A Gamification-Based Approach on Indoor Wayfinding Research

被引:6
|
作者
De Leeuw, Dries [1 ]
De Maeyer, Philippe [1 ]
De Cock, Laure [1 ]
机构
[1] Univ Ghent, Dept Geog, B-9000 Ghent, Belgium
关键词
gamification; indoor wayfinding; landmarks; space syntax; unity; GAMES;
D O I
10.3390/ijgi9070423
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Indoor environments can be very complex. Due to the challenges in these environments in combination with the absence of mobile wayfinding aids, a great need exists for innovative research on indoor wayfinding. In this explorative study, a game was developed in Unity to investigate whether the concept of gamification could be used in studies on indoor wayfinding so as to provide useful information regarding the link between wayfinding performance, personal characteristics, and building layout. Results show a significant difference between gamers and non-gamers as the complexity of the player movement has an important impact on the navigation velocity in the game. However, further analysis reveals that the architectural layout also has an impact on the navigation velocity and that wrong turns in the game are influenced by the landmarks at the decision points: navigating at deeper decision points in convex spaces is slower and landmarks of the categories pictograms and infrastructural were more effective in this particular building. Therefore, this explorative study, which provides an approach for the use of gamification in indoor wayfinding research, has shown that serious games could be successfully used as a medium for data acquisition related to indoor wayfinding in a virtual environment.
引用
收藏
页数:29
相关论文
共 50 条
  • [1] EMVille: A Gamification-Based Approach to Address the Equivalent Mutant Problem
    Houshmand, Mahdi
    Paydar, Samad
    [J]. PROCEEDINGS OF THE 2017 7TH INTERNATIONAL CONFERENCE ON COMPUTER AND KNOWLEDGE ENGINEERING (ICCKE), 2017, : 326 - 332
  • [2] Gamification-Based Incentive Mechanism for Participatory Sensing
    Ueyama, Yoshitaka
    Tamai, Morihiko
    Arakawa, Yutaka
    Yasumoto, Keiichi
    [J]. 2014 IEEE INTERNATIONAL CONFERENCE ON PERVASIVE COMPUTING AND COMMUNICATIONS WORKSHOPS (PERCOM WORKSHOPS), 2014, : 98 - 103
  • [3] Gamification-Based Learning Framework for a Programming Course
    Khaleel, Firas Layth
    Ashaari, Noraidah Sahari
    Wook, Tengku Siti Meriam Tengku
    Ismail, Amirah
    [J]. PROCEEDINGS OF THE 2017 6TH INTERNATIONAL CONFERENCE ON ELECTRICAL ENGINEERING AND INFORMATICS (ICEEI'17), 2017,
  • [4] A gamification-based intervention to encourage active travel
    Harris, M.
    [J]. EUROPEAN JOURNAL OF PUBLIC HEALTH, 2022, 32
  • [5] Gamification-Based VR Rowing Simulation System
    Li, Xuecheng
    Wu, Zhengyu
    Han, Ting
    [J]. HUMAN-COMPUTER INTERACTION. RECOGNITION AND INTERACTION TECHNOLOGIES, HCI 2019, PT II, 2019, 11567 : 484 - 493
  • [6] Funprog: A Gamification-Based Platform for Higher Education
    Tejada-Castro, Mariuxi
    Aguirre-Munizaga, Maritza
    Yerovi-Ricaurte, Elke
    Ortega-Ponce, Laura
    Contreras-Gorotiza, Oscar
    Mantilla-Saltos, Gabriel
    [J]. TECHNOLOGIES AND INNOVATION (CITI 2018), 2018, 883 : 255 - 268
  • [7] A Novel Gamification-Based Architecture for Web Environments
    Kardan, Ahmad Agha
    Arani, Ali Kazemi
    [J]. 2016 SECOND INTERNATIONAL CONFERENCE ON WEB RESEARCH (ICWR), 2016, : 125 - 130
  • [8] UTILIZING AN SDL APPROACH IN DESIGNING A GAMIFICATION-BASED MOOC TO ENHANCE AUTONOMOUS LEARNING
    Slamet, Joko
    Basthomi, Yazid
    Ivone, Francisca Maria
    Eliyanah, Evi
    [J]. JOURNAL OF INFORMATION TECHNOLOGY EDUCATION-RESEARCH, 2024, 23
  • [9] Gamification-Based Tools Embedded in the Helios Educational Platform
    Striletchi, Cosmin
    Stan, Adriana Cornelia
    Jecan, Eusebiu
    [J]. INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2, 2022, 469 : 483 - 491
  • [10] Gamification-based Educational intervention: experience in the university context
    Alberto Alarcon-Diaz, Mitchell
    Hugo Alarcon-Diaz, Henry
    Sulay Rodriguez-Baca, Liset
    Alcas-Zapata, Noel
    [J]. ELEUTHERA, 2020, 22 (02): : 117 - 131