A Network Analysis Approach to Understand Human-wayfinding Problem


We have considered a simple word game called the wordmorph. After making our participants play a stipulated number of word-morph games, we have analysed the experimental data. We have given a detailed analysis of the learning involved in solving this word game. We propose that people are inclined to learn landmarks when they are asked to navigate from a source to a destination. We note that these landmarks are nodes that have high closeness-centrality ranking.

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