The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
Publications Copernicus
Articles | Volume XLVI-2/W1-2022
25 Feb 2022
 | 25 Feb 2022


F. Bianconi, M. Filippucci, F. Cornacchini, and M. Seccaroni

Keywords: immersive-reality, wayfinding, eye-tracking, biosensors

Abstract. The research presents a new digital approach to wayfinding analysis in immersive reality, integrated with biosensors for the interpretation of data surveyed. The three-dimensional model of the actual state of the Hall of Perugia Railway Station was realized, considering and detecting the present signage, and it was developed a specific algorithm for a multi-platform graphics engine, able to register an interaction mediated by HMD devices. Wayfinding experiences in immersive reality are developed guaranteeing to the user to move freely to complete the missions assigned. The algorithm in this phase runs in the background and records the movements of users and their pupil, saving them in a special file. In the second phase, instead, the real data processing and the subsequent representation of the collected information take place. Starting from its current state, the Station hall is transformed inserting different elements, derived by the aim of developing four scenarios, to analyse different users’ response in wayfinding. A three-dimensional heat map of visual attentions is created and the different scenarios can be valued for their impact in the user wayfinding, the results are then confronted with the neuro-analysis obtained by EEG instruments and biosensors. In this way, it is possible to value the impact of the environment and spatial orientation cues, by quantifying and qualifying the impact of the project choices.