Outdoor urban lighting design is a complex issue. It involves multiple aspects (energy consumption, lighting pollution, aesthetics, and safety) that must be balanced to make sustainable decisions. Although the energy and environmental issues assumed a driving role in the optimization of the urban lighting design, its impact on the psychophysical well-being of individuals has received less attention. Artificial lighting has been shown to add several meanings to an individual’s experience of space: affective (affect, emotion, mood), cognitive (attention, imagination, perception), associative (memory, judgment), and motivational (closeness, openness, communication). Traditionally, studies on the effects of lighting on individuals’ emotions have mainly focused on indoor spaces, while the present study aims to investigate the influence of lighting on individuals’ emotions in an outdoor environment. Participants experienced a simulated urban park through virtual reality. Specifically, the urban park was shown with different combinations of overall illuminance (high vs medium vs low) and correlated colour temperature (CCT) (warm vs intermediate vs cool). For each combination, participants were asked to judge how they felt. In general, results showed that high-intensity cool light made participants more nervous, while warm light made individuals feel more tired and less motivated to explore the park. In contrast, an intermediate CCT at low or medium illuminance impacted individuals positively. Finally, it was found that participants’ mood predicted the impact that park lighting would have on them. These results suggest that assessing the influence of lighting on individuals’ emotions allows the decision-makers to implement the type of artificial lighting that will simultaneously safeguard both the well-being of individuals and the environment.
Green areas and parks are increasingly important in improving citizens’ physical and mental recovery. Lighting systems play a considerable role in affecting city park life and activities along with people’s moods and behavior in the evening and at night. Immersive virtual reality laboratory experiments may support urban and lighting research by providing information on the combination of lighting setup and visual context of existing or new urban parks. Gaze behaviors obtained from eye-tracking recordings and self-reported measurements using the perceived outdoor lighting quality questionnaire were used to determine the factors affecting human perception, comfort, and cognitive load, as the overall illuminance levels of the scene and correlated color temperature changes. Results pointed out that overall illuminance level and CCT significantly affect the perceived strength and comfort qualities of lighting with a dominance of the first compared with the latter when subjects were free to explore the lit environment. Low CCT and intermediate or high overall illuminance levels can improve the sense of accessibility as well as minimize the cognitive load.
Longer life expectancy and global population growth result in new environmental demands to meet different material and psychological needs across the lifespan. Since the physical environment is a fundamental factor in the quality of life, here we investigated which different indoor features (i.e., colors, materials/textures) have the most positive impact on individuals in terms of emotional reactions and whether these reactions could vary with age. Four groups of participants (i.e., younger adults, adults, middle-aged, elderly, age range 19–86 years) were presented with pictures of five different rooms: (1) Modern (white and cold colors with good-quality essential coverings); (2) Basic (white and blue colors; plastic and metal furniture); (3) Vivacious (red, blue, and green elements; soft-textured materials); (4) Comfort (different shades of blue and green; velvet coverings); (5) Nature (brown, orange, and green colors; wood furniture and leather coverings). Participants underwent a six-item questionnaire evaluating their positive and negative reactions to each image. The results showed a more positive evaluation of nature and vivacious rooms than all others. In turn, basic and modern rooms evoked more negative emotions than all others. Aged-related emotional reactions emerged, with the elderly appearing to be more inclined to rely on features, such as colors and covering materials, for the affective evaluation of the environment compared to adults and middle-aged adults. These preliminary results support the need for human-centered design approaches to improve well-being across the lifespan.
In electric-powered cars, the production of which is increasing, the HVAC system is responsible for most of the noise inside the car’s cabin, causing significant discomfort for passengers. Moreover, the noise produced by the HVAC affects the perceptible sound inside the car cabin, significantly impacting the perceived quality of the vehicle. It is thus essential to investigate and quantify people’s preferences concerning HVAC noise. Our previous research revealed differences in the HVAC noise between hybrid electric (HEV) and internal combustion engine (ICEV) vehicles. A subsequent factor analysis revealed that the adjectives used to describe the sounds can be grouped into two main dimensions: Aesthetic and Loudness. The present paper highlights the results of a listening test that aimed to identify possible differences in the perception of HVACs’ sound quality between Italian and Japanese subject groups, for ICEV and HEV, in different functioning conditions. Results revealed that the most remarkable difference emerges at high air flow rates, where the Japanese group perceived the quality of sound and annoyance, respectively, to be significantly lower and significantly higher than the Italian group.
Speech intelligibility (SI) is critical in effective communication across various settings, although it is often compromised by adverse acoustic conditions. In noisy environments, visual cues such as lip movements and facial expressions, when congruent with auditory information, can significantly enhance speech perception and reduce cognitive effort. In an ever-growing diffusion of virtual environments, communicating through virtual avatars is becoming increasingly prevalent, thus requiring a comprehensive understanding of these dynamics to ensure effective interactions. The present study used Unreal Engine’s MetaHuman technology to compare four methodologies used to create facial animation: MetaHuman Animator (MHA), MetaHuman LiveLink (MHLL), Audio-Driven MetaHuman (ADMH), and Synthetized Audio-Driven MetaHuman (SADMH). Thirty-six word pairs from the Diagnostic Rhyme Test (DRT) were used as input stimuli to create the animations and to compare them in terms of intelligibility. Moreover, to simulate a challenging background noise, the animations were mixed with a babble noise at a signal-to-noise ratio of −13 dB (A). Participants assessed a total of 144 facial animations. Results showed the ADMH condition to be the most intelligible among the methodologies used, probably due to enhanced clarity and consistency in the generated facial animations, while eliminating distractions like micro-expressions and natural variations in human articulation.
Car cabin noise generated by heating, ventilation, and air-conditioning (HVAC) systems significantly impacts passengers’ acoustic comfort. In fact, with the reduction in engine noise due to the passage from internal combustion to electric or hybrid-electric engines, interior background noise has dramatically reduced, especially at 25% and 50% HVAC airflow rates. While previous research has focused on the effect of HVAC noise in car cabins, this paper investigates the possibility of using car infotainment-system audio cues to moderate onboard sound quality perception. A laboratory experiment combining the factors of infotainment-system audio (ISA) cues, signal-to-noise ratios (SNRs), and airflow rates (AFRs) at different levels was performed in two university laboratories in Italy and Japan involving groups of local individuals. The results indicate that introducing ISA cues in car cabins fosters improvements in the perceived aesthetic dimension of sound quality, making it more functioning, natural, and pleasant. For the Italian group, adding ISA cues also moderated the loudness dimension by reducing noise perception. The moderating effects of ISA cues differed between the Italian and Japanese groups, depending on the AFR. All these effects were more evident at the SNR level of −4 dB when the ISA cues competed with existing background noise.