Smart Cities already surround us, and yet they are still incomprehensibly far from directly impacting everyday life. While current Smart Cities are often inaccessible, the experience of everyday citizens may be enhanced with a combination of the emerging technologies Digital Twins (DTs) and Situated Analytics. DTs represent their Physical Twin (PT) in the real world via models, simulations, (remotely) sensed data, context awareness, and interactions. However, interaction requires appropriate interfaces to address the complexity of the city. Ultimately, leveraging the potential of Smart Cities requires going beyond assembling the DT to be comprehensive and accessible. Situated Analytics allows for the anchoring of city information in its spatial context. We advance the concept of embedding the DT into the PT through Situated Analytics to form Fused Twins (FTs). This fusion allows access to data in the location that it is generated in in an embodied context that can make the data more understandable. Prototypes of FTs are rapidly emerging from different domains, but Smart Cities represent the context with the most potential for FTs in the future. This paper reviews DTs, Situated Analytics, and Smart Cities as the foundations of FTs. Regarding DTs, we define five components (physical, data, analytical, virtual, and Connection Environments) that we relate to several cognates (i.e., similar but different terms) from existing literature. Regarding Situated Analytics, we review the effects of user embodiment on cognition and cognitive load. Finally, we classify existing partial examples of FTs from the literature and address their construction from Augmented Reality, Geographic Information Systems, Building/City Information Models, and DTs and provide an overview of future directions.
In this paper, we explore the mutual effect of prior background expectations and visibility afforded by the 3D configuration of the physical environment on wayfindingefficiencyandstrategyin multilevel buildings. We perform new analyses on data from 149 participants who performed six unaided and directed wayfinding tasks in virtual buildings with varying degrees of visibility. Our findings reveal that the interaction between visibility and prior background expectations significantly affects wayfinding efficiency and strategy during between-floor wayfinding tasks. We termed this interaction effectstrategic visibility, which emphasizes the importance of the strategic allocation of visibility towards actionable building elements in promoting efficient wayfinding and shaping wayfinding strategy. Our study highlights the significance ofstrategic visibilityin promoting inclusive and accessible built environments for neurodiversity. Finally, we provide an open-source dataset that can be used to develop and test new wayfinding theories and models to advance research in the emerging field of human-building interaction.
Visibility is the degree to which different parts of the environment can be observed from a given vantage point. In the absence of previous familiarity or signage, the visibility of key elements in a multilevel environment (e.g., the entrance, exit, or the destination itself) becomes a primary input to make wayfinding decisions and avoid getting lost. Previous research has focused on memory-based wayfinding and mental representation of 3D space, but few studies have investigated the direct effects of visibility on wayfinding. Moreover, to our knowledge, there are no studies that have explicitly observed the interaction between visibility and wayfinding under uncertainty in a multilevel environment. To bridge this gap, we studied how the visibility of destinations, as well as the continuity of sight-lines along the vertical dimension, affects unaided and goal-directed wayfinding behavior in a multilevel desktop Virtual Reality (VR) study. We obtained results from a total of 69 participants. Each participant performed a total of 24 wayfinding trials in a multilevel environment. Results showcase a significant and nonlinear correlation between the visibility of destinations and wayfinding behavioral characteristics. Specifically, once the destination was in sight, regardless of whether it was highly or barely visible, participants made an instantaneous decision to switch floors and move up towards the destination. In contrast, if the destination was out-of-sight, participants performed ‘visual exploration’, indicated by an increase in vertical head movements and greater time taken to switch floors. To demonstrate the direct applicability of this fundamental wayfinding behavioral pattern, we formalize these results by modeling a visibility-based cognitive agent. Our results show that by modeling the transition between exploration and exploitation as a function of visibility, cognitive agents were able to replicate human wayfinding patterns observed in the desktop VR study. This simple demonstration shows the potential of extending our main findings concerning the nonlinear relationship between visibility and wayfinding to inform the modeling of human cognition.