A virtual environment for conceptual design in architecture
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
Navigation aids for multi-floor virtual buildings: a comparative evaluation of two approaches
Proceedings of the ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments
Design and Evaluation of a Real-World Virtual Environment for Architecture and Urban Planning
Presence: Teleoperators and Virtual Environments
Learning with Virtual Verbal Displays: Effects of Interface Fidelity on Cognitive Map Development
Proceedings of the international conference on Spatial Cognition VI: Learning, Reasoning, and Talking about Space
Emerging Web Graphics Standards and Technologies
IEEE Computer Graphics and Applications
Do we need to walk for effective virtual reality navigation? physical rotations alone may suffice
SC'10 Proceedings of the 7th international conference on Spatial cognition
VR '12 Proceedings of the 2012 IEEE Virtual Reality
SC'12 Proceedings of the 2012 international conference on Spatial Cognition VIII
The effects of 2D and 3D maps on learning virtual multi-level indoor environments
Proceedings of the 1st ACM SIGSPATIAL International Workshop on MapInteraction
The effects of 2D and 3D maps on learning virtual multi-level indoor environments
Proceedings of the 1st ACM SIGSPATIAL International Workshop on MapInteraction
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The goal of this study was to investigate how the immersion level of virtual environments (HMD vs. desktop) and rotation method (physical vs. imagined) affects wayfinding performance in multi-story virtual buildings and the development of multi-level cognitive maps. Twelve participants learned multi-level virtual buildings using three VE conditions (physical rotation HMD, physical rotation desktop and imagined rotation desktop). They were then tested on four cross-level tasks, including: pointing, route navigation, vertical navigation, and paper-based drilling. Results showed that performance on between-floor trials was reliably worse than for within-floor trials and that this difference was neither improved by the level of immersion of the display nor the rotation behavior used during navigation. Our data suggest that increasing the fidelity of these interface variables does not yield more accurate development of multi-level cognitive maps. Indeed, multi-level indoor wayfinding performance was as effective with the simplest and least expensive desktop display based purely on joystick navigation as the more complex VE platforms. These findings show that spatial cognition research in multi-level virtual buildings need not be limited to immersive VEs with physical body rotation which require considerable equipment cost and increased technical complexity.