Long Paths have endpoints located in different sec-
tors. Finding such paths in the graph representa-
tion is a simple application of the A* algorithm,
(Russel and Norvig, 2003; S
´
anchez-Crespo Dal-
mau, 2003). This type of path is represented as a
series of adjacent sectors. Long paths can be dis-
played graphically, laid over the map.
Short Paths remain inside a sector. As long paths
can be expressed as a series of short ones,
generating succinct instructions for the latter is
paramount.
For long paths, position information can deter-
mine the sector where the mobile device is located.
Using this information, it is possible to restrict the
navigation instructions to the current location. For
short paths, position information is at best an approx-
imation and fine grained instructions like “take the
next corridor to the right” are not feasible. Natu-
ral language allows the use of coarse grained
3
rela-
tive instructions: Instead of alerting the user when no
misunderstanding is possible, a navigation instruction
should unambiguously describe the target, the corri-
dor in this case.
Natural Language Instructions are attractive for
this application (Reiter, 2000; Kray and Blocher,
1999), as their rich descriptive abilities are able to sin-
gle out targets from a group, if instructions are con-
structed with care. This can be be done using adjec-
tives which apply to the target (e.g. “the green Col-
umn” or “the leftmost door”), or by giving a spatial re-
lationship to a Landmark (see e.g. (Elias et al., 2005;
Tversky and Lee, 1999; Lazkano et al., 2005)).
The lack of rigidly detailed instructions may seem
inappropriate when navigation instructions are con-
sidered from the point of view of a car’s driver. For
example the instruction “take the next turn left” al-
ways refers to a road for cars, but a pedestrian could
turn left into a store. As pedestrians are less con-
strained than cars in their movement, usually travers-
ing areas (Gaisbauer and Frank, 2008), the construc-
tion of “short paths” is predominated by avoiding
clumps of people, fountains and other landmarks as
well as adaption the movement of other pedestrians,
forming flows and eddies
4
. These considerations
show that fine detailed instructions are not as desir-
able for pedestrians as they may be for cars: Navigat-
ing across a plaza filled with a milling crowd is best
left to a humans cognitive abilities.
The remainder of this section elaborates on these
topics.
3
That is, without relying on up-to-date exact positions.
4
Flocking in AI terms.
4.1 Landmarks
Landmarks can be anything, as long as it is easily
seen. Stores and other corporate entities (preferably
with a nice iconic logo) are useful. In cities, Stat-
ues, fountains, buildings, the cologne cathedral and
the tour d’Eiffel, and other elements of the surround-
ings are used which are less interesting for indoors ap-
plications. Staircases, elevators, emergency exits and
phone booths (while they exist) are exemplary of ar-
chitectural features which make for good indoor land-
marks. Navigational targets can also serve as land-
marks, if they are not targets of the current path. Nat-
ural language nicely distinguishes this as e.g. “go to
the booth by the stairs” versus “climb the stairs by the
booth”
Landmarks can be displayed on the map by draw-
ing icons and logos or even images at the appropriate
places. This gives users hints for in-sector naviga-
tion where the approximate positions can not be used
to generate micro-instructions graphically without be-
coming confusing. The graphical representations of
landmarks need to be provided together with the map
information.
Landmarks are regularly used by humans in nat-
ural language instructions. Human languages of-
fer a plethora of ways to express absolute directions
(straight ahead, turn left, in and out), relative locations
(By the stairs, next to the record store) and descrip-
tion (colors, shapes, labels), which can further aid in
in-sector route description.
4.2 Natural Language Instructions
Natural Language is an familiar means to convey in-
formation. It has the capability to convey naviga-
tion information with closer emphasis on significant
or detail. For instance, in the above example (booth
and stairs), natural language can indicate whether the
booth or the stairs, or both, are landmarks, based on
the next way-point. It is also able to generate static
instructions, which where identified as a necessity de-
scribing short paths inside a sector.
Instructions can be fine grained when using spatial
and temporal constructs to aid navigation inside a sec-
tor. Relative instructions can try to determine what is
on the left and what is on the right side, for example
when entering a large hall from a corridor. In gen-
eral, assuming the user walked in a straight line from
the last sector to the current one, directions relative to
the users orientation (like “left” or “right”). As men-
tioned in the example at the beginning of this section,
context based information can be used to place em-
phasis on important elements of the Locations (stairs
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