The implementation of environmental satisfaction sources in the design of a health centre is a means to achieve stress reduction. The present work analyses the effect that these sources have on the stress reduction of patients’ companions in a paediatric service. A two-phase study was carried out. During the first phase, 120 participants assessed 20 waiting rooms in situ in order to select the environmental sources with the greatest effect. During the second phase, the stress levels of 26 participants were measured in four simulated waiting rooms that combined the selected sources from the first phase. A multisensory simulation was carried out through a virtual reality experiment with visual, auditory and olfactory elements, and stress levels were measured at the psychological and neurophysiological levels. Results suggest that a combination of environmental satisfaction sources creates an important synergistic effect at the psychological and neurophysiological levels and underlines the importance of auditory and olfactory stimuli. Conclusions may be of interest to designers and managers of healthcare facilities.
The effect that the physical characteristics of urban design have on the pedestrian’s perceptions of safety is a fundamental aspect of city planning. This is particularly so with street crossings, where the pedestrian has to make a decision. This paper analyses how pedestrians are affected by number of traffic lanes, lighting colour temperature, and nearby vegetation as they cross roads. Perceptions of safety were quantified by means of the psychological and neurophysiological responses of 60 participants to 16 virtual reality scenarios (4 day and 12 night), based on existing urban design variables. The results showed differences between night-time and daytime scenarios, which suggests that there is a need to analyse both situations. As to the design guidelines, it was observed that safety is improved by reducing the number of traffic lanes and nearby vegetation, and by using a lighting colour temperature of 4500 K. However, the analysis of the variables showed that combined effects produce different results to those obtained from the analysis of individual elements. This result is essential information for urban managers in their assessments of whether particular interventions will improve crossing points.
Classroom design influences the cognitive processes that determine learning. However, the effects of classroom geometry have been little studied, in part due to the difficulty of modifying physical spaces for experimental purposes. Today, virtual reality allows researchers to very closely control many environmental conditions while collecting psychological and neurophysiological metrics of the user experience. The objective of the present study is to analyse the influence of classroom width on the attention and memory performance of university students. The performance of 90 subjects in three classroom width settings (8.80, 8.20, and 7.60 m), implemented in virtual reality, was evaluated through measures of their attention- and memory-related psychological and neurophysiological responses. The results showed that wider classrooms are associated with poorer performance and lower emotional arousal. This demonstrates a link between the geometric variables of classrooms and the cognitive and physiological responses of students. In general, the present study and its methodology can help architects and researchers develop design guidelines that can improve students’ cognitive processes.
Currently, immersive virtual environments (IVE) are widely used in fields such as architecture and environmental psychology. These simulated environments allow for a detailed evaluation of how different designs impact users’ perception and interaction with the built environment, under controlled conditions and without incurring high costs. The validity of these IVEs is related to their capacity to evoke a participant’s response similar to that of the space they are simulating. This paper presents a validation study of a virtual classroom with two phases: the analysis of the sense of presence in the generated IVE and the comparison of the psychological and neurophysiological response of subjects in the two environments (physical vs. IVE). The psychological response captures cognitive processes via the performance of attention and memory tasks. The physiological response records the subject’s activity monitored via electroencephalogram, electrocardiogram, and electrodermal activity. The results showed that the psychological and physiological responses in both environments (physical vs. IVE) were similar. This may be of interest to architecture researchers and professionals as they validate IVE systems as tools to study the effects of the built environment on users’ cognitive responses.
11 September 2012 in Journal of Housing and the Built Environment
In the current real estate landscape, there is a growing trend to focus on adding value to products to address the customer’s affective/emotional perspective, his/her perceptions of the ‘Prestige’ of properties being crucial for his/her final assessments of the products. This study delves into the design elements that shape perceptions of ‘Prestige’ using Kansei engineering in 235 participants who evaluated various real estate promotions through: (1) a set of 60 adjectives and (2) reason for purchase (residence or investment). A first factor analysis of the set of adjectives yielded 15 independent axes. A subsequent linear regression indicated that the ‘Prestige’ axis was among the four most important factors in/drivers of property purchase decisions. In the second phase, 62 design elements (and their respective categories) of real estate promotions were identified to establish 16 groups. A linear regression determined that Information presentation and Building were the groups of elements with the greatest impact on subjects’ perceptions of ‘Prestige’. A subsequent Univariate General Linear Model analysis identified the design elements significant for each group, such as Development type and Building shape, respectively. Finally, a Bonferroni post hoc test identified the important categories in each identified design element as Facing blocks and Stepped.