19 research outputs found

    Suburban Neighbourhood Adaptation for a Changing Climate (SNACC) final report

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    The report presents findings from the Suburban Neighbourhood Adaptation to a Changing Climate (SNACC) project. The project tested the effectiveness, feasibility and acceptability of a range of adaptations to the physical environment (i.e. to homes, gardens, and public spaces) that could be used to both mitigate and adapt to climate change in the UK

    Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality

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    [EN] Psychological research into human factors frequently uses simulations to study the relationship between human behaviour and the environment. Their validity depends on their similarity with the physical environments. This paper aims to validate three environmental-simulation display formats: photographs, 360° panoramas, and virtual reality. To do this we compared the psychological and physiological responses evoked by simulated environments set-ups to those from a physical environment setup; we also assessed the users' sense of presence. Analysis show that 360° panoramas offer the closest to reality results according to the participants' psychological responses, and virtual reality according to the physiological responses. Correlations between the feeling of presence and physiological and other psychological responses were also observed. These results may be of interest to researchers using environmental-simulation technologies currently available in order to replicate the experience of physical environments.This work was supported by the Ministerio de Economia y Competitividad. Spain (Project TIN2013-45736-R).Higuera-Trujillo, JL.; López-Tarruella Maldonado, J.; Llinares Millán, MDC. (2017). Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality. Applied Ergonomics. 65:398-409. https://doi.org/10.1016/j.apergo.2017.05.006S3984096

    Assessing perceived credibility of traditional and computer generated architectural representations

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    This paper presents a study that investigated whether computer generated representations are perceived as more credible means of communicating design than traditional forms of representations. Architects, other professionals, and elected members of the public assessed two computer generated and two hand drawn forms of representation using semantic differential scales. Results show that computer generated photomontage is perceived as the most credible and perspective drawing and as the least credible form of representation. Statistical analysis revealed a remarkable resemblance between the responses by the public and professionals and clear differences between these two groups and architects' perceptions. © 2008 Elsevier Ltd. All rights reserved

    Towards client-focused architectural representationsas a facilitator for improved design decision-makingprocess

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    This paper focuses on architectural representations as a means of communicating design schemes in the process of decision-making. It reports on the study, which investigated peopleis responses to different forms of architectural representations. The paper starts with the discussion about participation in decision-making process and the potential benefits of using computer generated representations. Then, it describes the research study and examines results of the investigation. In the final section it is argued that client focused architectural representations are needed to support the exchange of views and discussion amongst different stakeholders in order to reduce the requirement for trained interpretation and encourage the participation in the decision making process.

    Communicating urban development schemes through architectural representations - an investigation of perceptual responses

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    This paper presents the findings of a research project that investigates peoplesi perceptual responses to different forms of architectural representations as a means of communicating the proposed urban development schemes. By comparing traditional and computer-generated representations, the study aimed to establish whether some methods of architectural representation are perceived as more credible than others. Three concepts were used as the factors operating in credibility assessments, namely: accuracy, realism and abstraction. Analysis revealed significant differences in the assessed perceptions of representationsi accuracy and realism as contrasted with the four different forms of representation.  The results relating to the concept of abstraction were chaotic and show highly polarized reactions to abstract representations that collapses the semantic space about a dominant single dimension.

    Photorealistic Computer Generated Representations as a Means of Visual Communication of Architectural Schemes in the Contemporary Culture

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    This paper explores the nature and effects of photorealistic computer generated architectural representations on the perception and understanding of design schemes.The aim is to obtain an insight into potentials and limitations that arise from this form of communication. Findings suggest that by conveying a sense of lifelike presence, these representations enhance the understanding of design.They are also perceived as more realistic, accurate and comprehensible and as such, more effective means of communicating design than hand drawings. However, not all photorealistic styles are perceived as neither lifelike nor credible. Instead, it was evident that these representations enter perceptions through a complex interaction between their attribute and observers familiarity with form and visual literacy. Most importantly, the understanding of design through photorealistic representations is deeply conditioned by the prevailing cultural style of visual representation and knowledge of the preferences of specific professions

    The Virtual Forest: Integrating VRML Worlds and Generative Music

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    The Virtual Forest is a VRML world representing an imaginary forest, with a real-time generated music soundtrack. This soundtrack is generated by an algorithm which responds via network messages to actions happening in the VRML world. The VRML model uses real-life data (elevation maps, aerial and landscape photography) from a real forest to model an imaginary forest area of approximately 3 square km. The forest has a small number of animated books which when touched, trigger'state'changes in the sound producing algorithm to alter the mood of the soundtrack. This is achieved by sending URL messages to a PHP gateway which then informs a PD (Pure Data) program to change its internal state accordingly. The PD program uses stochastic processes to generate, manipulate and recycle (or feedback) a sound stream. To further enhance the user experience ofinteraction with the generative process, some sounds are also immediately triggered by the books, additionally, a short generative poem is also returned to the user, as the content of the relevant page in the virtual book
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