Environment and Planning B: Planning and Design 2005, volume 32, pages 777 ^ 785 DOI:10.1068/b31191 Influence of physical characteristics of routes on distance cognition in virtual environments Ebru Cubukcu Department of City and Regional Planning, Dokuz Eylul University, Izmir, 35160, Turkey Jack L Nasarô City and Regional Planning, 231 Knowlton Hall, 275 W. Woodruff Avenue, The Ohio State University, Columbus, OH 43210, USA; e-mail: [email protected] Received 5 April 2004; in revised form 5 February 2005 Abstract. Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance. Introduction Research shows differences between actual distances and subjective estimates of distance (Jansen-Osman and Berendt, 2002; Moore, 1979; Nasar, 1983; Sadalla and Magel, 1980). Such distortions might affect spatial behavior. Characteristics of both the individual and the route distort distance estimates and behavior (Canter and Tagg, 1975; Cohen and Weatherford, 1980; Hanyu and Itsukushima, 1995; Lee, 1970; Montello, 1997; Nasar, 1983; Nasar et al, 1985; Perüch et al, 1989; Sadalla and Magel, 1980; Sadalla and Staplin, 1980; Thorndyke, 1981). Among physical characteristics, segmentation (features, such as turns and intersections, perceived as dividing a route), or `information along the route' (the number of perceived features, such as buildings), and the visibility of the destination have emerged as important variables affecting subjective estimates of distance (Montello, 1997; Nasar, 1983; Nasar et al, 1985; Sadalla and Staplin, 1980). As segmentation or amount of information along a route increase and as a destination remains hidden, perceived distance tends to increase. Visibility of destination may also relate to scaling (in which people estimate distances for a longer segment as shorter than the sum of shorter segments that sum to the longer segment) or indirectness of route (in which people estimate the straight-line distances between two places as longer than routes with detours) (Montello, 1997). One study used reports of naturalistic behavior in relation to two parking garages and office destinations from the garages (Nasar, 1983). When the office was equidistant from each garage and the respondent reported parking at one garage to minimize the distance to the office, the route taken had less segmentation (fewer buildings) than the shortest alternative route to the other garage. When the route taken to the office was longer than the shortest alternative route, respondents chose the route which put the destination in view earlier than did the alternative shortest route. (Though the study did ask respondents why they chose the parking garage they did, and limited ô Author to whom correspondence should be addressed. 778 E Cubukcu, J L Nasar the sample to those who said they parked at the parking garage closest to their destination, it did not ask why they chose the route by which they walked to their office.) This study replicated the Nasar (1983) study in a computer-simulated setting, avirtual environment (VE). VE refers to computer-generated three-dimensional spatial environments which can be visualized in real time. Some studies found that the spatial information gained in VE transfers to real environments (Bliss et al, 1997; Cromby et al, 1996; Wilson et al, 1996; 1997; Witmer et al, 1996). The study in the VE expanded the Nasar (1983) study in four ways. First, it broadened the sample from a small number of university professors to a more diverse sample of adults. Second, rather than measuring route choice, it measured distance perception directly by asking participants to tell which of two routes felt shorter. Montello (1991) criticized the use of route choice as a measure of perceived distance in relation to visual cues, because it includes alternative bases for distance judgments, such as cost or effort. Third, we revised the calculation of visibility of destination. Both studies used a ratio to the full walking distance. Nasar's (1983) study compared full walking distance with the length of the street on which the destination came into sight, but this measure has a flaw. Depending on the angle of approach and the physical features along the route, a destination may not become visible when a person enters the destination street (other features may hide it), or it may become visible before a person enters the destination street (if, for example, a person takes a shortcut and sees the destination at an angle). Thus, this study identified the first point at which the destination became visible along the route and used the ratio of the distance between that point and the destination to the full walking distance. Finally, as an additional measure of segmentation, we added a measure of the number of turns along the route. Studies have found that increases in the number of turns along a route increase the perceived distance both in real and in the virtual environments (Jansen-Osman and Berendt, 2002; Sadalla and Magel, 1980). In the Nasar (1983) study and this VE replication of it, various physical factors of the environment may have varied in a confounded way. For example, one key factorö destination visiblity örelated to other factors ösuch as actual distance or number of turnsöwhich may have influenced individuals' choices. Thus, the naturalistic study did not establish causality. VE would allow one to unconfound these factors, but, as a first step, in this study we sought first to see whether the VE produced a similar pattern of results to those found in the natural conditions. Methods Description of the simulation We simulated the setting of the Nasar (1983) study with a three-dimensional computermodeling program, GTK Radiant. A real-time three-dimensional environment-generator game engine, called QUAKE III ARENA, produced perspective views to simulate ground-level walking-paced movement through the simulation. Users can control their movement with a keyboard: left ^ right arrows provided left and right rotations; and up ^ down arrows provided forward and backward translations. Research has found that people can easily master this keyboard control of motion (Belingard and Perüch, 2000; Jansen-Osman and Berendt, 2002; Tlauka and Wilson, 1994; 1996; Wilson et al, 1996; 1997). The site comprised a rectangular area on The Ohio State University (OSU) Campus. It has about 237 acres including 7742 ft of paths and roads, combined, and 64 freestanding buildings. Real-world textures of the actual buildings were added to make the simulation look realistic (figure 1); and ratings of the perceived realism of the simulation indicated that participants experienced it as realistic. On a scale from 1 very realistic Distance cognition in virtual environments 779 Figure 1. The simulated environments. to 7 not realistic at all, they rated it as 2.17 [standard deviation (SD) 1.25]. Only 6% of the respondents judged it as somewhat unrealistic, unrealistic, or not realistic at all. The area had one `origin' at Brown Hall and two destinations, `destination A' at the Northwest Parking Ramp and `destination B' at Arps Hall Parking Garage. It had three alternative routes between the origin and destination A (figure 2), and four alternative routes between the origin and destination B (figure 3, over). Two judges (naive to the hypotheses) measured the physical features along the routes (table 1, over). They calculated the walking distance on each route. They counted the number of road and path intersections, the number of turns (both right-angle turns and all types of turns), the number of visible free-standing buildings, and the number of environmental changes along each route. They measured visibility of each destination as the ratio of the distance from the point where the judges agreed that the destination first became visible to full walking distance. Destination A Origin Figure 2. The routes between origin and destination A. 780 E Cubukcu, J L Nasar Destination B Origin Figure 3. The routes between origin and destination B. Table 1. Physical environmental characteristics across routes. Route Actual walking distance (ft) Number of road intersections Number of path intersections Number of right-angle turns Number of other turns Number of free-standing buildings Number of environmental changes Visibility (%) Participants Route to destination A Route to destination B A1 A2 A3 B1 B2 B3 B4 1353 4 22 1 1 20 2 51 1353 5 18 3 3 22 0 29 1633 5 18 3 3 21 5 34 1277 3 21 3 3 20 6 30 1141 2 17 2 4 18 3 51 1277 3 2 1 1 17 1 23 1175 2 16 0 2 17 2 30 By e-mail, we invited the employees of two governmental agencies, The Ohio National Guard and The Ohio Supercomputer Center (20 miles and 1 mile, respectively, from the study area and parking garages), to participate in the study. The e-mail explained the procedure, how long the study would take, and indicated that all answers would be anonymous and confidential. Fifty-nine volunteers participated in the study. Interviews took place at the agencies (outside the study area), so none of the participants parked at either parking garage and walked to the destination. When asked about how well they knew the OSU campus (on a seven-point scale, where 7 not at all) most respondents (59.6% reported scores of 5 or higher, indicating that they felt they did not know it at all, very well, or well. Thus, for the most part, their knowledge and learning of the routes would have come from the VE. We dropped eight participants from the sample because they did not find at least one destination from the origin in the test phase; and we dropped an additional four participants who judged each destination as equidistant from the origin. This left us with a sample of 47 participants Distance cognition in virtual environments 781 (28 males, 19 females).(1) Their age ranged from 19 to 64 years, with an average of 41.0 (11.3). Three subjects chose not to report their age. Procedure The experiment had two phases: a learning and a testing phase. In the learning phase, all participants started at the origin and freely explored the simulated environment for up to five minutes to familiarize themselves with it. If participants saw the two destinations and reported that they felt ready for the test before five minutes was up, we gave the test. If after five minutes the participants did not see the two destinations or reported that they did not feel ready for the test, we gave them an 90 additional seconds to explore. To go into the test phase, the participant had to see the two destinations in the learning phase. We recorded the exploration path and the destination they explored first. Their judgment of closest destination did not differ in relation to the destination they explored first [w 2 0:84, degrees of freedom (df) 1, p > 0:05]. In the testing phase we asked participants to be as efficient as possible and find the shortest route from the origin (Brown Hall) to each destination (parking garage). (This reverses the field study, which examined routes taken from each parking garage to various building destinations, including Brown Hall.) We did not impose a time limit on the task. Participants were free to begin with either destination and the final judgment of the closest destination did not differ by which destination they explored first (w 2 0:55, df 1, p > 0:05). After showing both routes, they picked the destination that felt closer to the origin. Then, we had them report their gender, and age and judge the realism of the simulated environment. To control the effect of testing we also asked them to rate their familiarity with the real setting and frequency of computer-game playing.(2) The participants who picked destinations A and B had similar familiarity ratings (t 0:67, df 45, p > 0:05). The participants did not receive a map of the environment before or during the experiment. The experimental session lasted from eight to twelve minutes per participant. Results Overall, participants had a choice of three possible routes to destination A and four possible routes to destination B. Figure 4 (over) shows the percentage of respondents who picked each route, and table 1 shows the walking distance for each route. Participants tended to pick the shortest route, but their choices also reflected some distortions. For destination A, most people picked route A1, which is roughly equidistant from the origin to route A2, both of which are shorter than route A3. The fewest people picked route A3. These differences achieved statistical significant differences with bonferoni adjustments for multiple comparisons (A1 versus A2, w 2 6:42, df 1, p < 0:05; A1 versus A3, w 2 25:40, df 1, p < 0:00; A2 versus A3, w 2 9:00, df 1, p < 0:05). For destination B, the highest percentage picked the shortest route, B2, but at a statistically significant level in relation to only route B1 (w 2 12:80, df 1, p < 0:00). The fewest people picked route B1, which differed significantly from the shorter route B2 (w 2 12:80, df 1, p < 0:00) and route B4 (1) Analyses on the larger sample (N 51) which included those judging each destination as equidistant, produced the same pattern of results found for the sample tested. (2) Participants who picked destination A as closer had similar familiarity ratings (mean 4:9, SD 2:1) to participants who picked destination B as closer (mean 4:4, SD 2:3), where 1 know the setting very well and 7 do not know the setting at all. For game-playing frequency (1 all the time, to 7 not at all), participants who picked destination A as closer had similar game-playing ratings (mean 4:9, SD 2:0) to participants who picked destination B as closer (mean 4:4, SD 2:0). 782 E Cubukcu, J L Nasar 70 40 66 38 60 Percentage 40 20 10 10 (a) 28 20 30 30 0 30 30 50 4 4 A1 A2 Shortest route A3 0 (b) B1 B2 B3 Shortest route B4 Figure 4. Route taken from the origin to (a) destination A (n 47) and (b) destination B (n 47). (w 2 8:07, df 1, p < 0:00). Routes B1 and B3 had the same distance from the origin, but significantly more people picked route B3 (w 2 9:00, df 1, p < 0:00); and whereas route B3 is 102 ft (or about 8%) shorter than route B4, one more person picked it than route B4. Although this did not achieve statistical significance ( p 0:85), it suggests that something about the two routes led people to misjudge their relative distances. Respondents also tended to gauge accurately which destination was closer. The distance measures in table 1 show that from the origin, the shortest route to destination B was closer than the shortest route to destination A by 212 ft; and the longest route to destination B was 76 ft shorter than the shortest route to destination A. When asked which destination felt closer, more participants (66%) correctly picked destination B as closer than destination A (w 2 4:79, df 1, p < 0:05). Nasar (1983) examined three routes from the origin: the route taken (RT) to either destination (judged as closest), the shortest route to the other destination (ROD), and the shortest alternative route to the selected destination (ARSD). He compared all the environmental factors along RT and ROD. He found that, when either the walkable or crow-flies distance had no significant difference between the origin and either destination, RT had significantly fewer building sections along it than did ROD. No significant effects emerged for the number of walk intersections, road intersections, combined walk ^ road intersections, environmental changes, and visibility. We followed the same analysis, but omitted crow-flies distance because having one origin left no variation to that variable. We added two additional variables: number of right-angle turns and number of turns of all types. Consistent with Nasar (1983) we found no significant difference of actual distance between RT and ROD. Table 2 shows the environmental features of each route. As expected, RT had less segmentation (fewer building sections, fewer road intersections, and fewer right-angle turns) than did ROD. A paired-sample t-test between RT and ROD revealed statistically significant differences for the number of building sections (t 3:23, df 46, p < 0:01), the number of road intersections (t 2:68, df 46, p < 0:01), and number of right-angle turns (t ÿ4:64, df 46, p < 0:01). Nasar (1983) also compared visibility of the destination along RT and ARSD. He found that RT puts the destination in view more rapidly than ARSD. For this analysis he selected the instances where the lengths of RT and ARSD were equal. Considering our small sample size and the setup of the experiment, we used a different analysis to compare visibility along route taken and alternative routes. Recall that we asked each Distance cognition in virtual environments 783 Table 2. Environmental characteristics between route taken and shortest alternative route to other destination. Variable Actual distance Environmental changes Pedestrian intersections Road intersections* Building sections** Right-angle turn** Turns: all angles RTa RODb mean standard deviation mean standard deviation 1249 2.1 18.9 3.2 18.6 1.4 2.3 107 1.2 2.6 0.8 1.6 0.9 1.3 1281 1.7 19.0 3.7 20.0 2.0 2.7 101 1.0 1.4 0.5 1.4 0.0 1.0 * p < 0:05, ** p < 0:01. a RT: the route taken from origin to either destination because it is perceived to be closest to the destination. b ROD: the shortest route from the origin to the other possible destination. participant to find the shortest route from the origin to each destination before picking the closest destination. For destination A, the lengths of route A1 and route A2 were equal, and route A1 puts the destination in view quicker than route A2. For destination B the lengths of route B1 and route B3 were equal and route B1 puts the destination in view quicker than route B3. Thus, we compared the frequency of participants who selected routes A1 and A2 when finding destination A, and those who selected routes B1 and B3 when finding destination B. As expected, significantly more participants selected route A1 (31) than route A2 (14) (w 2 6:42, df 1, p < 0:05). Contrary to expectations, significantly more participants selected route B3 (14) than route B1 (2) (w 2 9:00, df 1, p < 0:01). This unexpected result for destination B may relate to the relatively small difference in visibility between routes B1 and B3 compared with the high visibility difference between routes A1 and A2 (see table 1). Discussion The findings provided evidence that selected interurban spatial decisions depend both on actual and on subjective estimates of distance; and that the subjective estimates arise in part from characteristics of the route traversed. Respondents often picked the shortest route to the destination, and they tended to gauge accurately which of two destinations was closer. When two routes were equal and participants chose one more often than the other, or when they chose a longer route over a shorter one, three structural characteristics of the route related to the choice: the number of building sections, road intersections, and right-angle turns. This agreed with Nasar's (1983) findings for reported behavior in the real environment and it extends the findings to a broader and more diverse population of adults and for route choice in the reverse direction from Nasar (1983). It also supports the `information storage' and `segmentation' model; respondents judged routes with fewer noticeable features, building sections, road intersections, or right-angle turns as shorter than equidistant or shorter routes with more such features. For visibility, the results partially supported Nasar's (1983) findings. Nasar (1983) found that, in the choice between two routes, people tended to choose the one which put the destination in view first. This study confirmed this result for instances where visibility of two routes differed significantly (such as routes A1 and A2 between the origin and destination A). For the instances where the visibility of two routes differed slightly (such as routes B1 and B3 between the origin and destination B), visibility had 784 E Cubukcu, J L Nasar the reverse effect on distance estimates, perhaps because of confounding with other physical factors. Future research should test a wider range of visibility and the effect of all physical environmental factors simultaneously. It should use VE or other approaches to test the factors unconfounded from one another. The results agree with findings that spatial information experienced through virtual environments transfers to real environments (Bliss et al, 1997; Cromby et al, 1996b; Wilson et al, 1996). In this case, for physical elements that affect perception of distance and route choice, the findings in the VE echoed those in the real environment. Although VE in comparison with navigation through real places has a restricted field of view, viewing scale, possible room effects, a lack of proprioceptive feedback and motor (physical) effort, research suggests that these effects have a relatively small magnitude compared with the structure of the environment (Colle and Reid, 2000; Waller et al, 2004). That said, VE may have stronger validity in some contexts than in others. We cannot assert with certainty that the learning of the area came wholly from the VE experience, because some respondents reported familiarity with the area. However, as most respondents came from more than a mile away, did not park in either parking garage, walk the routes, and reported low familiarity with it, the learning for most of our respondents probably did come primarily from the VE experience. Nevertheless, subsequent work might conduct the VE test with respondents who have never experienced the area. It might also test other cultures or socioeconomic groups. This study, like many before it, examines an environment with a relatively short route or travel time. We do not know how the findings for segmentation and visibility of destination would apply for significantly longer trips. Beyond that, research on different kinds of trips, modes of travel, through different kinds of environments, and to different kinds of locations can broaden our understanding of the ways in which physical characteristics of the route may distort distance perception and route choice. The repeated findings for the number of features or segmentation (compare Montello, 1997), however, suggest that it does produce systematic variation in perceived distance and spatial behavior. Information about such systematic distortions in distance perception can be used in models of spatial behavior and in situating facilities to attract use. 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