Transcript
Page 1: Path preference and path geometry

Path preference and path geometry

John Zacharias, Concordia University, Montréal (Québec) Canada H3G 1M8

tel: 514-848-2424 ext 2058e-mail: [email protected]

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The research questions:1. The cognitive map

• Do pedestrians make path choices based on cognition of the whole environment, or alternatively, are choices primarily made from information available locally?

• Do pedestrians tend to move straight ahead; for example, bisecting the environment?

• Do pedestrians choose pathways offering them more path options?

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The research questions:2. Environmental content

• Are people primarily drawn to pathways and places with signs of human activity?

(Zacharias, J. 2001. Path choice and visual stimuli: signs of human activity and architecture. Journal of Environmental Psychology, 21, 341-352)

• Are people drawn to pathways and places with particular geometry?

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Indoor city of Montréal (22 km corridors)

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Three intersections in Place Montréal-Trust, Montréal Indoor city

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The view down the corridor from the intersection

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Experiment I

• Participants (n=40) are recruited who do not know the Indoor city

• They are asked to freely explore the Indoor city and talk about what they see and why they are making path choices

• The choices are recorded by the research assistant who also records their travel account

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Experiment I continued

• A new group of participants (n=40) is recruited

• They sit individually in the lab and explore the same environment represented in virtual reality (VR)

• The VR is created using VR Authoring Studio while the choices are recorded manually by the research assistant

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Expressed preference for path choices

Table 4. Path choice motivation and agreementmotivation n %people 188 27store 186 27design 96 14light 77 11music 5 1smell 19 3path to new 69 10non-repeat 9 1avoid dead-end 9 1other 10 1

Motivation n %

People 188 27Store 186 27Design 96 14Light 77 11Path to new 69 10Smell 19 3Music 5 1Avoid repeated path9 1Avoid dead-end 9 1Other 10 1

(participants=40; n=668)

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Directional bias in navigation

Straight Left Rightn % n % n %

Real 371 38.1 268 27.5 286 29.3

VR 243 36.4 132 19.9 146 22.0

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Search for innovative experience

Total %

Choose same path second time

Real environment 5 5.1

VR environment 11 22.4

Choose different path second time

Real environment 93 94.9

VR environment 38 77.6

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Aggregate distribution of paths selected by participants in the real environment (a) and the VR environment (b)

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Real vs VR exploration

•No difference in path choice is detectable between real and VR exploration11 intersections, 37 path choicesWilcoxon test: +T = 371.5; -T = 331.5; p = .47

•No difference in path choice is detectable in first path choices either10 intersections, 33 path choicesWilcoxon test: +T = 287.5; -T = 307.5; p = .39

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Boundary relations (BR)

• For example, do people choose paths that offer them more options for future path choices – e.g. more visible path choices?

• Boundary relations in Real: 214; VR: 166

• 1 < BR < 5; mean = 1.9

• Real: r = .071, p = .48; VR, r = -.046, p = .65.

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Experiment II

• To test the hypothesis that path preference is related to the visible geometry of the intersection, a hypothetical environment is created with different intersection configurations

• The 3D environment is created in Bryce and exported to VR Authoring Studio

• Participants are recruited to freely explore the VR environment for 20 individual path choices

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VR environment for path choice

study

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VR exploration

• Participants navigate using a mouse and can advance into the hallway as well as select a pathway

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Aggregate choices at intersections

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Conclusions

• Participants navigate in the VR with a modest preference for straight-ahead choices

• No left- or right-hand bias is detected that is stronger than the straight-ahead bias

• No geometrical configuration resulting in a particular path preference can be detected (in this relatively small sample)


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