MNH Adi
Using virtual environments to test the effects of life like architecture on people
Adi, MNH; Roberts, DJ
Authors
DJ Roberts
Contributors
AL Brooks
Editor
S Brahnam
Editor
LC Jain
Editor
Abstract
While traditionally associated with stability, sturdiness and anchoring, architecture is more than a container protecting from the elements. It is a place that influences state of mind and productivity of those within it. On the doorstep of adaptive architecture that exhibits life like qualities, we use virtual reality to investigate if it might be a pleasant and productive place to be; without incurring the expense of building. Thus this work has a methodological contribution of investigating the use of aspects of virtual reality to answer this question and the substantive contribution of providing initial answers. It is motivated by juxtaposing 1) responsive architecture, 2) simulation in architectural design 3) adaptive computer mediated environments, and 4) use of VR to study user responses to both architecture and interactive scenarios. We define lifelike architecture as that which gives the appearance of being alive through movement and potentially response to occupants. Our hypothesis is that a life like building could aid the state of consciousness known as flow by providing stimuli that removes the feeling of being alone while not being overly distracting. However our concern is that it might fail to do this because of appearing uncanny. To test this we hypothesise that occupying a simulation of a life-like building will measurably improve task performance, feelings of wellbeing, and willingness to return. Our four experiments investigate if people feel more at ease and concentrate better on task and others when the walls around them appear to organically move, are happy for the walls to help them, and prefer to come back to a building that reacts to them.
Citation
Adi, M., & Roberts, D. (2014). Using virtual environments to test the effects of life like architecture on people. In A. Brooks, S. Brahnam, & L. Jain (Eds.), Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy (261-285). Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-45432-5_13
Publication Date | Jan 29, 2014 |
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Deposit Date | Jan 23, 2015 |
Publicly Available Date | Mar 17, 2020 |
Pages | 261-285 |
Series Title | Studies in Computational Intelligence |
Series Number | 536 |
Book Title | Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy |
ISBN | 9783642454318 |
DOI | https://doi.org/10.1007/978-3-642-45432-5_13 |
Publisher URL | http://dx.doi.org/10.1007/978-3-642-45432-5_13 |
Related Public URLs | http://www.springer.com/gb/book/9783642454318 |
Additional Information | Additional Information : Not the final version. Contains typos fixed in final version. |
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