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Isovist analysis captures properties of space
relevant for locomotion and experience
Jan M. Wiener 1,3,4, Gerald Franz2,4, Nicole Rossmanith2, Andreas Reichelt2,
Hanspeter A. Mallot1, & Heinrich H. Bülthoff2
Revision 2, November 3, 2006
1Cognitive Neuroscience, Department of Zoology, University of Tübingen
72076 Tübingen, Germany,
Phone: +49 (0)7071 2978830
Fax: +49 (0)7071 292891
E-mail:[email protected]
2Max Planck Institute for Biological Cybernetics, Spemannstrasse 38
72076 Tübingen, Germany,
Phone: +49 (0)7071 601601
Fax: +49 (0)7071 601616
E-mail:{gerald.franz, heinrich.buelthoff}@tuebingen.mpg.de
3current address:
CNRS, Collège de France, Laboratoire de Physiologie de la Perception et de l’Action
75005 Paris, France,
Phone: +33 (0)1 44 27 14 21
Fax: +33 (0)1 44 27 13 82
E-mail:[email protected]
4Jan Wiener and Gerald Franz contributed equally to this work.
1
Abstract
A series of exploratory experiments is presented that investigated interrela-
tions between structure and shape of architectural indoor spaces on the one hand
and affective experience and navigation behavior on the other hand. For this,
isovist-based descriptions of 16 virtual indoor scenes were correlated with be-
havioral data from the experimental tasks. For all tasks, two active navigation
tasks and an introspective appraisal of experiential qualities, strong correlations
between subjects’ behavior and a small set of quantitative measurands derived
from the isovists were found. The outcomes suggest that isovist analysis cap-
tures behaviorally relevant properties of space and is therefore a promising gen-
eral means to predict central experiential qualities of architecture and navigation
behavior.
2
1 Introduction
Spatial properties of architecture as well as of open environments influence subjec-
tive experience and spatial behavior. Several theories mainly originating from envi-
ronmental psychology see human behavior and experience in close interdependency
to the spatial structure of environments. For example, evolutionary based theories
of environmental preferences such as “prospect and refuge” (Appleton, 1988) or the
framework of Balling & Falk (1987) suggest that preference patterns for certain en-
vironmental features or configurations originate by their former advantageousness
for survival. While nowadays their relevance for humans may not be at first glance
apparent, they still appear for example as mean trends in preference ratings (Balling
& Falk, 1982; Kaplan, 1992).
Also systematic relations between various features of space and human navigation
behavior have been demonstrated in several studies. On a large-scale level, for exam-
ple Wiener & Mallot (2003) have revealed an influence of environmental regions on
human navigation and route planning behavior (see also Wiener, Schnee, & Mallot,
2004). On the level of single buildings, O’Neill (1992) found that wayfinding per-
formance decreased with increasing plan complexity. At the level of single places,
Janzen, Herrmann, Katz, & Schweizer (2000) investigated the influence of the shape
of intersections within an environment on wayfinding performance. When navigat-
ing oblique angled intersections, subjects’ error rate depended on which branch they
entered (see also Janzen, Schade, Katz, & Herrmann, 2001).
While the initial statement is therefore strongly corroborated by a multitude of sin-
gle findings, a direct comparison of empirical studies is often difficult, and also an
integration of the individual theories into a more general predictive or explanatory
model of spatial behavior has not yet been done. One main reason for this seems to
be that most studies and theories in the field of spatial cognition have rather made
use of qualitative descriptions of few specific environmental features, which can be
ascribed to the lack of a comprehensive formalized description system for environ-
mental properties. In order to be useful for this purpose, such a description system
has to fulfill the following requirements: First, it has to provide quantitative com-
parability between arbitrarily shaped environments. Second, the criteria to build up
the model should be objectively definable. In addition to these formal criteria, it has
to capture a major share of biologically and psychologically relevant properties of
the analyzed environment.
3
In the following section several approaches for describing spatial properties of en-
vironments are briefly reviewed. In accordance with the criteria outlined above,
three experiments tested an isovist based description system combining local spatial
information with global graph structures for its ability to capture behaviorally rele-
vant properties of environments at the scale level of architectural indoor spaces. The
results support the general potential of the chosen approach.
2 Background
Several disciplines already offer systems and models for describing aspects of spa-
tial environments in a formalized manner. In architectural construction, for exam-
ple, buildings are specified by a combination of lists of constructive elements (walls,
windows, columns, etc.) and scale plans. While the quantitative description of the
individual architectural elements is well elaborated and standardized, the geometri-
cal and topological structure is normally represented graphically, and therefore can-
not be quantitatively compared. In response to these shortcomings, compositional
approaches (e.g., Krier, 1989; Ching, 1996; Leyton, 2001) have been developed in ar-
chitectural theory and design practice that define more or less formal languages con-
sisting of geometric primitives and basic operations. Here the idea is to generate ar-
bitrarily complex forms and structures by applying sequences of transformations on
these primitives. The mathematically most formal directions have been called shape
grammars (Stiny & Gips, 1972) that suggest close relations between the structural
logic of a description and architectural quality. While the mentioned methods have
successfully been applied as guidelines during exploratory design phases and may
analytically allow for a retrace of steps of the genesis of shapes from the plan view
perspective of designers, they turned out not to be ideal for purely comparative anal-
yses of the final shape, since a reverse decomposition into geometric primitives and
operations is often ambiguous and disregards the experience of an inside observer.
Phenomenology provides an alternative approach particularly concentrating on the
introspective experience of observers. In everyday language, non-trivial forms are
often compared using intermediate concepts such as complexity and regularity. In
empirical aesthetics these properties are termed collative variables that have been
defined as assessment criteria of the structural properties of a stimulus array (cf.
Berlyne, 1960, 1972; Wohlwill, 1976). Collative properties offer an intuitive common
denominator for the comparison of a wide range of objects and environments even
4
across category boundaries. Unfortunately this universal scope makes a strict for-
malization or a generic implementation of these comprehensive concepts very diffi-
cult, yet at least partial relations between collative variables and physical properties
could be established.
In spatial cognition and artificial intelligence environments are often described using
graph abstractions. Graphs serve as models of the mental representation of environ-
ments, allowing the derivation of testable working hypotheses for the structure, for-
mat, and content of spatial memory. Furthermore graphs have been used to describe
environments by the set of possible movement actions (Schölkopf & Mallot, 1995).
In cognitive science the most commonly used graph is probably the place graph, in
which nodes correspond to single places or positions within an environment, and
edges describe the connectivity between nodes (e.g., Kuipers, 1978; Leiser & Zilber-
shatz, 1989; Chown, Kaplan, & Kortenkamp, 1995). In their most basic form place
graphs are parsimonious and purely topological representations of space, in which
nodes carry the local position information necessary to identify the corresponding
place. Edges contain local navigation rules, such as ’turn left’ or ’follow road’, that
allow navigating between nodes. However, metrical information such as distance
and direction might be additionally associated.
Originating from a purely analytical and descriptive perspective on architecture, the
technique of space syntax has been developed (Hillier & Hanson, 1984; Hillier, 1998).
Space syntax is a set of technologies for the analysis of spatial configurations also
using simple graphs solely consisting of paths and nodes. This analytical reduc-
tion of space to mere topological mathematical information facilitates a calculation
of characteristic values that can be interpreted for instance as connectivity, central-
ity, or control level and thus directly compared. The central aim of space syntax
has always been the identification of variables that determine the social meaning
and behaviorally relevant aspects of architectural spaces. Original space syntax has
been developed to analyze large-scale spatial configurations from the room layout
of building complexes to whole cities. Hence, spatial properties of environments
smaller than rooms were not adequately represented. For analyzing spatial charac-
teristics of smaller environments, Benedikt (1979) has proposed isovists as objectively
determinable basic elements. Isovists capture local spatial properties by describing
the visible area from a given observation point using viewshed polygons. In order
to better describe the spatial and configurational characteristics of an environment
as a whole, Turner, Doxa, O’Sullivan, & Penn (2001) have proposed the technique
5
of visibility graph analysis that combines global space syntax graphs and local isovist
visibility information. This technique offers further second-order measurands like
for example on visual stability that may be relevant for locomotion and navigation.
A more detailed description of isovist analysis and visibility graph techniques as
considered in this study is given in Section 4.3.
Originally derived from abstract spatial analysis, the relevance of isovists and vis-
ibility graphs was rather weakly backed by psychophysical empirical findings (for
an early empirical study see Benedikt & Burnham, 1985). However, isovists describe
spatial properties from an inside beholder-centered perceptual perspective, and visi-
bility graphs share many characteristics of models of spatial memory from cognitive
science (cf. Franz, Mallot, & Wiener, 2005). Indeed, there is first empirical evidence
that these techniques capture environmental properties of space that are useful as
predictors for spatial behavior and experience. For example, case studies on spatial
behavior in the Tate Gallery (Turner & Penn, 1999) have revealed high correlations
between visibility graph measurands and the statistical dispersal of visitors. Further-
more, a recent study by Franz, von der Heyde, & Bülthoff (2005) compared experi-
ential qualities of arbitrarily shaped architectural spaces with isovist measurands.
They found that already a few isovist measurands describing visual characteristics
from the observation points were widely sufficient to explain the variance in the af-
fective appraisals of the environments. Nevertheless, elementary studies testing the
perceptibility of isovists or correlating isovist measurands with navigation behavior
at the level of trajectories are still missing.
3 Objectives
The overall aim of this study was to explore the suitability of isovist graphs as
generic description systems capturing behaviorally relevant properties of spatial
form and configurations at the scale level of architectural indoor spaces. In order to
identify promising generic spatial descriptors, the presented experiments therefore
compared variables derived from isovists and visibility graphs with both spatial ex-
perience and behavior. Furthermore, the study allowed for insights into perceptual
and cognitive processes underlying the statistically observable behavioral patterns.
As first step, the perceptibility of isovists as well as relations between isovist mea-
surands and exploration behavior at the level of trajectories were tested. For these
purposes, a set of 16 virtual indoor scenes was designed. In active navigation tasks
6
subjects were asked to navigate to positions that either maximized or minimized the
visible area. Subjects’ performance of finding these positions as well as the paths
subjects took to reach these positions, i.e. their trajectories, were recorded. By se-
mantic differential ratings, appraisals of the experiential qualities of the scenes were
queried. The analysis tested for correlations between characteristic values derived
from the isovists and behavioral data consisting of ratings, performance measures,
and trajectory descriptors.
4 General material and methods
4.1 Experimental setup
The experiments were designed using a virtual reality experimental paradigm. Vir-
tual reality simulations combine flexibility, controlled laboratory conditions, and a
good degree of perceptual realism (Bülthoff & van Veen, 2001) and therefore allow
a systematic variation of spatial properties of the simulated environments. The vir-
tual scenes were created using the modeling software Autodesk ADT and 3ds max
(discreet). A detailed description of the virtual environments is given below. A pilot
stage tested a 180◦ semi-cylindrical projection system, a large flat back projection sys-
tem, and a desktop VR setup on their suitability for conducting the experiment. The
two large-scale projection systems caused strong motion or simulator sickness in a
majority of the pilot subjects, some of them responded with strange motion patterns
in order to avoid the unpleasant visual experience. Therefore, the presented experi-
ments made use of a conventional desktop VR setup which allowed all participants
to complete the experimental tasks and to intuitively interact with the simulated
environments. The visual scenery was displayed with a simulated field of view of
90◦x73◦. Subjects were seated in front of a 21” standard CRT screen at a distance
of approximately 50 cm, resulting in a physical field of view of circa 32◦x24◦. A
customary joypad was used as interaction device. The visual scenery was rendered
in realtime on standard PCs (1.0 GigaHz Pentium III, nVidia GeForce 2 GTS graph-
ics cards) running a C++ simulation software that was designed and programmed
especially for psychophysical virtual reality experiments (Franz & Weyel, 2005).
7
4.2 The virtual environments
The study was based on a set of sixteen virtual indoor scenes that was derived from
stimuli used by Franz, von der Heyde, & Bülthoff (2004). The scenes represented
diverse spatial situations within a fictive art gallery, they were derived from simple
rectangular rooms by varying the number of alcoves and connections to adjacent
spaces. The floor plans of these indoor scenes are displayed in Figure 1. The walls
of the indoor scenes were repetitively draped with unobtrusive similar paintings (46
portraits of Picasso’s blue and pink period) to strengthen the art gallery character.
Other surface properties as well as the lighting and illumination level were constant
over all scenes (see Figure 2 for examplary screenshots). Note that in contrast to
Franz et al. (2004), a technically different lighting model (ambient occlusion based
per-vertex lighting) was used in order to make the stimuli realtime-capable.
—————— insert figure 1 about here ——————————
—————— insert figure 2 about here ——————————
4.3 Formal description of the environments
In order to relate subjects’ experience and behavior to the shape and structure of the
corresponding spaces, a generic formal description of the virtual indoor scenes was
required. For this purpose, isovist analysis appeared to offer a suitable level of detail
and abstraction, since it translates perceptual and spatial properties of architectural
space into simple polygons (see Figure 3). From the isovist polygons several basic
geometric descriptors can be derived such as area, perimeter length, number of ver-
tices, length of open or closed edges. These basic measurands can be combined to
generate further integrated values.
—————— insert figure 3 about here ——————————
Isovists basically describe local physical properties of spaces with respect to indi-
vidual observation points. The technique of visibility graph analysis as developed
by Turner et al. (2001) overcomes this limitation by encoding the intervisibility of
multiple observation points distributed regularly over the whole environment. This
technique allows for an integrative consideration of regional or global properties
8
and makes the computational analysis more efficient. Typical visibility graph mea-
surands are for instance neighborhood size (i.e. the number of directly connected
graph vertices, corresponding to isovist area) and clustering coefficient (i.e. the rela-
tive intervisibility within a neighborhood).
For the analysis in this study, a technical approach similar to visibility graphs was
used to approximate isovists: the sixteen virtual indoor scenes were analyzed by
calculating isovist measurands and visibility graphs on a 50 cm grid covering each
environment. Since the applied correlation analysis required single characteristic
values for each scene and measurand, the resulting values were averaged over each
environment. A list of the isovist and visibility graph measurands that were cal-
culated for the 16 indoor environments is given below. For the analysis a spe-
cial isovist analysis tool was used, the tool is free software and available at http:
//www.kyb.mpg.de/~gf/anavis.
Isovist derived measurands in these studies. While it is possible to generate a vir-
tually infinite number of measurands by combining basic isovist maesurands, in this
study initially six measurands (isovist area, number of vertices, jaggedness, open-
ness, clustering coefficient, revelation) were selected to describe the simulated envi-
ronments. This initial selection was on the one hand motivated by the aim to test
typical measurands from the isovist literature (cf. Turner et al., 2001), on the other
hand they appeared promising to represent the basic psychologically and behav-
iorally relevant spatial qualities spaciousness (e.g., Joedicke, 1985), openness/enclosure
(e.g., recently Stamps, 2005), and complexity (e.g., classically Berlyne, 1972; Kaplan,
1988b), as suggested by theories of architecture and environmental psychology. For a
more detailed description of the measurands’ mathematical and psychological back-
ground, please refer to Franz & Wiener (2005).
A calculation of internal correlations revealed that in the 16 virtual environments
of this study the mean jaggedness, openness, revelation, and clustering variables
were highly interdependent (r2>.81), implicating that magnitudes and directions of
correlations between these measurands and dependent variables would be widely
identical. Therefore, in order to increase the statistical power of the analysis, the ex-
perimental analysis concentrated solely on the three most independent isovist mea-
surands mean isovist area, number of vertices and jaggedness:
Isovist area The area of the floor surface visible from a single observation point. En-
9
vironments consisting of few large and open areas normally feature a higher
mean isovist area as compared to environments consisting of small and con-
fined spaces.
Number of vertices The number of vertices making up the outline of an isovist
polygon. This descriptor captures the absolute number of features of environ-
ments such as wall segments or alcoves. It is therefore a measure for aspects of
complexity.
Jaggedness The jaggedness of an isovist as an integrative measurand that is calcu-
lated mathematically as the squared isovist perimeter divided by the isovist
area. It describes the concavity of an isovist polygon, its inverse has been
sometimes described as the compactness measure. Jaggedness is related to
the density of features and has been shown to capture perceived complexity of
polygon outlines and building silhouettes (Berlyne, 1972; Stamps, 2000). In this
study, due to the high level of intercorrelations to the variables openness, clus-
tering coefficient, and relevation, it also captured the relative degree of enclosure
and visual stability of the environments.
4.4 Statistical analysis
Analyses were done using the open source software mathematics packages Octave
(http://www.octave.org) and R (http://www.r-project.org). For all statistical
analyses, the rating data was treated as even interval scaled. Linear correlation co-
efficients r were calculated using Pearson’s product moment correlation, p-values
indicate the probability of the non-directional null hypothesis. P-values below .05
were treated as significant correlations. Confidence intervals (95% CI), describing the
likely range of the general population correlation coefficients, were obtained from a
Fisher r-to-z transformation. The characterization of effect sizes corresponds to the
framework of Cohen (1988), their derivation from correlation coefficients follows the
recommendations of Hopkins (2000).
10
5 Experiment 1
5.1 Objective
In accordance with the overall objective of investigating interrelations between
spatial properties and spatial behavior, the purpose of the initial experiment was
twofold: First to test whether basic isovist properties can be perceived at all, and
second, to explore correlations between mean isovist measurands (see Section 4.3)
and behavioral data. The behavioral data were gained both from a navigation task
and a rating of experiential qualities in different virtual environments. It was hy-
pothesized that the differently shaped environments used in this experiment sys-
tematically influenced subjects’ responses in both tasks. If the isovist measurands
captured behaviorally relevant properties, significant correlations with the depen-
dent variables were expected.
5.2 Method
Experimental procedure. In each of the 16 indoor scenes (see Section 4.2 and Figure
1), subjects had to do a twofold navigation task followed by a semantic differential
rating of experiential qualities. Only after completing both experimental tasks, they
proceeded to the next indoor scene. The 16 indoor scenes were presented in random-
ized order. A complete experimental session took about 40 minutes.
At the beginning of the active navigation task, subjects were placed at the fixed start-
ing position of the virtual indoor scene (see Figure 1) facing a random direction. Sub-
jects were then asked to navigate to the position within the scene that maximized the
visible area (corresponding to maximal isovist area) as well as to the position within
the scene that minimized the visible area (corresponding to minimal isovist area).
Before the experiment, subjects were carefully instructed that their task was not to
maximize or minimize the visible area with respect to a single gaze direction, but the
area revealed by a complete 360◦ rotation. During the experiment, the position that
maximized visible area was referred to with the catchphrase best overview place and
to the position that minimized visible area was referred to with the catchphrase best
hiding place. Again, subjects were carefully instructed that best overview place and best
hiding place were just catchphrases and that their task was to maximize or minimize
the visible area. The order in which subjects had to locate these two positions was
randomized for each room. Subjects were instructed to solve the task quickly and as
11
accurate as possible. A chosen position was confirmed by pressing a button on the
joypad, only these final positions were recorded.
The second experimental task was a rating of the experiential qualities of the 16
scenes using the common semantic differential scaling technique. At the beginning
of each trial, subjects were automatically moved back to the initial starting position
(roughly the center of the room: see Figure 1), again facing a random direction. After
pressing a button on the joypad, the ratings were collected in a random sequence.
The rating was performed by manipulating an analog slider on the input device.
In order to provide visual feedback, a scale and the currently selected value were
displayed near the lower border of the screen. During the rating task, subjects were
allowed to freely move through the environments.
Variables of interest. During the navigation task, subjects were asked to move to
the position that maximized the isovist area (best overview place) and to the position
that minimized the isovist area (best hiding place). For each indoor scene, subjects’
performance was evaluated by comparing the isovist area of the chosen positions
with the isovist areas of the positions with the actually highest and lowest values.
The virtual indoor scenes differed with respect to the size of the isovists at the po-
sitions with the largest and smallest isovist area. In order to compare performance
between different environments, subjects’ navigation data were normalized accord-
ing to the range of isovist sizes occurring in the particular scene (see Formula 1 and
Formula 2). This performance measure ranges from 0 to 1. If subjects showed per-
fect behavior with respect to finding the positions that maximized and minimized
the isovist area, performance was 1.
Pmax(r) =Isosub(r) − Isomin(r)Isomax(r) − Isomin(r)
(1)
Pmin(r) = 1−Isosub(r) − Isomin(r)Isomax(r) − Isomin(r)
(2)
with:
r = idendity of virtual indoor scene
Pmax(r) = performance for finding the position with the highest control value for room r
12
Pmin(r) = performance for finding the position with the lowest control value for room r
Isosub(r) = size of isovist corresponding to subject’s chosen position
Isomin(r) = size of isovist corresponding to position with lowest control value for room r
—————— insert table 1 about here ——————————
The rating task comprised six core aspects of environmental experience represented
by pairs of oppositional adjectives (cf. Table 1). Subjects could differentiate their ap-
praisals using a seven step Likert-like scale. The rating categories were selected to
represent major dimensions of affective experience (pleasingness, beauty, and inter-
estingness), as well as denotative and collative properties that were expected to be
potentially relevant for the navigation task (experienced spaciousness, clarity, and
complexity). For the correlation analysis, the rating results of each scene were aver-
aged by category over all subjects.
Participants. 16 subjects (8 female, 8 male) voluntarily participated in the experi-
ment, they were paid 8 Euro per hour. Subjects were mostly university students at
an age of 20-25 years.
5.3 Results
Navigation task. Overall, subjects showed a similar performance (P) in finding the
positions having the smallest and the largest isovist area (smallest isovist: P=.92 ±
.02; largest isovist P=.90 ± .02, t-test: t=.96, df = 15, p=.3). In some of the virtual
indoor scenes subjects reached performance measures over .97. In scene 10 they
reached 1.0 for finding the best hiding place, which means that all subjects actually
found the position that minimized the visible area (cf. Figure 4).
While performance of female and male subjects did not differ with respect to find-
ing the best overview place (female: P=.88 ± .02, male: P=.91 ± .02, t-test: t=-1.66 ,
df=14, p=.12), male subjects showed better performance in finding the best hiding
place as compared to female subjects (female: P=.88 ± .03, male: P=.96 ± .02, t-test:
t=-3.96, df=14, p
second trial were therefore analyzed independent of the specific navigation task. On
average, subjects needed 44.24 ± 3.78 secs for the first trial and 20.39 ± 2.20 secs
for the second trial (t-test: t=8.7, df=15, p
(r=.58, p=.02) which could indicate large effects. Additionally, a moderate statisti-
cal relation between navigation performance and experienced pleasingness of the
rooms was probable (r=.45, p=.08) , although this result was not significant.
5.4 Discussion
In each of the 16 virtual indoor scenes, subjects had the task of finding the best
overview place and the best hiding place. Overall, they showed a remarkably good
performance in both navigation tasks. It is interesting to briefly consider some of
the perceptual and cognitive processes required to successfully master the tasks of
finding the positions within an environment that maximize and minimize the visi-
ble area when performing a 360◦ turn. The VR setting used in this study restricted
subjects’ horizontal viewing field of view to 90◦ (as opposed to a little bit more than
180◦ in reality). Thus, in order to assess the visible area from an arbitrary position
within an environment, visuo-spatial information obtained from different viewing
directions had to be integrated, either by combining a series of visual snapshots or
in form of a more abstract representation. In any case, this integrated information
had to be memorized in order to perform comparisons of the visible area at dif-
ferent positions within the environment. Furthermore, independent of the specific
sequence in which subjects solved the two tasks, the first navigation trial took con-
siderably longer than the second one. This result suggests that during the second
trial, subjects relied also on knowledge acquired during the first trial. A possible line
of argumentation is that during the first trial subjects remembered some quantitative
measures describing the visible area along their trajectories and that this information
was reused during the second navigation trial. To the authors’ view, however, it ap-
pears more likely that during the first trial, subjects explored the environment and
either generated a spatial memory of its shape or already memorized potential po-
sitions of the other extremum. This memory then allowed them to act faster in the
second trial. All in all, subjects’ high performance levels demonstrate that they were
able to perceive and process the visuo-spatial information that is described by the
basic isovist area property very well.
The strong gender difference as regards navigation times might be hypothetically ex-
plained by assuming different levels of familiarity between female and male partic-
ipants with interactive computer-simulated environments such as first-person com-
puter games and with game controllers. The much smaller differences in task per-
15
formance, however, suggest that this presumable factor was of minor importance for
performing the experimental task.
The basic initial hypothesis that isovists capture behaviorally relevant environmen-
tal properties was supported by the result that the isovist measurand jaggedness was
strongly negatively correlated with navigation performance. This outcome may be
interpreted as follows: Studies on polygon outlines (Berlyne, 1972) and building
silhouettes (Stamps, 2000) have found that the jaggedness measurand (i. e. poly-
gon perimeter2/area) corresponds well to introspectively rated shape complexity.
Pointing in the same direction, the results of the rating tasks showed positive corre-
lations between jaggedness and rated complexity, and negative correlations between
jaggedness and clarity. Taken together, jaggedness can be seen as a measure describ-
ing aspects of visual complexity such as information density. In a spatial context
jaggedness may additionally characterize configurational complexity, leading to an
increased task difficulty which may implicate a negative influence on navigation per-
formance. Although the negative correlation between navigation performance and
the number of isovist vertices did not reach statistical significance, it points in the
same direction. The low level of correlations to isovist area basically suggests that
the measured behavior is scale-independent.
The apparent statistical relations between the navigation task and the rating results
may however be also interpreted in a different way: Since the navigation task always
preceded the ratings, the latter might have been influenced by the subjective expe-
rience of the preceding task. For example, the rated complexity of an indoor scene
may basically mirror the effort or the subjectively perceived difficulty of the naviga-
tion tasks within that scene. This interpretation gains some support by the moderate
positive correlation between experienced pleasingness and navigation performance,
although this relation did not reach the chosen significance level of p=0.05. In order
to test this alternative explanation, Experiment 2 was conducted.
6 Experiment 2
6.1 Objective
This experiment was designed as a control condition to discriminate between the al-
ternative explanations of Experiment 1, namely that differences in the ratings either
reflect differences of the environments or differences in the navigation experience.
16
For this purpose, solely the rating task of Experiment 1 was repeated, the naviga-
tion task was skipped, and the ratings were done from a fixed central observation
point. Comparing the rating results of the two experiments allowed to determine
the impact of navigation on the experiential qualities in Experiment 1.
6.2 Method
The procedure of this experiment was identical to the rating task of Experiment 1
(see Section 5.2), except for the fact that subjects’ movements were restricted to rota-
tional movements only. That is to say, subjects were stationary at the starting posi-
tion marked in Figure 1. A complete experimental session had a duration of about
20 minutes. 13 naive paid subjects (7 female, 6 male, mostly university students)
voluntarily participated in the experiment. The analysis compared the means and
variance of the samples between the experiments and tested for correlations. For the
correlation analysis, the rating results of each scene were averaged by category over
all subjects.
6.3 Results
No significant differences were found between the mean ratings of the two experi-
ments (see Figure 7 left). If anything, a slight non-significant tendency (p=0.22) was
found that scenes were perceived as more interesting in Experiment 2. The pattern
of correlations between mean isovist measurands and rated experiential qualities of
the scenes in Experiment 2 was very similar to Experiment 1 (cf. Figure 6). Anal-
ogously, the ratings of the both sessions were all positively correlated (see Figure 7
right), the correlation coefficient r varied from .49 (beauty) to .88 (spaciousness and
complexity). The overall variance between the scenes was almost identical in both
experiments (cf. Figure 8 right). The variance within the scenes was very similar
between the two conditions except of spaciousness (Figure 8 left): In Experiment 2
spaciousness ratings differed more between subjects than in Experiment 1 (p=.01,
not corrected for multiple comparisons).
—————— insert figure 7&8 about here ——————————
17
6.4 Discussion
The high correlations between ratings of Experiment 1 and Experiment 2 together
with the lack of significant absolute sample differences demonstrated that the aver-
age appraisals were very similar in both experiments. The potential slight tendency
observed in Experiment 2 to rate the scenes generally more interesting might be ex-
plained by the shorter exposure time in this experiment, a factor that is known to
affect arousal ratings (cf. e.g., Franz, 2005, pp. 164-166). Apart from that, this over-
all outcome suggests that the navigation task including free exploration in Exper-
iment 1 had very little influence on the rating task. Therefore, the negative corre-
lation between task difficulty and pleasingness might be rather interpreted within
a broader context of general preferences for environments that are clear and easily
legible (Kaplan, 1988a; Nasar, 1998), a relation which also makes sense from the ini-
tially reviewed evolutionary perspective. The same theoretical framework may also
provide an alternative explanation the potential negative influence of ego-motion on
room interestingness: The mystery theory (Kaplan, 1988a) suggesting that spatial sit-
uations that only promise the gain of information when moving (as in Experiment
2) are more interesting than the same spatial situations after actual exploration (as
in Experiment 1). An analysis comparing the rating variance within and between
the scenes could provide for an alternative explanation of the rather low correla-
tion in the beauty rating category (r=.49, p=.06) between the experiments: In both
experiments the rating variance within the scenes was remarkably similar over all
categories (Figure 8 left), while the variance between the scenes varied depending
on the rating category (Figure 8 right). The differences of the mean ratings between
the scenes were lowest in the beauty rating category, in other words, all scenes were
perceived as being similarly beautiful. Hence, in the beauty category individual
differences between the subjects had a much stronger influence on the correlation
between the experiments than in the other ratings, and the apparent effect could
therefore be explained by the small number of participants.
Taken together, the comparative analysis of Experiment 1 and Experiment 2 demon-
strated that differences within the mean ratings were mainly caused by differences
between the scenes, and were not an artifact caused by the navigation task. Alto-
gether, remarkable similarities between the experiential qualities rated from a fixed
position (Experiment 2) and after free navigation (Experiment 1) were found.
18
7 Experiment 3
7.1 Objective
Experiment 1 demonstrated that subjects’ experience and behavior in two specific
navigation tasks, namely finding the positions that maximized and minimized the
visible area within the 16 virtual environments, was correlated with the isovist de-
rived measurand jaggedness. A significant share of both effects could be tentatively
explained ascribing the relations to influences of visual or configurational complex-
ity. The aim of this experiment was to test for similar influences of visuo-spatial
properties of environments on a finer scale level of spatial behavior, more precisely
on single movement decisions and locomotion. For this, subjects’ behavior, when
solving the task of finding the best overview place in the different environments,
was recorded and analyzed at the level of trajectories.
7.2 Method
Experimental procedure. The procedure of this experiment was a variation of the
navigation task of Experiment 1 (see Section 5.2). In contrast to the previous experi-
ment, subjects were only asked to find the best overview place and were instructed
to approach this place as directly and quickly as possible in order to provoke a more
direct, goal-directed behavior. Therefore, a complete experimental session took only
about 15 minutes. The experiment used the same setup and stimuli. 16 naive paid
subjects (9 female, 7 male, mostly university students) voluntarily participated in the
experiment.
Variables of Interest. During the experiment, subjects’ trajectories, i.e. their po-
sition and orientation over time, were recorded at a temporal resolution of 5 Hz.
In order to characterize the trajectories as a whole, several global descriptors were
calculated such as mean velocity during navigation, number of stops, time traveled
(see Figure 9 for the complete list of the trajectory derivatives). In order to reduce
the influence of individual differences between subjects, the trajectory data were z-
transformed per subject. In addition to the trajectory derivatives, subjects’ perfor-
mance in finding the best overview place was evaluated as described in Experiment
1 (see Section 5.2). These behavioral measures were correlated to the mean isovist
measurands of the 16 virtual indoor scenes (cf. Section 4.3).
19
7.3 Results
Subjects’ mean performance in finding the best overview place was again very
strongly correlated with mean jaggedness (r=-.73, p
well as the similar correlation patterns for mean jaggedness and mean number of
vertices can be interpreted in a coherent way: Results of the rating task of Experi-
ment 1 suggest that the isovist measurands jaggedness and number of vertices can
be seen as measures describing different aspects of perceptual complexity of an en-
vironment (see Sections 5.3 and 5.4). The scale independent measurand jaggedness
could capture primarily information density, whereas the number of vertices rather
describes the overall amount of information. It seems plausible that in environments
featuring high perceptual complexity subjects on average not only perform worse,
but also behave differently. In this case they apparently needed more time and nav-
igated longer distances until choosing the best overview position. The decrease in
angular velocity during rotations in environments with high jaggedness or number
of vertices measures as well as the increase in overall turning angle point in the same
direction: In more complex environments subjects need more time to pick up task-
relevant information and therefore turn more slowly during navigation.
The increase in navigation speed in more complex environments is counterintuitive
at first glance. If subjects turned more slowly in complex environments, one would
expect them to also navigate more slowly. This result, however, can be tentatively
explained by assuming an influence of the experiment instructions: subjects were
asked to approach the position allowing for the best overview as quickly and directly
as possible. The increase in navigation speed could therefore reflect a compensation
for the increase in time and traveled distance subjects need to solve the task in more
complex environments.
7.5 Transferability of findings
As regards the general implications of these empirical observations, one might raise
the objection that the recorded behavior was strongly influenced by the specific task,
the way of interaction, and perceptual conditions of the virtual reality setting. For
example, it is known that space perception is distorted by both a narrow vertical
FOV and by a mismatch between the actual and rendered FOV (e.g., Psotka, Lewis,
& King, 1998; Arthur, 2000; Creem-Regehr, Willemsen, Gooch, & Thompson, 2005).
Both of these effects were present in the experimental setup used for this study.
While this consideration certainly suggests cautiousness with respect to direct trans-
lations, it seems nevertheless unlikely that the observed effects were basically ar-
tifacts. For instance, subjects reached very good performance levels (above 90%)
21
when faced with the tasks of finding the best overview or best hiding place. This re-
sult demonstrates that, despite the mismatches between the actual and the rendered
FOV, subjects could perceive and use the relevant spatial information very well. Fur-
thermore, to successfully master these navigation tasks a certain pattern of informa-
tion pick up, integration, and comparison over time has to be accomplished. For
example, in order to find the best overview or hiding place in an environment con-
sisting of multiple subspaces, these subspaces have to be explored, their sizes have
to be memorized and compared, and their spatial dimensions have to be related to
each other. This holds true for the real world as well as for any VR-setting.
In this study all trials were equally affected by the constant experimental conditions,
it therefore seems well justifiable to ascribe the observed differences mainly to the
spatial and configurational differences of the stimuli. Moreover, since the observed
relations are also well interpretable and fit to existing general theories, they should
be considered as more than qualified hypotheses on likely environmental influences
on real world behavior. To the authors’ view, it seems well justifiable to assume
a high level of correspondences between realworld and virtual behavior with re-
spect to the relative directions and magnitudes of the observed effects, because un-
der both conditions behavior is dependent on the perceptual and navigation context
provided by the environments. Nevertheless, a direct transfer of all the recorded
behavior patterns at the level of trajectories to a real world scenario seems inappro-
priate. Overall turning angle, for example, appears to be a behavior that is strongly
influenced by the specific VR setting with its comparably small field of view. In order
to get an overview of the environment, subjects would do fast gaze shifts including
head movements. In the current study they had to perform relatively slow rotations.
Nonetheless, the authors are convinced that the strong positive correlation between
overall turning angle and perceptual complexity primarily mirrors the increased dif-
ficulty to acquire and integrate task relevant information in complex environments,
a factor that would be equally present in real world scenarios. Thus, an increased
perceptual complexity could result in an increase of eye- and head movements in
the real world.
Altogether, the results are first evidence that isovists and their derivatives have pre-
dictive power not only for overall performance in the task tested (see also Experi-
ment 1), but also for spatial behavior at the level of trajectories. While actual real
world predictions would certainly require comparative analyses addressing the spe-
cific differences, the general analytical approach promises novel insights into the
22
perceptual basis of locomotion and could on the long run offer qualified hypotheses
for people’s movement decisions.
8 Conclusions
The experiments presented in this study investigated interrelations between spatial
properties of environments on the one hand and spatial experience as well as nav-
igation behavior on the other hand. Taken together, the experiments could demon-
strate strong influences of the environment on all experimental tasks. Beyond this
qualitative statement, the technique of isovist analysis allowed the identification and
quantitative description of environmental factors that were systematically related to
the recorded behavior. For both experiential qualities and navigation performance,
already single isovist measurands were sufficient to explain a substantial share of
the variance in the mean behavioral data. The method of averaging isovist measur-
ands over the entire indoor environments rendered meaningful and discriminatory
global characteristic values. An additional indication for the behavioral relevance of
isovists can be derived from subjects’ remarkably good performance in the naviga-
tion task, demonstrating that basic characteristics of isovists such as area were well
perceptible.
These findings suggest that for further experiments it is worthwhile to translate qual-
itative descriptions and explanatory theories for spatial preferences and behavior
into empirically testable hypotheses that make use of isovist measurands. Of course,
due to the limited number of tested scenes and the specific character of the navi-
gation task, future work has to test the validity of the specific findings both for a
broader range of spatial situations and for different kinds of spatial behavior. It
seems also worthwhile to test the generality of the findings using other more im-
mersive experimental setups or to run comparative studies in realworld environ-
ments. Yet, altogether the outcomes of this study suggest that the taken descrip-
tive approach, analyzing space from an inside beholder-centered perspective, meets
the initially postulated requirements for architectural description systems well. Iso-
vist and visibility graph analysis provides well-formalized, flexibly extendable, and
generically applicable methods to generate meaningful variables that have predic-
tive power for human spatial experience and behavior.
23
9 Acknowledgments
This work was supported by the Deutsche Forschungsgemeinschaft (MA 1038/9-1)
and the Max Planck Institute for Biological Cybernetics, Tübingen.
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Figures
(5)
(12)
(14)
(8)
(10)
(2) (3)(1)
(16)(15)
(4)
(6) (7)
(9) (11)
(13)
Figure 1:
28
Figure 2:
29
area
perimeter
open edge
closed edge
vertices
observationpoint
Figure 3:
30
pe
rfo
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nce
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finding best overview place finding best hiding place
Figure 4:
31
jaggedness
-1.0
-0.5
0.0
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oeffic
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Figure 5:
32
-1.0
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corr
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oeffic
ient
r
pl be in co cl sprating category
****
**
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Figure 6:
33
-1.0
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pl be in co cl sp
corr
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ion c
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0.70
**
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**
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mean scores over all ratings
pl be in co cl sp
rating
scor
erating category
1
2
3
4
5
6
7p=0.76 p=0.54 p=0.22 p=0.72 p=0.71 p=0.62
Exp. 1Exp. 2
Figure 7:
34
variance within scenes
pl be in co cl sp 0.0
0.5
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pl be in co cl sp
std m
ean r
atin
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rating category rating category
0.0
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Exp. 1Exp. 2
Exp. 1Exp. 2
**
Figure 8:
35
jaggedness
**
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Figure 9:
36
Figure captions
Figure 1: Floor plans of the 16 virtual indoor scenes used in the experiments. The
indices are used in the following in order to refer to the individual envi-
ronment. The dot in the center of each room marks the starting position
for the experimental tasks.
Figure 2: Three screenshots of the virtual indoor scenes as experienced by the sub-
jects.
Figure 3: Generating isovists: Left: a hypothetical indoor environment; middle:
the gray area is visible from the person’s observation point within the
environment; right: the resulting isovist and its basic measurands.
Figure 4: Subjects’ average performance per scene; left: finding the position that
minimizes the isovist area (best hiding place), right: finding the position
that maximizes the isovist area (best overview place). The error-bars dis-
play the standard error of the means.
Figure 5: Correlation between subjects’ performance finding the best hiding resp.
overview place and mean isovist measurands area, jaggedness, and num-
ber of vertices.
Figure 6: Linear correlations between the selected isovist measurands and aver-
aged rated experiential qualities of the scenes in Experiment 1. The rating
categories were pleasingness, beauty, interestingness, complexity, clarity,
and spaciousness.
Figure 7: Mean scores over all ratings and correlations between the ratings of Ex-
periment 1 and Experiment 2. The rating categories were pleasingness,
beauty, interestingness, complexity, clarity, and spaciousness.
Figure 8: Bar plots illustrating the variances of the ratings within the scenes (left)
and between the scenes (right) of Experiment 1 (black) and Experiment 2
(green). The rating categories were pleasingness, beauty, interestingness,
complexity, clarity, and spaciousness.
Figure 9: Correlations between trajectory derivatives and the isovist measurands
mean isovist area, mean number of vertices, and mean jaggedness. For the
37
calculation of the trajectory derivatives, only data points after the initial-
ization of the first translation are taken into account. Trajectory deriva-
tives: time ~ overall navigation time, angle ~ sum of turning angles, velang
~ mean angular velocity, vel ~ mean locomotion velocity, dist ~ traveled
distance normalized by room size, stops ~ number of stops per distance,
perf ~ task performance
38
Tables
Category
interestingness boring interesting langweilig interessant
pleasingness unpleasant pleasant unangenehm angenehm
beauty ugly beautiful hässlich schön
spaciousness narrow spacious eng weit
complexity simple complex einfach komplex
clarity unclear clear unübersichtlich übersichtlich
English low extreme
English high extreme
German low extreme
German high extreme
Table 1:
39
Table captions
Table 1: English translations and original terms of the rating categories used in
the semantic differential. The experiments were conducted in German
language.
40