241 research outputs found

    Light on and in context

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    The effects of dynamic lighting on office workers : first-year results of a longitudinal field study

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    Dynamic lighting is designed to have positive effects on wellbeing and performance. In a field experiment we tested whether these effects are detectable and stable over time when employed in actual work settings. This 2-year study consists of two tranches, one following a monthly alternating experimental design, the other a yearly alternating one. This paper reports on the first tranche. In a fully counterbalanced design, office workers experienced dynamic or static lighting according to an a-b-a scheme over 3 consecutive periods (N=142, 90, and 83). Questionnaire data suggest no significant differences for need for recovery, vitality, alertness, headache and eyestrain, mental health, sleep quality, or subjective performance, although employees were more satisfied with dynamic lighting. Yet it is too early to discard the hypotheses and claims made about dynamic lighting altogether. Its effects may still emerge in environments with limited daylight, over a longer time period, or when more pronounced or differently shaped lighting patterns are applied

    How do you like your light in the morning? : preferences for light settings as a function of time, daylight contribution, alertness and mood

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    Research has shown that lighting can have an influence on wellbeing, health and performance. In this study, we explore whether lighting preferences reflect these effects. Results of a longitudinal field study by Begemann and colleagues (1997) revealed that on average, office employees’ preferred a higher illuminance than prescribed by current standards for office environments, which are mainly based on ergonomic needs for visual tasks. In addition, they found that the light preferences varied with time of day – roughly following a natural daylight curve. These individual light preferences are said to also depend on a person’s level of alertness and mood, although this has not been investigated yet. In this study, we explored whether time of day, daylight contribution, alertness and mood have an influence on light preference. We hypothesized that people would prefer more intense light when they felt less alert

    Identification and categorization of digital game experiences : a qualitative study integrating theoretical insights and player perspectives

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    Digital game experience is not a one-dimensional concept. Great variety exists in game genres and players, and game experiences will differ accordingly. To date, game experience is studied in a differentiated way, meaning that most studies focus on one specific game experience dimension. The objective of our study was twofold. First, we wanted to obtain a comprehensive picture of first-hand experiences of playing digital games. We conducted six focus group interviews including different types of gamers with the aim of eliciting a wide array of lay-conceptualizations of game experience. Second, we aimed to develop a categorization of game experience dimensions. This was established by discussing and integrating theoretical and empirical findings. Our categorization revealed nine dimensions: enjoyment, flow, imaginative immersion, sensory immersion, suspense, competence, tension, control and social presence. This categorization has relevance for both game scholars and game developers wanting to get to the heart of digital game experience
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