Chapter 1 Introduction
1.1. Background of Mobile Navigation
For thousands of years, human beings have needed to find their way to where
they needed to go, and stay oriented was a matter of life and death. One wrong turn
could lead to a bottomless cliff or a nasty death from starvation. As a result, different
techniques for wayfinding were developed and used by travelers over land and sea.
These include navigating by tracking the sun or stars’ position and celestial events as
landmarks to determine one’s position, or with the help of road signs, maps, compass,
and along with the navigating person’s cognitive effort to decide on which way to go.
As the technology innovates and expands at an exponential rate, the way people
live today has become more rapid and mobile than few decades ago. People generally
commute farther, and travel much more frequently to both familiar and unfamiliar
destinations. Regardless of the traveling distance, most activities that we do in our
daily lives are related to mobility in some way - we do activities such as work, study,
shop, eat, and sleep at different places. In order to do all these activities within the
limited time we have, a careful scheduling considering place, time, and order of the
activities is required. Location-Based Services provide solutions to this need as
information and supporting tool.
Location-Based Services (LBS) are information services that use information on
the geographical location of the mobile devices to provide various services to their
users. The term LBS generally can be applied to any application that uses the user’s
location - regardless of the user’s mobility. For example, Google Maps can be used on
either a desktop computer or a smartphone to search for places based the current
location of the system being used. The term mobile Location-Based Services (mLBS)
is preferred when referring to the LBS applications running on mobile devices.
Benefitting from the location awareness, connectivity, mobility and convenience
of mLBS, novel applications have been created to assist users for their geospatial
decision-making tasks in everyday lives. These applications are typically used to
provide information or entertainment. It can be used to find the location of an object
or a person to answer questions such as “Where is the nearest gas station?” or “Where
is my friend at?” Some other common mLBS applications include fleet management,
local advertisements, location-based games, and personalized weather.
There are many different interfaces for mLBS to communicate information
between the users and the application. In this thesis, I choose to focus on the mobile
cartographic interfaces. Cartographic interfaces are often used with other navigation
aids such as text, voice, and graphics to support effective communications in mLBS.
To distinguish with other mLBS, the term geolocation apps will be used for the
mobile applications that use cartographic interfaces in this thesis.
Geolocation apps are used as geospatial decision-making tools that support
people’s need with timely location sensitive information at anytime, anywhere. One of
the general usage scenarios of geolocation apps would be travellers arriving in an
unfamiliar city. The primary task for them often is to find out where they are and
which way to go. Although it is possible to ask someone or read a map for directions,
there is no guarantee for them to reach the desired destination without getting lost. It
is at this point that the need for geolocation apps becomes more significant.
The typical users for geolocation apps could be car drivers looking for navigation
guidance, customers looking for a business, or pedestrians searching for the most
efficient route to their destinations. While expecting geolocation apps can provide
effective solutions to these problems, there still remain many factors affecting their
feasibility in the real world practice. Some of the most important factors are the
differences in context of use and users (e.g. abilities, goals, personal preferences), the
limitations of mobile devices (e.g. small screen size, difficulty of data input,
processing power and network bandwidth), and the dynamic physical conditions (e.g.
noise, light level). These challenges must be carefully addressed when designing
geolocation apps.
Geolocation apps aim to solve the geospatial problems from their users. These
problems are often related to wayfinding. The very first step of these systems often is
to answer the orientation question “Where am I?” The concept here is simple - if one
doesn’t know where she or he is, how one can find the way that he or she wants to go.
Once obtained the user’s current location, questions such as “Where can I go?”, “How
can I get there?”, “How long does it take to get there?”, “How far away is it?”, and
“How will I know when I get there?” need to be addressed to achieve successful
navigation.
New technological advances such as mobile phones, internet, and Global
Positioning System (GPS) have transformed how we find our ways in the physical
environment [22]. Now that the GPS and internet have built into the mobile phones,
one can use it as one’s own personal wayfinding device [1]. With the position
information obtained and a digital road network model, the devices can calculate and
suggest an optimal route to the desired destination. A 2D digital street map is usually
used as the cartographic representation to display the route and the user’s current
location (see Figure 1.1). To navigate with this approach, users are required to
complete an orientation task to relate the digital map to their physical environment.
However, this can be especially difficult in crowded surroundings or urban areas
where the digital map cannot represent all the complexity and details in the 3D real
world.
Figure 1.1 2D digital map displays the route and the user’s current location.
To deal with this problem and enhance the overall navigation user experience,
companies like Google and Nokia have put their efforts to collect images along many
streets in the world. For example, Google, today’s leader and innovator in map and
navigation, sent out its 360 Degree Panoramic Camera mounted vehicles to
systematically harvest visual information [23], and the images collected can be used
in map applications to ease the burden of the users from relating artificial view on the
map to physical environment. These panoramic street-level views enable users to
virtually visit the place and explore surroundings without actually been there, thus
helping the users to recognize which road to make the turn and the destination more
easily.
Another challenge for mobile navigation is to optimize and refine the map for
use on the small screen. Traditional solutions used to presenting map information on
the desktops are not always feasible on mobile devices. Because of the limited screen
size, mobile phones can only display a relative small amount of information at once.
Simply scaling down the maps made for desktops is not practical, the result might be
difficult or even impossible to read [2, 3].
Zooming and panning are commonly used to overcome the limitation of small
screen display. However, this approach has some disadvantages. First, interacting with
the map becomes more time demanding and complicated. Second, zooming-in to get a
closer look of an area on the map results in a loss of the overview, also a large amount
of details will be omitted when the users zoom out the map. As mentioned before, the
mobile devices can only handle a limited amount of information; naively overloading
all details onto a mobile device’s screen can ruin its usability and readability. In the
case of zooming-out, the small-scale map may not include all information, and its
users may find it difficult to obtain a broader understanding of the situation.