Understanding computers and cognition
Understanding computers and cognition
Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Design guidelines for landmarks to support navigation in virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Enriching Wayfinding Instructions with Local Landmarks
GIScience '02 Proceedings of the Second International Conference on Geographic Information Science
Pedestrian navigation aids: information requirements and design implications
Personal and Ubiquitous Computing
Designing a multimedia conversation aid for reminiscence therapy in dementia care environments
CHI '04 Extended Abstracts on Human Factors in Computing Systems
"Make it through with another point of view": landmarks to wayfind in gameworld
Proceedings of the second Australasian conference on Interactive entertainment
Japanese landscape and my environmental design
APVis '06 Proceedings of the 2006 Asia-Pacific Symposium on Information Visualisation - Volume 60
Learning from insects?: towards supporting reflective exploration of unfamiliar areas of interest
CHINZ '06 Proceedings of the 7th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: design centered HCI
Architecture, space and gameplay in World of Warcraft and Battle for Middle Earth 2
Proceedings of the 2006 international conference on Game research and development
Where are my legs?: embodiment gaps in avatars
Proceedings of the 2006 international conference on Game research and development
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
The territory is the map: exploring the use of landmarks in situ to inform mobile guide design
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
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The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative affects of disorientation or the conspicuous application of architectural principles known to support wayfinding. We use a novel device, inspired by insect navigation, to examine players' situated acquisition of spatial knowledge to enable them return to the origin of their route while they explore an unfamiliar, synthetic natural world. We describe qualitative and quantitative data on player behaviour and distill themes to inform subsequent designs to assist players fulfillment when exploring settings and interpreting them spatially.