45 research outputs found
Real-time Continuous Uncertainty Annotation (RCUA) for Spatial Navigation Studies
This study introduces two methods for continuously measuring uncertainty
during human navigation in complex buildings: one using a joystick (RCUA), and
the other with annotations on videos of recent navigation activity (CUA). To
evaluate the usability, reliability, and validity of both approaches, we
conducted a study with 54 participants. We assessed the measures' reactivity
during different sign-seeing events. We also evaluated the convergent validity
of both measures by comparing their outcomes with a self-report questionnaire,
and assessed their discriminative and predictive validity by comparing
uncertain values between known groups and correlating those values with
wayfinding performance. Our findings suggest that both approaches were valid at
the task level, but RCUA was better at capturing fine-grained dynamics of human
experience. These continuous uncertainty measures can provide valuable insights
into the fleeting nature of human experience and help identify "problem spots"
for wayfinding in complex buildings
Visual Flow-based Programming Plugin for Brain Computer Interface in Computer-Aided Design
Over the last half century, the main application of Brain Computer
Interfaces, BCIs has been controlling wheelchairs and neural prostheses or
generating text or commands for people with restricted mobility. There has been
very limited attention in the field to applications for computer aided design,
despite the potential of BCIs to provide a new form of environmental
interaction. In this paper we introduce the development and application of
Neuron, a novel BCI tool that enables designers with little experience in
neuroscience or computer programming to gain access to neurological data, along
with established metrics relevant to design, create BCI interaction prototypes,
both with digital onscreen objects and physical devices, and evaluate designs
based on neurological information and record measurements for further analysis.
After discussing the BCI tool development, the article presents its
capabilities through two case studies, along with a brief evaluation of the
tool performance and a discussion of implications, limitations, and future
improvement
Assessing the Effects of Illuminance and Correlated Color Temperature on Emotional Responses and Lighting Preferences Using Virtual Reality
This paper presents a novel approach to assessing human lighting adjustment
behavior and preference in diverse lighting conditions through the evaluation
of emotional feedback and behavioral data using VR. Participants (n= 27) were
exposed to different lighting (n=17) conditions with different levels of
illuminance and correlated color temperature (CCT) with a randomized order in a
virtual office environment. Results from this study significantly advanced our
understanding of preferred lighting conditions in virtual reality environments,
influenced by a variety of factors such as illuminance, color temperature,
order of presentation, and participant demographics. Through a comprehensive
analysis of user adjustment profiles, we obtained insightful data that can
guide the optimization of lighting design across various settings
Co-Design with Myself: A Brain-Computer Interface Design Tool that Predicts Live Emotion to Enhance Metacognitive Monitoring of Designers
Intuition, metacognition, and subjective uncertainty interact in complex ways
to shape the creative design process. Design intuition, a designer's innate
ability to generate creative ideas and solutions based on implicit knowledge
and experience, is often evaluated and refined through metacognitive
monitoring. This self-awareness and management of cognitive processes can be
triggered by subjective uncertainty, reflecting the designer's self-assessed
confidence in their decisions. Despite their significance, few creativity
support tools have targeted the enhancement of these intertwined components
using biofeedback, particularly the affect associated with these processes. In
this study, we introduce "Multi-Self," a BCI-VR design tool designed to amplify
metacognitive monitoring in architectural design. Multi-Self evaluates
designers' affect (valence and arousal) to their work, providing real-time,
visual biofeedback. A proof-of-concept pilot study with 24 participants
assessed its feasibility. While feedback accuracy responses were mixed, most
participants found the tool useful, reporting that it sparked metacognitive
monitoring, encouraged exploration of the design space, and helped modulate
subjective uncertainty
Toward an Effective Design Process: Enhancing Building Performance through Better Integration of Facility Management Perspectives in the Design Process
In today’s architecture and construction industry, there is a growing agreement that the input of facility management professionals (FMs) can be a vital resource during the architectural design process. FMs are responsible for the everyday operation of buildings, and are therefore aware of many practical details of maintenance and efficiency that designers may overlook. In this study, the current state of the facility management industry and the extent of FMs’ collaborations with designers were examined in the United States, the United Kingdom, and the Middle East. The objective was to understand the challenges and concerns faced by FMs in these diverse regions, and to determine how the process of collaboration could be improved so that the accumulated knowledge of FMS can better inform design. The study included a comprehensive literature review of previous work on this topic, in-depth interviews with prominent facility management professionals, and a broad quantitative survey of FMs in the three study regions. An analysis of the interview and survey data revealed the nature of existing collaborations and their benefits, as well as barriers against collaboration and suggestions for overcoming those barriers. Difficulties in communication between the two fields were found to be the most pervasive obstacles, closely followed by a perceived lack of interest on the part of designers. The study data also allowed for a comparative analysis of FM-designer collaborations in the U.K., the U. S., and Middle East, and led to suggestions about the most effective times during a project’s life cycle for FMs to provide input to designers. The study results indicate that interventions to improve training and awareness in both fields may be particularly effective in increasing the benefits of collaboration. A process model for more effectively integrating the knowledge of FMs into the design process is also provided based on the study results
Designing Virtual Environments for Social Engagement in Older Adults
Virtual reality (VR) is increasingly used as a platform for social
interaction, including as a means for older adults to maintain engagement.
However, there has been limited research to examine the features of social VR
that are most relevant to older adults experiences. The current study was
conducted to qualitatively analyze the behavior of older adults in a
collaborative VR environment and evaluate aspects of design that affected their
engagement outcomes. We paired 36 participants over the age of 60, from three
diverse geographic locations, and asked them to interact in collaborative VR
modules. Video-based observation methods and thematic analyses were used to
study the resulting interactions. The results indicated a strong link between
perceived spatial presence in the VR and social engagement, while also
highlighting the importance of individual personality and compatibility. The
study provides new insights into design guidelines that could improve social VR
programs for older adults
The Effects of the Toxicity of (Fe (so4).7H2o) on the isolated Mitochondria from the brain of rat
Introduction: Iron, through the reaction of Fenton, generates free radicals such as active oxygen radicals and activates the oxidative stress pathway. The oxidative stress due to the increased iron level in the brain regions plays an important role in creation of neurodegenerative diseases.
Methods and Results:In this study, the mitochondria of the brain tissue of Wild Wistar Rat isolated from various centrifuge rounds and with the concentrations of Fe (so4).7H2o were incubated at 30 and 60 minutes. To determine IC50 Fe (so4).7H2o, the mitochondrial survival ratio was measured by MTT test. Mitochondrial suspension with the concentration of 0.5 mg protein/ml at various concentrations of Fe (so4).7H2o was placed in a shaker incubator at 37° C for 30 and 60 minutes. Then the activity of mitochondrial complex 2 and the formation ratio of reactive oxygen species was investigated. The results showed that IC50 ratio for Fe (so4).7H2o was 20 and 5 μg/ml at 30 and 60 minutes, respectively, and mitochondria incubation isolated from the brain tissue of the rat with Fe (so4).7H2o can disrupt be the electron transfer chain and significantly increases the formation of reactive oxygen species compared to the control group (P <0.001).
Conclusions:The findings of this study indicate that Fe (so4).7H2o disrupts electron transfer chain in the mitochondria and causes increasing ROS production. This excessive increase of ROS can activate the oxidative stress pathway and ultimately activate the cell toxicity pathways
A Digital Pre-Occupancy Architectural Toolset for Reducing Stress Levels in Urban Environments
This research examines the effects of the builtenvironment on human stress and anxiety levels, by measuringthe responses of participants as they interact with variousarchitectural design features using Augmented Realitytechnology. Architectural form-making is becoming moredynamic and expressive in today’s world, deviating fromtraditional designs, especially in urban contexts. Currenttechnology enables such forms to be created, but prior to theirconstruction there is no easy way to determine how they mightaffect the stress levels of the people who experience theredesigned environment. The physical geography of cities isalready known to have an effect on human well-being, andspecific design issues have been correlated with negative healthoutcomes, including increased levels of anxiety. However, thepositive or negative changes that can be induced through newdesigns are often just a matter of speculation. Our research helpsto address this issue by developing a prototype interface toevaluate human-experience factors during the design reviewprocess. We conducted a pilot study to evaluate biometric dataobtained from participants through an Augmented Realityexperience, and parsed that data with respect to the participants’personal backgrounds and other demographic information. Theprototype toolset was developed based on three differentarchitectural variables—shape, height, and visual pattern. Theresults from the experiment indicate there is a relationshipbetween these architectural forms and stress levels. This researchcontributes to design pedagogy and practice, and it helps to showhow continuous parametric form generation can be used to betterreduce anxiety levels in future urban environments