü kaydı, ekran hareketlerinin kaydı ve test sonrası görüşme yöntemlerinin kombinasyonunu kullanmıştır ve yürütülen testler sonucunda genelleştirmenin kullanılabilirlikte en etkili faktör olduğu sonucuna varmıştır. Benzer şekilde, literatürde, yaya navigasyon sistemlerinin geliştirilmesi, [28] bu sistemlerin kullanılabilirliğinin artırılması [29] ve buna ilişkin problemlere çözüm üretilmesi [30] amacıyla gerçekleştirilen kullanılabilirlik çalışmaları da yer almaktadır. ...
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Neurocognitive Methods for Cartographic Usability Research Implementation of cognitive theory and methods with the aim of understanding maps and cognitive process is the main subject of cognitive cartography. User behaviors when interacting with a cartographic visualization, spatial perception and cognitive procedures can be determined by usability evaluation. The findings of usability tests must be considered as preliminary criteria to achieve a better user-centered design (UCD). Usability methods can be categorized as qualitative and quantitative. Eye tracking -which is one of the most widely used quantitative methods- and fMRI (functional magnetic resonance imaging) -which is used very rare for cartographic purposes- provide significant findings to usability analysis, because they facilitate neurocognitive meausurement and evaluation. Hence, similar to fMRI, EEG (electroencephalogram) method -which enables measuring and evaluation of brain activities- can also be integrated to usability research. This study aims to review cartographic usability research methods and introduce both existing and potential contribution of neuroscience to usability research and UCD. On the other hand, this study emphasize the necessity of working with medical doctors in a new research area, as well as geomatics engineers collaborate with several other disciplines in various fields due to the developments in GIS. Keywords: Usability research, User tests, Cognitive cartography, Spatial cognition, Neuroscience methods, Eye tracking, fMRI, EEG
... Considering that conducting eye tracking experiments in the field provides less control of the environment and may encounter technical problems in calibration (Delikostidis 2011;Delikostidis and van Elzakker 2009;Kiefer et al. 2014), we decided to adopt an indoor setting to conduct the experiment. Compared to outdoor environment, indoor settings can provide participants with a silent, distraction-free environment to accomplish tasks. ...
Article
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Despite the now-ubiquitous two-dimensional (2D) maps, photorealistic three-dimensional (3D) representations of cities (e.g., Google Earth) have gained much attention by scientists and public users as another option. However, there is no consistent evidence on the influences of 3D photorealism on pedestrian navigation. Whether 3D photorealism can communicate cartographic information for navigation with higher effectiveness and efficiency and lower cognitive workload compared to the traditional symbolic 2D maps remains unknown. This study aims to explore whether the photorealistic 3D representation can facilitate processes of map reading and navigation in digital environments using a lab-based eye tracking approach. Here we show the differences of symbolic 2D maps versus photorealistic 3D representations depending on users’ eye-movement and navigation behaviour data. We found that the participants using the 3D representation were less effective, less efficient and were required higher cognitive workload than using the 2D map for map reading. However, participants using the 3D representation performed more efficiently in self-localization and orientation at the complex decision points. The empirical results can be helpful to improve the usability of pedestrian navigation maps in future designs.
... Considering that conducting eye tracking experiments in the field provides less control of the environment and may encounter technical problems in calibration (Delikostidis 2011;Delikostidis and van Elzakker 2009;Kiefer et al. 2014), we decided to adopt an indoor setting to conduct the experiment. Compared to outdoor environment, indoor settings can provide participants with a silent, distraction-free environment to accomplish tasks. ...
Article
Despite the now-ubiquitous two-dimensional (2D) maps, photorealistic three-dimensional (3D) representations of cities (e.g., Google Earth) have gained much attention by scientists and public users as another option. However, there is no consistent evidence on the influences of 3D photorealism on pedestrian navigation. Whether 3D photorealism can communicate cartographic information for navigation with higher effectiveness and efficiency and lower cognitive workload compared to the traditional symbolic 2D maps remains unknown. This study aims to explore whether the photorealistic 3D representation can facilitate processes of map reading and navigation in digital environments using a lab-based eye tracking approach. Here we show the differences of symbolic 2D maps versus photorealistic 3D representations depending on users’ eye-movement and navigation behaviour data. We found that the participants using the 3D representation were less effective, less efficient and were required higher cognitive workload than using the 2D map for map reading. However, participants using the 3D representation performed more efficiently in self-localization and orientation at the complex decision points. The empirical results can be helpful to improve the usability of pedestrian navigation maps in future designs.
... Although field studies get much closer to the real-life environment of using maps for navigation, there are disadvantages and difficulties in conducting experiments in the field (Delikostidis 2011;Delikostidis and Van Elzakker 2009;Kiefer, Giannopoulos, and Raubal 2014) such as apparatus and technical problems (e.g. battery conditions, inaccuracy of positioning (GPS), etc.), complex environments (e.g. ...
Article
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Despite the now-ubiquitous two-dimensional (2D) electronic maps, three-dimensional (3D) globe viewers, or 3D geo-browsers such as Google Earth and NASA World Wind have gained much attention. However, the effect of such interactive 3D geo-browsers on spatial knowledge acquisition and decision-making is not well known. This study aims to explore the potential benefits of using interactive 3D geo-browsers in three processes of pedestrian navigation (self-localization, spatial knowledge acquisition, and decision-making) in digital environments. We employed eye tracking to show differences of visual attention in pedestrian navigation between a 2D map (Google Map) and a 3D geo-browser (Google Earth). The results indicated that benefits and drawbacks of 3D representations are task dependent. Participants using the 3D geo-browser had an extensively visual search resulting in significantly longer response time than the 2D participants for spatial knowledge acquisition, whereas 3D users performed a more efficient visual search and resulted in a better navigation performance at complex decision points. We speculate that the inefficient knowledge acquisition when using the 3D geo-browser was most probably due to information overload and obstructed views. Landmarks in photorealistic 3D models assisted recall of spatial knowledge from mental maps, which contributed to efficient decision-making at a complex turning point. These empirical results can be helpful to improve the usability of pedestrian navigation systems.
... The aim of the pre-experimental questionnaire was to enrich the general profile of each TP and the thinking aloud method was selected to reveal TPs' thoughts, reasoning behind their acts and causes of confusion. Through the questionnaire, it was also made possible to get an overview of how the TPs normally use and combine different information sources when trying to orient themselves and navigate (Delikostidis 2011). This revealed quite useful indications. ...
Article
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This article presents an overview of a research project focusing on improving the usability of pedestrian navigation systems by following a User-Centered Design (UCD) approach. One of the main problems with those systems is how to adequately support and enhance the spatial interactions of a traveler to new urban areas, which is crucial for successful self-orienting and wayfinding. The methodology employed allows for conceptualizing, implementing and evaluating research prototypes that aim to satisfy the special user requirements. Outlined in this article are the techniques designed and integrated in the developed prototype, the methods used for their evaluation through field-based studies and the challenges encountered during this process. New techniques with a measurable impact on the effectiveness, efficiency and satisfaction of navigation were tested and found to dramatically enhance the sense of personal geo-identification in new places. Examples of those techniques are landmark visibility indication, multi-path routing based on time availability, multi-perspective landmark photos and reverse overview + detail maps. Overall, the outcomes of this research verify the capacity of UCD to help overcoming current usability issues with pedestrian navigation systems. By demonstrating an effective UCD methodology and discussing the lessons learned, we intend to aid the development of next generation navigation appliances.
... Pinelo Silva followed a different approach and manually coded the videos. Delikostidis (2011) considered mobile eye tracking as part of a usability methodology for pedestrian navigation systems. Among other questions, he was interested in whether a pedestrian navigation system supports the user in matching the spatial representation on the device with her mental map of the environment (which he calls "geo-identification"). ...
Article
Self-localization is the process of identifying one’s current position on a map, and it is a crucial part of any wayfinding process. During self-localization the wayfinder matches visually perceptible features of the environment, such as landmarks, with map symbols to constrain potential locations on the map. The success of this visual matching process constitutes an important factor for the success of self-localization. In this research we aim at observing the visual matching process between environment and map during self-localization with real-world mobile eye tracking. We report on one orientation and one self-localization experiment, both in an outdoor urban environment. The gaze data collected during the experiments show that successful participants put significantly more visual attention to those symbols on the map that were helpful in the given situation than unsuccessful participants. A sequence analysis revealed that they also had significantly more switches of visual attention between map symbols and their corresponding landmarks in the environment, which suggests they were following a more effective self-localization strategy.