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dc.contributor.authorGoupil, Vincenten_US
dc.contributor.authorArnaldi, Brunoen_US
dc.contributor.authorArgelaguet, Ferranen_US
dc.contributor.authorMichaud, Anne-Solèneen_US
dc.contributor.authorGouranton, Valérieen_US
dc.contributor.editorJean-Marie Normanden_US
dc.contributor.editorMaki Sugimotoen_US
dc.contributor.editorVeronica Sundstedten_US
dc.date.accessioned2023-12-04T15:43:30Z
dc.date.available2023-12-04T15:43:30Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-218-9
dc.identifier.issn1727-530X
dc.identifier.urihttps://doi.org/10.2312/egve.20231322
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20231322
dc.description.abstractSignage is an essential element in finding one's way and avoiding getting lost in open and indoor environments. Yet, designing an effective signage system for a complex structure remains a challenge, as some buildings may need to communicate a lot of information in a minimum amount of space. Virtual reality (VR) provides a new way of studying human wayfinding behaviour, offering a flexible and cost-effective platform for assessing the efficiency of signage, especially during the design phase of a building. However, it is not yet clear whether wayfinding behaviour and signage interpretation differ between reality and virtual reality. We conducted a wayfinding experiment using signage with 20 participants who performed a series of tasks in virtual and real conditions. Participants were video-recorded in both conditions. In addition, oral feedback and post-experiment questionnaires were collected as supplementary data. The aim of this study was to investigate the wayfinding behaviour of a user using signs in an unfamiliar real and virtual environment. The results of the experiment showed a similarity in behaviour between both environments; regardless of the order of passage and the environment, participants required less time to complete the task during the second run by reducing their mistakes and learning from their first run.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Human-centered computing → Virtual reality; User centered design; Computing methodologies → Virtual reality
dc.subjectHuman
dc.subjectcentered computing → Virtual reality
dc.subjectUser centered design
dc.subjectComputing methodologies → Virtual reality
dc.titleCan You Find Your Way? Comparing Wayfinding Behaviour Between Reality and Virtual Realityen_US
dc.description.seriesinformationICAT-EGVE 2023 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.description.sectionheadersVisualization and Navigation
dc.identifier.doi10.2312/egve.20231322
dc.identifier.pages141-150
dc.identifier.pages10 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License