Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Treating Psychological and Physical Disorders with VR
IEEE Computer Graphics and Applications
Map Usage in Virtual Environments: Orientation Issues
VR '99 Proceedings of the IEEE Virtual Reality
IEEE Transactions on Visualization and Computer Graphics
Interpersonal Scenarios: Virtual \approx Real?
VR '06 Proceedings of the IEEE conference on Virtual Reality
Dynamic landmark placement as a navigation aid in virtual worlds
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Technical Section: Scaffolded learning with mixed reality
Computers and Graphics
A Virtual Peer for Investigating Social Influences on Children's Bicycling
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Measuring gaze depth with an eye tracker during stereoscopic display
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Comparison of eye movement metrics recorded at different sampling rates
Proceedings of the Symposium on Eye Tracking Research and Applications
Effect of visual cues on human performance in navigating through a virtual maze
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
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In an empirical evaluation, we examined participants' visual attention allocation to a dynamic wayfinding map in a complex simulation meant to educate medical practitioners in a hand hygiene protocol. Complex virtual environments (VEs) are novel types of virtual worlds that embody large spaces, interactive virtual humans, static and dynamic virtual entities, and intricate tasks that simulate real-world settings. Previous investigations of wayfinding aids have focused on the evaluation of spatial orientation, knowledge acquisition, and usage. We employed an eye tracker and created visualization tools to quantitatively and qualitatively analyze participants' visual attention to the wayfinding aid in our simulation. Results suggest that the proportion of time of gaze, total gaze count, and gaze transitions between various elements of the VE are altered with the use of the wayfinding aid. Participants also tend to employ innovative visual strategies in order to efficiently plan routes and accomplish tasks in the VE.