How to tell people where to go: comparing navigational aids
International Journal of Man-Machine Studies
A toolset for navigation in virtual environments
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Eye Tracking Methodology: Theory and Practice
Eye Tracking Methodology: Theory and Practice
The Gender Factor in Virtual Reality Navigation and Wayfinding
HICSS '03 Proceedings of the 36th Annual Hawaii International Conference on System Sciences (HICSS'03) - Track 4 - Volume 4
Map Usage in Virtual Environments: Orientation Issues
VR '99 Proceedings of the IEEE Virtual Reality
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
Visual attention to wayfinding aids in virtual environments
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Navigation in Virtual Environments (VEs) requires users to develop spatial knowledge of the environment primarily through visual cues provided to the user. Thus, the design and display of visual navigation cues is important for efficient navigation in a VE. In this paper, we report the results of an experiment in which three different visual cues were tested for their benefit toward users' navigation in a 3D virtual maze. The experiment varied the form of visual cue: a 2D map, a 2D map with a directionally ambiguous cue, and a 2D map with a directional cue. Eye tracking data was collected and analyzed to examine the correlation between the type of visual cue presented and the navigational efficiency of the user through the virtual maze. It was observed that the cue type affected performance of the participant in the 3D maze. The directional cue was most effective in the time taken by users to reach the center of the maze. Results of this study have implications for VE design as well as for game development.