The current and future challenges of sustainable development require a massive transformation of habits and behaviors in the whole society at many levels. This demands a change of perspectives, priorities, and practices that can only result from the development of more aware, informed, and instructed communities and individuals. The field of design for sustainable behavior is answering this need through the development of products, systems, and services to support the change of people’s habits and decision-making processes. In this regard, Virtual Reality (VR) is a promising tool: it has already been explored to drive sustainable behavior change in several situations, through a wide range of devices, technologies, and modalities. This variety provides uncountable opportunities to designers, but it comes with a series of ethical, psychological, and technical questions. Hence, VR developers should be able to distinguish and identify possible strategies, delivering suitable solutions for each case study. In this work, we present a framework for the development of VR experiences to support sustainable behavior change, based on a systematic review. We consider the various features to manage and possible alternatives when creating a VR experience, linking them to the behavioral aspects that can be addressed according to the project’s aim. The framework will provide designers with a tool to explore and orient themselves towards possible sets of optimal choices generating tailored solutions.
This review focuses on the design process of additively manufactured mesoscale lattice structures (MSLSs). They are arrays of three-dimensional (3D) printed trussed unit cells, whose dimensions span from 0.1 to 10.0 mm. This study intends to detail the phases of the MSLSs design process (with a particular focus on MSLSs whose unit cells are made up of a network of struts and nodes), proposing an integrated and holistic view of it, which is currently lacking in the literature. It aims at guiding designers' decisions with respect to the settled functional requirements and the manufacturing constraints. It also aims to provide an overview for software developers and researchers concerning the design approaches and strategies currently available. A further objective of this review is to stimulate researchers in exploring new MSLSs functionalities, consciously considering the impact of each design phase on the whole process, and on the manufactured product.
The paper describes the design of a wearable and wireless system that allows the real-time identification of some gestures performed by basketball players. This system is specifically designed as a support for coaches to track the activity of two or more players simultaneously. Each wearable device is composed of two separate units, positioned on the wrists of the user, connected to a personal computer (PC) via Bluetooth. Each unit comprises a triaxial accelerometer and gyroscope, a microcontroller, installed on a TinyDuino platform, and a battery. The concept of activity recognition chain is investigated and used as a reference for the gesture recognition process. A sliding window allows the system to extract relevant features from the incoming data streams: mean values, standard deviations, maximum values, minimum values, energy, and correlations between homologous axes are calculated to identify and differentiate the performed actions. Machine learning algorithms are implemented to handle the recognition phase.
The potentiality of the Fused Deposition Modeling (FDM) process for multi-material printing has been not yet thoroughly explored in the literature. That is a limitation considering the wide di↵usion of dual extruders printers and the possibility of increasing the number of these extruders. An exploratory study, based on tensile tests and performed on double-material butt-joined bars, was thus conceived; the aim was to explore how the adhesion strength between 3 pairs of filaments (TPU-PLA, PLA-CPE, CPE-TPU) is influenced by the material printing order, the type of slicing pattern used for the layers at the interface, and the infill density of the layers below the interface. Results confirm the e↵ectiveness of mechanical interlocking strategies in increasing the adhesion strength even when thermodynamic and di↵usion mechanisms of adhesion are not robust enough. Besides, thermal aspects also demonstrated to play a relevant role in influencing the performance of the interface.
Starting from the pro-environmental potential of virtual reality (VR), the aim was to understand how different statistical information formats can enhance VR persuasive potential for plastic consumption, recycling and waste. Naturalistic, immersive virtual reality environments (VREs) were designed ad hoc to display three kinds of statistical evidence formats, featured as three different formats (i.e., numerical, concrete and mixed). Participants were exposed only to one of the three formats in VR, and their affect, emotions, sense of presence, general attitudes toward the environment, specific attitudes and behavioral intentions toward plastic, use, waste, recycle, as well as their social desirability proneness were measured. Numerical format was the least effective across all dimensions. Concrete and mixed formats were similar. Social desirability only partially affected participants' attitudes and behavioral intentions. Numerical format did not increase the persuasive efficacy of statistical evidence displayed in VR, with respect to visual alone. Implications and future directions for designing effective VRE promoting pro-environmental behaviors were discussed.
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