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1.
研究影响寻路行为的人为因素,对于提升智能导航服务的用户体验具有重要意义。从心理旋转、抽象推理、空间短时记忆和空间感知4种能力出发,设计空间认知对照实验,探究空间认知能力与寻路绩效之间的相关性。研究结果表明:(1)4种空间认知能力之间弱相关,且按空间尺度部分分离。相同尺度空间的认知能力,即心理旋转能力和抽象推理能力、短时记忆能力和空间感知能力的相关性较强,不同尺度空间的认知能力相关性较弱。(2)心理旋转能力和抽象推理能力对寻路绩效有较高的拟合显著性水平。考虑多因素联合作用,虚拟场景中,心理旋转能力对寻路绩效影响最大,空间感知能力影响最小;真实场景中,空间感知能力对寻路绩效影响最大,短时记忆能力影响最小。(3)寻路表现具有显著的场景效应,在虚拟和真实场景中各项能力因子对寻路绩效拟合的决定系数明显不同。该研究结果为基于虚拟场景的行人导航研究的有效性提供了实证参考,也可为设计顾及人因的导航服务提供依据。  相似文献   

2.
Virtual environments and related technology generate interest and excitement. Their power is strengthened with empirical evidence of their utility for scientific inquiry and decision-making. This paper reports on a study to evaluate the effectiveness of virtual environment (VE) presentations about issues typical of those facing decision makers in a rapidly growing urban area. The presentations consisted of the explanation and visualization of two phenomena—groundwater overdraft and the urban heat island. The virtual environment utilized in this study, Arizona State University's Decision Theater, is purported to help policy makers and the larger community visualize complex model output and make decisions about scientific issues. To begin to assess these claims, we carried out a user test during which a group of research participants were given two surveys, one before the presentations, to determine a priori understanding, and a second afterwards, with the same questions. This methodology allowed us to carry out within-subjects tests concerning contrasting phenomena, in order to assess two primary hypotheses: (1) knowledge and perceptions of environmental phenomena will change after the viewing, and (2) understanding will vary based on the phenomena in the presentations. Our analysis shows at least some level of support for the hypotheses, with evidence that the virtual environment positively influenced understanding, and that there may be important differences in insight generation based on characteristics of the phenomena represented. Finally, we outline critical areas of future research to further knowledge about the impact of visual VE settings on understanding and decision making.  相似文献   

3.
Abstract

This paper contributes to debates in the emerging field of cinematic cartography () by exploring the ways in which strategies of digital cinemapping can function as tools of critical spatial practice and urban wayfinding. More specifically, the paper considers the scope for digital video technologies to reshape, contest and ‘ground’ spaces of urban representation and the ‘spatial stories’ these bring into play. Basing my analysis on the mediation of the events surrounding the abduction and murder of the 2-year-old boy James Bulger in 1993, I examine the case as a constellation of spatial narratives within which I weave my own spatial story in the form of a video mapping of the abduction route (in Bootle near Liverpool) and the responses and issues this further mediation has provoked. Methodological reflections on the map-making process are discussed alongside narratives generated by the video on YouTube. The paper argues that, by adopting practices of wayfinding, and by being critically attentive to the ways in which film and video-making practices are also spatial practices, moving image cartographies can provide insights into lived and embedded spaces of memory, and the hidden or muted spatial stories to which they play host.  相似文献   

4.
城市概念设计是城市规划的指导思想和理念,面向城市概念设计的虚拟城市系统可以采用逼真生动的虚拟场景预演其理念特征,帮助设计师对设计理念进行正确评估.以四川资阳场景为试验区域,设计了支持城市概念设计的虚拟城市系统,并构建了虚拟城市景观模型库.  相似文献   

5.
ABSTRACT

In this paper, we propose a method to regenerate Rational Polynomial Coefficients (RPCs) using KOMPSAT-3A imagery and to reduce the geolocation error using minimum ground control points (GCPs). To estimate the new RPCs, the physical sensor model fitted to KOMPSAT-3A imagery was utilized and virtual GCPs over the study area were created. The size of the virtual grid used was 20x20x20. To remove the sensor-related errors in physical sensor model, three different image correction models (image coordinate translation model, shift and drift model, and affine transformation model) were additionally applied. We evaluated our proposed method in two areas within Korea, one in urban (Seoul) and one in rural (Goheung) areas. The results showed that there was a significant improvement after applying the suggested approach in the two areas. The image coordinate translation model is suggested in terms of GCP requirement and expected errors estimated from the error propagation analysis using Gauss–Markov Model (GMM).  相似文献   

6.
During the last six decades, Kuwait has experienced rapid and unprecedented population growth with only a small increase in the urban areas. The alarming rise in urban density in Kuwait has caused issues for the residents' lifestyles, the economy and the environment. These issues have been aggravated by urban planning which perpetuated a city‐centric urban form without modelling the impacts of current patterns of urban growth. A spatial model using Agent Based Modelling (ABM) and Geographical Information Systems (GIS) is proposed to model disaggregate future changes in land‐use patterns given forecast population estimates and planning policies. The two main impacts considered are housing shortage and traffic congestion, as these are the two most significant social impacts for Kuwaitis. This article discusses the design methodology and parameterization of the ABM and the agent groups. It characterizes urban growth by rules for different citizen groups, historical growth patterns and the influence of decision‐makers. The model is validated against data for the period 1995‐2015 and simulations run to 2050; the results predict that continued city‐centric growth will aggravate the problems, with more than 50% increase in housing shortage and congestion unless the government intervenes to rectify the situation.  相似文献   

7.
Abstract

Urban integration is an increasingly popular phenomenon. It is important to characterize the dynamic processes of urban integration from the perspective of geography. However, previous studies mainly focussed on the overall characteristics of a single entity and failed to consider inter-city influences. Therefore, this study aims to systematically investigate this phenomenon. Firstly, spatial clustering technique and landscape metric were used to analyze the temporal change of spatial layout. Secondly, we built multiple ring buffers of city boundary to reveal the directional differences in urban expansion. Lastly, we compared the observed land use data with the results simulated by cellular automata model. These experiments have shown that the urban expansion characteristics during the urban integration process are rather different from those of a single city, and the above methodology can effectively characterize the urban integration phenomenon. The successful example of Guangzhou–Foshan integration could also provide practical experience for other similar attempts.  相似文献   

8.
Self‐localization is the process of identifying one's current position on a map, and it is a crucial part of any wayfinding process. During self‐localization the wayfinder matches visually perceptible features of the environment, such as landmarks, with map symbols to constrain potential locations on the map. The success of this visual matching process constitutes an important factor for the success of self‐localization. In this research we aim at observing the visual matching process between environment and map during self‐localization with real‐world mobile eye tracking. We report on one orientation and one self‐localization experiment, both in an outdoor urban environment. The gaze data collected during the experiments show that successful participants put significantly more visual attention to those symbols on the map that were helpful in the given situation than unsuccessful participants. A sequence analysis revealed that they also had significantly more switches of visual attention between map symbols and their corresponding landmarks in the environment, which suggests they were following a more effective self‐localization strategy.  相似文献   

9.
Various network model creation algorithms have been introduced to demonstrate a better approximation of the actual walking pattern and to provide a better wayfinding guide. However, it is under‐investigated which algorithm creates the most appropriate indoor navigation network model in the context of wayfinding applications. Due to the lack of discussion, some studies unconsciously extended an algorithm designed for creating an outdoor navigation network model to indoor space applications. This is problematic because indoor space has different spatial contexts from outdoor space, such as non‐linear space and no‐designated walking space. Our solution is to select five well‐known algorithms that have been introduced, to reproduce the algorithm for the automated construction of the indoor navigation network model, and to evaluate the applicability of algorithms for indoor wayfinding applications. This article compares the quality of wayfinding results from the output of the indoor navigation network model against two criteria: route efficiency (i.e., length) and route simplicity (i.e., number of directions). Our statistical analysis illustrates that the visibility graph algorithm is the most appropriate for indoor wayfinding applications.  相似文献   

10.
Abstract

Urban growth boundary (UGB) is a regulatory measure of local government for delineating limits of urban growth over a period of time. Land within the UGB allows urban development, while the land outside of this boundary remains primarily non-urban. The increasing popularity of UGB demands an easy and effective method to design this boundary. This article introduces a new concept, Ideal Urban Radial Proximity (IURP), to designate a spatial UGB using geoinformatics in the digital environment. The Kolkata urban agglomeration was considered to demonstrate this model. Remotely sensed imageries of three temporal instants (years 1975, 1990 and 2005) were considered to determine the information on urban extent and growth of the city. These data were then used as inputs to model the UGB for the years 2020 and 2035. The proposed model discourages scattered development and increase in urban growth rate. It preserves urban vegetation, water bodies and any other important non-urban areas within the inner city space. The IURP concept will also be useful to make the cities circular and polycentric urban blobs into a monocentric tract. Apart from the proposed model and derived results, this research also proves the potential of geoinformatics in modelling a UGB.  相似文献   

11.
虚拟现实(virtual reality,VR)环境中,移动导航地图设计的空间认知要素是影响用户导航绩效的重要因素。借鉴现实环境中移动城市导航地图设计原则,将空间认知要素分为有、无空间认知价值两种,引入VR环境,探究不同搜索任务中两种要素对导航绩效的影响,并分析性别及被试空间认知能力差异造成的效果差别,以期提出VR环境中移动城市导航地图的界面设计原则。研究结果表明,与现实环境一致,VR移动城市导航地图设计中,有、无空间认知价值的要素存在差异,有空间认知价值的要素可显著提高被试导航绩效;在目标搜索任务中,被试性别存在差异,男性被试使用无空间认知价值的实验地图导航绩效显著高于女性;被试在空间认知能力上不存在差异。该研究结果可为VR移动导航地图的界面设计提供依据。  相似文献   

12.
Abstract

A pictorial navigation display for aircraft is described, in which the aircraft's ground position and track are continuously displayed, superimposed on the projected image in colour of a topographical map stored on microfilm. The microphotographic technique developed for preparation of the map films is also described. A navigation display of this type will be incorporated in the prototype Concorde supersonic airliner.  相似文献   

13.
In light of the many improvements within 3D urban modeling and Location‐Based Services, this article provides a timely review of the state‐of‐the‐art on integrating indoor and outdoor spaces in pedestrian navigation guidance aids. With people moving seamlessly between buildings and surrounding areas, navigation guidance tools should extend from merely outdoor or indoor guidance, to provide support in the combined indoor‐outdoor context. This article first examines the challenges and complexities of integrating indoor and outdoor spaces into a single navigation system. Next, by using objective selection criteria, 36 relevant studies were withheld and further reviewed on their specific developments in data model requirements, and algorithmic and context support for integrated IO navigation systems. This review shows that the challenges of dealing with both indoor and outdoor space structures, while taking into account pedestrian's freer use of space, currently complicate the proposition of a unified IO space concept for navigation. However, there are some ongoing developments (e.g. context definitions, algorithmic extensions, increased data availability, growing awareness of pedestrians’ perception during wayfinding) that will help to bring outdoor and indoor spaces closer together in the realm of combined geospatial analysis.  相似文献   

14.
Abstract

Navigation around urban areas is often constraining for the mobility-impaired due to the fabric of the urban landscape, and there is a need to provide maps tailored to individual abilities. Barriers to effective navigation, such as slope, surface type and dropped kerbs, differ for able-bodied pedestrians and wheelchair users. This study identifies and quantifies such differences, and develops a Geographical Information Systems (GIS) network model for the creation of accessibility maps for wheelchair users. The measurement of barriers uses Digital Elevation Models, calculation of rolling resistance, and surveys in the field using hand-held GIS. A spatial database has been constructed which contains the pedestrian route network and barriers to navigation. A GIS application runs the model, providing a user-friendly interface to define and calculate routes through the pedestrian route network that take account of impedances to accessibility. The model, application and interface has been tested with wheelchair users and the route selection provides a good correspondence with patterns of route finding already established through experience. The interface and individually tailored maps generated, provide a tool suitable to assist wheelchair users new to an area; to enable better navigation for existing users, and a means for planners to consider the way in which access is restricted for wheelchair users in their designs for more inclusive urban environments.  相似文献   

15.
While finding the optimal route for users with physical disabilities and personalizing routes for each user, on the one hand, and collaborative wayfinding, on the other hand, have been addressed in the pedestrian navigation systems literature, there has not been much research on combining the two activities. The problem associated with wayfinding approaches solely based on information about network segments and personal preferences is that the information about segments in the database may not, correctly and/or adequately address user preferences. The problem associated with wayfinding approaches solely based on the ratings given to routes by wheelchair users is the lack of rates (or scores) for all possible routes between all possible origin‐destination pairs in the network. This article discusses an approach to combine these two approaches for wayfinding to augment each other's shortcomings. To evaluate the personalized wayfinding approach, we utilize a route index, called a comparison index. The results show that with a P‐value of 9%, the routes obtained from our approach are more accessible than the routes obtained from another approach developed in another study. To evaluate the collaborative wayfinding approach, a Monte Carlo simulation was conducted which reflects the updates in routes as users' feedbacks become available.  相似文献   

16.
《The Cartographic journal》2013,50(3):265-268
Abstract

A main component of an Intelligent Transport System (ITS) is the navigation system to be used in the 'intelligent' vehicle. In fact, driving a vehicle is a complex task as the driver has to control the vehicle as well as make decisions about getting to his/her destination. Too much information on the map (i.e. a complex map) would confuse the driver, while too little information would not be sufficient for the user to compare with the actual environment. Sufficient information but poorly presented would also result in confusion.

This paper reports on a study of the design of dynamic maps for land vehicle navigation through an investigation of different designs with different levels of information contents and visual effects using various dynamic variables. Different colours were assigned to the road and building names according to the position of the vehicle, and blinking symbols were used to indicate direction restrictions. Also, a set of maps with different degrees of complexity was designed such that the users would be provided with different levels of contents and representation by zooming in and out. The effectiveness of the design was investigated in the map evaluation process.  相似文献   

17.
用路途全景图增强地理信息系统的可视性   总被引:6,自引:0,他引:6  
郑绛宇 《遥感学报》2006,10(3):397-408
介绍了用路途全景图(Route panorama)组成道路网并融入地理信息系统的研究成果.为提供比道路地图更为详尽的景观信息,本文用路途全景图建立了一个可漫步的虚拟城市.路途全景图具有数据量小,形式连续,街道覆盖完全,高效采集和易于扩充等特色,可作为一个沿街建筑物和设施的图像索引.研究了获取街道景观的扫描系统,对一市区街道进行完全扫描,并对路途全景图进行信息检索.与利用3维图形建立城市模型相比,路途全景图能在因特网上实时传送,并在大区域内作连续的可视导航.其结果可应用于虚拟旅行、城市导引、历史研究、古迹保护、风土和生活方式记录以及灾害应急控制等.  相似文献   

18.
Abstract

</p>Gamepads and joysticks have the potential to improve spatial navigation in virtual globes, block diagrams and 2D maps. Digital school atlases, in particular, can become more engaging if support for gamepads and joysticks is added, as children and adolescents are very proficient at using these devices. The fusion of gaming devices and interactive school atlases offers interesting new use cases: teachers can control a digital wall map with a remote-control gamepad while lecturing from the front of the classroom, or students can explore maps on their personal computers using an enticing way to interact. This paper presents these use cases, the characteristics of the most common gaming devices, and discusses spatial navigation with gamepads and joysticks for globes, block diagrams and 2D maps. The ideas presented originated from the ongoing development of a new, interactive version of the Swiss World Atlas for schools.  <a href="relate_search.aspx?pcid=E62459D214FD64A3C8082E4ED1ABABED5711027BBBDDD35B&cid=A41A70F4AB56AB1B&aid=5A172168B32099AE544AB8BD3EC6ADF4&language=1" target="_blank">相似文献</a>    </div> <div><br></div> <div class="clear"></div> </div> <div class="clear"></div> </div> <div class="search_article"> <div class="search_articleleft">19.</div> <div class="search_articleright"> <div> <a class="a1" href="view_abstract.aspx?pcid=E62459D214FD64A3C8082E4ED1ABABED5711027BBBDDD35B&cid=A41A70F4AB56AB1B&jid=1EAFE3E626147FFD99DAD0378F9E1890&aid=26AAC6900D0B8A11661689B17F4C97D8&yid=FF7AA908D58E97FA&vid=771152D1ADC1C0EB&iid=E158A972A605785F&sid=F7BB24011DC0D223&eid=315A3D008C6ECFC8&referenced_num=" target="_blank">Comparative Study of Stereoscopic Techniques Applied to a Virtual Globe</a>   <em><strong></strong></em>   </div> <div> <a class="a2" href="#">《The Cartographic journal》</a>2013,50(4):369-375 </div> <div><b>Abstract</b></p>For years, stereoscopy has been related to photogrammetry in topography. However, these methods are not efficient for virtual globes because the effect is only visible from one view point and this restricts interactivity. By using synthetic image techniques in order to generate stereo-paired images, we can produce visible effects from any view point. In this paper, we present a comparative study of stereoscopic techniques in virtual globes supported by a test carried out among 51 participants. Three devices were used: anaglyphs, an autostereoscopic screen and a quadbuffer system. The aim was to determine which one of the three devices causes a deeper feeling of immersion and which one can be more efficient in a virtual globe. Results show considerable differences between the quadbuffer system and the other devices. The mentioned system causes in the user a stronger feeling of depth and immersion in the virtual globe.  <a href="relate_search.aspx?pcid=E62459D214FD64A3C8082E4ED1ABABED5711027BBBDDD35B&cid=A41A70F4AB56AB1B&aid=26AAC6900D0B8A11661689B17F4C97D8&language=1" target="_blank">相似文献</a>    </div> <div><br></div> <div class="clear"></div> </div> <div class="clear"></div> </div> <div class="search_article"> <div class="search_articleleft">20.</div> <div class="search_articleright"> <div> <a class="a1" href="view_abstract.aspx?pcid=E62459D214FD64A3C8082E4ED1ABABED5711027BBBDDD35B&cid=A41A70F4AB56AB1B&jid=E368732C9100457C1DA7BD89610A4377&aid=308F714A695E21BEDEE0D49C9EACAB55&yid=9EAD63ADE6B277ED&iid=94C357A881DFC066&sid=C753EB8AC8F551B9&eid=BB0EA31DB1B01173&referenced_num=" target="_blank">SketchUp在沈彰新城虚拟规划中的应用研究</a>   <em><strong></strong></em>   </div> <div> <a href="search_by_author.aspx?subject=astronomy_earth_science&major=chx&field=author_name&encoding=utf-8&q=%e7%a7%a6%e5%bf%97%e4%bc%9f" target="_blank">秦志伟</a> <a class="a2" href="#">《测绘与空间地理信息》</a>2014,(5):91-94 </div> <div>随着城市的发展和虚拟现实技术的不断更新和完善,传统的平面规划已经不能满足用户的需要,虚拟城市规划成为当前的研究热点。本文以沈彰新城规划为研究对象,利用SketchUp技术建立城市虚拟模型,研究了虚拟城市规划的理论和方法。设计并实现了虚拟场景的建立和模型展示等成果,论证了SketchUp应用于城市虚拟规划中的优越性、可行性,为快速、高效建立虚拟城市打下基础。  <a href="relate_search.aspx?pcid=E62459D214FD64A3C8082E4ED1ABABED5711027BBBDDD35B&cid=A41A70F4AB56AB1B&aid=308F714A695E21BEDEE0D49C9EACAB55&language=2" target="_blank">相似文献</a>    </div> <div><br></div> <div class="clear"></div> </div> <div class="clear"></div> </div> </div> </div> </div> </div> </td> </tr> </table> </td> </tr> </table> <table width="870" border="0" align="center" cellpadding="0" cellspacing="0"> <tr> <td height="40" align="center" class="fo2"> <a href="#" onClick="this.style.behavior='url(#default#homepage)';this.setHomePage('http://td.alljournals.com.cn')">设为首页</a> <span class="STYLE1">|</span> <a href="http://www.alljournals.cn/note.aspx">免责声明</a> <span class="STYLE1">|</span> <a href="http://www.e-tiller.com"><u>关于勤云</u></a> <span class="STYLE1">|</span> <a href="javascript:window.external.addFavorite('http://td.alljournals.com.cn','期刊界 All Journals---天文学、地球科学')">加入收藏</a></td> </tr> <tr> <td align="center" class="fo3"> <p align="center"> Copyright<span lang="en">©<a href="http://www.e-tiller.com"><u>北京勤云科技发展有限公司</u></a>  京ICP备09084417号    </span></p> </td> </tr> </table> </div> </body> </html>