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Users’ experiences of lighting controls: a case-study
The aim of this paper is to elucidate how occupants perceive their lit environments in a university setting and how they interact with lighting controls using qualitative methods. Semi-structured interviews were carried out with academic teaching and research staff. Thematic analysis identified four main themes: control and choice, connection with the outdoors, concentration, and comfort. Participants were largely able to control and adapt their lighting using small power lighting in office spaces and they perceived this as beneficial to comfort and concentration. Participants expressed frustration with the light switches in classrooms, a lack of consistency in lighting controls across the university buildings was particularly notable. Installers should consider how piecemeal upgrades on large estates affect the perception of buildings where occupiers face multiple control systems. The management of the lighting in classroom spaces including the type and location of blinds, lack of regular window cleaning in some buildings and difficulty in minimising light on projection screens in upgraded classrooms were cited as areas for improvement. Wider implications for lighting control and management highlighted by this study include most notably that a lack of end users consultation has serious consequences on their perception of lighting upgrades and their willingness to employ “workarounds”
Appraising the intention of other people: Ecological validity and procedures for investigating effects of lighting for pedestrians
One of the aims of outdoor lighting public spaces such as pathways and subsidiary roads is to help pedestrians to evaluate the intentions of other people. This paper discusses how a pedestrians’ appraisal of another persons’ intentions in artificially lit outdoor environments can be studied. We review the visual cues that might be used, and the experimental design with which effects of changes in lighting could be investigated to best resemble the pedestrian experience in artificially lit urban environments. Proposals are made to establish appropriate operationalisation of the identified visual cues, choice of methods and measurements representing critical situations. It is concluded that the intentions of other people should be evaluated using facial emotion recognition; eye tracking data suggest a tendency to make these observations at an interpersonal distance of 15 m and for a duration of 500 ms. Photographs are considered suitable for evaluating the effect of changes in light level and spectral power distribution. To support investigation of changes in spatial distribution further investigation is needed with 3D targets. Further data are also required to examine the influence of glare
Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors
[EN] Affective Computing has emerged as an important field of study that aims to develop systems that can automatically recognize emotions. Up to the present, elicitation has been carried out with nonimmersive stimuli. This study, on the other hand, aims to develop an emotion recognition system for affective states evoked through Immersive Virtual Environments. Four alternative virtual rooms were designed to elicit four possible arousal-valence combinations, as described in each quadrant of the Circumplex Model of Affects. An experiment involving the recording of the electroencephalography (EEG) and electrocardiography (ECG) of sixty participants was carried out. A set of features was extracted from these signals using various state-of-the-art metrics that quantify brain and cardiovascular linear and nonlinear dynamics, which were input into a Support Vector Machine classifier to predict the subject's arousal and valence perception. The model's accuracy was 75.00% along the arousal dimension and 71.21% along the valence dimension. Our findings validate the use of Immersive Virtual Environments to elicit and automatically recognize different emotional states from neural and cardiac dynamics; this development could have novel applications in fields as diverse as Architecture, Health, Education and Videogames.This work was supported by the Ministerio de Economia y Competitividad. Spain (Project TIN2013-45736-R).Marín-Morales, J.; Higuera-Trujillo, JL.; Greco, A.; Guixeres Provinciale, J.; Llinares Millán, MDC.; Scilingo, EP.; Alcañiz Raya, ML.... (2018). Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors. Scientific Reports. 8:1-15. https://doi.org/10.1038/s41598-018-32063-4S1158Picard, R. W. Affective computing. (MIT press, 1997).Picard, R. W. Affective Computing: Challenges. Int. J. Hum. Comput. 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A novel Brain Computer Interface for classification of social joint attention in autism and comparison of 3 experimental setups: A feasibility study. J. Neurosci. Methods 290, 105–115 (2017).Eudave, L. & Valencia, M. Physiological response while driving in an immersive virtual environment. 2017 IEEE 14th Int. Conf. Wearable Implant. Body Sens. Networks 145–148, https://doi.org/10.1109/BSN.2017.7936028 (2017).Sharma, G. et al. Influence of landmarks on wayfinding and brain connectivity in immersive virtual reality environment. Front. Psychol. 8, 1–12 (2017).Bian, Y. et al. A framework for physiological indicators of flow in VR games: construction and preliminary evaluation. Pers. Ubiquitous Comput. 20, 821–832 (2016).Egan, D. et al. An evaluation of Heart Rate and Electrodermal Activity as an Objective QoE Evaluation method for Immersive Virtual Reality Environments. 3–8, https://doi.org/10.1109/QoMEX.2016.7498964 (2016).Meehan, M., Razzaque, S., Insko, B., Whitton, M. & Brooks, F. P. 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Investigation of the Physiological Differences between Immersive Virtual Environment and Indoor Enviorment in a Building. Indoor adn Built Enviornment 0, Accept (2017).Combrisson, E. & Jerbi, K. Exceeding chance level by chance: The caveat of theoretical chance levels in brain signal classification and statistical assessment of decoding accuracy. J. Neurosci. Methods 250, 126–136 (2015).He, C., Yao, Y. & Ye, X. An Emotion Recognition System Based on Physiological Signals Obtained by Wearable Sensors. In Wearable Sensors and Robots: Proceedings of International Conference on Wearable Sensors and Robots 2015 (eds. Yang, C., Virk, G. S. & Yang, H.) 15–25, https://doi.org/10.1007/978-981-10-2404-7_2 (Springer Singapore, 2017)
Engineered polymer brushes by carbon templating
A general method for the fabrication of stable polymer brushes of programmable three‐dimensional shapes and different chemical functions is presented. The carbon templating method allows the functionalization of a broad variety of substrates without the need of a specific surface chemistry. As an example, the AFM scan of complex polymer brush structures on a bare GaAs substrate is shown
Structured and gradient polymer brushes from biphenylthiol self-assembled monolayers by self-initiated photografting and photopolymerization (SIPGP)
The self-initiated photografting and photopolymerization (SIPGP) of styrene, methyl methacrylate, and tert-butyl methacrylate on structured self-assembled monolayers (SAMs) of electron beam cross-linked omega-functionalized biphenylthiols SAMs on gold was investigated. Polymer brushes with defined thickness can be prepared on crosslinked benzyl-, phenyl-, hydroxyl-, and amino-functionalized SAMs, whereas non-cross-linked SAM regions desorb from the surface during the SIPGP process. By the preparation of brush gradients on different functionalized SAMs, it was demonstrated that the resulting polymer brush layer thickness is determined by the locally applied electron beam dosage. Defined micro-nanostructured polymer brush patterns can be prepared down to a size of 50 nm. Finally, it was shown that polymer brushes obtained by the SIPGP process have a branched architecture
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