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
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Understanding Computers and Cognition: A New Foundation for Design
Understanding Computers and Cognition: A New Foundation for Design
Ambiguity as a resource for design
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
Transcendent communication: location-based guidance for large-scale public spaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Battleship by foot: learning by designing a mixed reality game
Proceedings of the 3rd Australasian conference on Interactive entertainment
Proceedings of the 2006 international conference on Game research and development
Exploring terra incognita: wayfinding devices for games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
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We address inconsistencies in applying theory on landmarks recalled from familiar physical worlds to progressive wayfinding unfamiliar gameworlds in situ. We propose design tactics from theory derived from two separate "games" in unfamiliar physical terrain. Findings illustrate couplings between the terrain and players' spatial knowlege and global and situated wayfinding goals. Landmark recognisability is influenced by player's directly experienced or induced Point of View (POV) in mapping their spatial knowledge and the terrain. Our preliminary results in gameworlds suggest accommodating player's "natural" strategies in a rhetoric for place and wayfinding. This promotes "trajectory" and a player's appropriate induction of POV (e.g. in mappings between passive and active experiences).