Comparing Human Wayfinding Behavior in Real and Virtual Environment

This paper builds on a previous research comparing wayfinding behavior in virtual and real environments in order to reveal the theoretical basis for comparison while simultaneously producing applicable implications for designers and architects. The chosen site is a complex office building. Its virtual equivalent was first modeled using standard design tools available for most practicing architects. The design of the virtual environment [VE] mimicked the parallel real environment and included more latent physical characteristics crucial for wayfinding such as signs, lighting, colors and doors. The methodology used combines both previously used and new methods, implementing quantitative and qualitative approaches. The unfamiliar users randomly assigned to two experimental conditions were asked to find the same destination point. They were accompanied by the researcher and videotaped. After the task completion, the recordings were co-analyzed with the participants, which was then followed by a short interview about the wayfinding characteristics of the environment. The initial data yield different results on the performance level and dissimilar behavior metrics (namely movement patterns) but the cognitive rational and evaluation of the designs proved to by comparable across the two conditions. Participants were using similar environmental cues and the same strategies across the two groups. The RE and VE designs were similarly evaluated and assessed, especially the ease and difficulties it presented in terms of orientation. The space's functions and affordances were read in the same way. However, the wayfinding patterns in VE were not prognostic of movement behavior in the RE. This paper draws on the results of that study and, by using the Space Syntax tools, is attempting to analyze and seek possible explanations for the differences in the movement patterns between the VE and the RE.

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