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Creators/Authors contains: "Thrash, Tyler"

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  1. null (Ed.)
    Abstract Signage systems are critical for communicating spatial information during wayfinding among a plethora of noise in the environment. A proper signage system can improve wayfinding performance and user experience by reducing the perceived complexity of the environment. However, previous models of sign-based wayfinding do not incorporate realistic noise or quantify the reduction in perceived complexity from the use of signage. Drawing upon concepts from information theory, we propose and validate a new agent-signage interaction model that quantifies available wayfinding information from signs for wayfinding. We conducted two online crowd-sourcing experiments to compute the distribution of a sign’s visibility and an agent’s decision-making confidence as a function of observation angle and viewing distance. We then validated this model using a virtual reality (VR) experiment with trajectories from human participants. The crowd-sourcing experiments provided a distribution of decision-making entropy (conditioned on visibility) that can be applied to any sign/environment. From the VR experiment, a training dataset of 30 trajectories was used to refine our model, and the remaining test dataset of 10 trajectories was compared with agent behavior using dynamic time warping (DTW) distance. The results revealed a reduction of 38.76% in DTW distance between the average trajectories before and after refinement. Our refined agent-signage interaction model provides realistic predictions of human wayfinding behavior using signs. These findings represent a first step towards modeling human wayfinding behavior in complex real environments in a manner that can incorporate several additional random variables (e.g., environment layout). 
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  2. Dense crowds in public spaces have often caused serious security issues at large events. In this paper, we study the 2010 Love Parade disaster, for which a large amount of data (e.g. research papers, professional reports and video footage) exist. We reproduce the Love Parade disaster in a three-dimensional computer simulation calibrated with data from the actual event and using the social force model for pedestrian behaviour. Moreover, we simulate several crowd management strategies and investigate their ability to prevent the disaster. We evaluate these strategies in virtual reality (VR) by measuring the response and arousal of participants while experiencing the simulated event from a festival attendee’s perspective. Overall, we find that opening an additional exit and removing the police cordons could have significantly reduced the number of casualties. We also find that this strategy affects the physiological responses of the participants in VR. 
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  3. A carefully designed map can reduce pedestrians’ cognitive load during wayfinding and may be an especially useful navigation aid in crowded public environments. In the present paper, we report three studies that investigated the effects of map complexity and crowd movement on wayfinding time, accuracy and hesitation using both online and laboratory-based networked virtual reality (VR) platforms. In the online study, we found that simple map designs led to shorter decision times and higher accuracy compared to complex map designs. In the networked VR set-up, we found that co-present participants made very few errors. In the final VR study, we replayed the traces of participants’ avatars from the second study so that they indicated a different direction than the maps. In this scenario, we found an interaction between map design and crowd movement in terms of decision time and the distributions of locations at which participants hesitated. Together, these findings can help the designers of maps for public spaces account for the movements of real crowds. 
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