Abstract:Realizar un Trabajo Final de Maestría, no es fácil, menos en una situación de pandemia tan particular como la que surgió paralela al desarrollo de este trabajo. En un proceso que fue como una montaña rusa, con muchos altos, pero también muchos bajos; considero importante resaltar cada uno de los aportes realizados, así como los esfuerzos extra que implicaron para todos afrontar una situación desconocida, pero que finalmente me permitieron culminar la maestría con éxito.En primer lugar, agradezco a mi directora… Show more
“…Drawing from the pioneering work of Flynn [1973], Vogels identified two factors that can represent the atmosphere of a space, which is suggested as a more objective variable to measure the perception of luminous conditions: cosiness and liveliness, which correspond to the dimensions of pleasantness (affect) and interest (arousal) [Russell 1980] found in emotion theory [Vogels 2008]. The questionnaire items for Perceptual Impressions were based on the work of Vogels [2008] and Rockcastle and others [2016], adapted to unipolar scales and focusing on the dimensions of pleasantness, visual interest and complexity, with the addition of a question regarding the amount of view in the space, which has been shown to affect the perceived pleasantness of the space .…”
-This paper presents a novel experimental method which uses a Virtual Reality (VR) headset, aiming to provide an alternative environment for the conduction of subjective assessments of daylit spaces. This method can overcome the difficulty of controlling the variation of luminous conditions, one of the main challenges in experimental studies using daylight, while its novelty lies in the implementation of physically-based renderings into an immersive virtual environment. The present work investigates the adequacy of the proposed method to evaluate five aspects of subjective perception of daylit spaces: the perceived pleasantness, interest, excitement, complexity and satisfaction with the amount of view in the space. To this end, experiments with 29 participants were conducted, to comparing the user's perception of a real daylit environment and its equivalent representation in VR and testing the effect of the display method on the participants' perceptual evaluations, reported physical symptoms, and their perceived presence in the virtual space. The results indicate a high level of perceptual accuracy, showing no significant differences between the real and virtual environments on the studied evaluations. In addition, there was a high level of perceived presence in the virtual environment and no significant effects on the participants' physical symptoms after the use of the VR headset. Following these findings, the presented experimental method in VR seems very promising for use as a surrogate to real environments in investigating the aforementioned five dimensions of perception in daylit spaces.
“…Drawing from the pioneering work of Flynn [1973], Vogels identified two factors that can represent the atmosphere of a space, which is suggested as a more objective variable to measure the perception of luminous conditions: cosiness and liveliness, which correspond to the dimensions of pleasantness (affect) and interest (arousal) [Russell 1980] found in emotion theory [Vogels 2008]. The questionnaire items for Perceptual Impressions were based on the work of Vogels [2008] and Rockcastle and others [2016], adapted to unipolar scales and focusing on the dimensions of pleasantness, visual interest and complexity, with the addition of a question regarding the amount of view in the space, which has been shown to affect the perceived pleasantness of the space .…”
-This paper presents a novel experimental method which uses a Virtual Reality (VR) headset, aiming to provide an alternative environment for the conduction of subjective assessments of daylit spaces. This method can overcome the difficulty of controlling the variation of luminous conditions, one of the main challenges in experimental studies using daylight, while its novelty lies in the implementation of physically-based renderings into an immersive virtual environment. The present work investigates the adequacy of the proposed method to evaluate five aspects of subjective perception of daylit spaces: the perceived pleasantness, interest, excitement, complexity and satisfaction with the amount of view in the space. To this end, experiments with 29 participants were conducted, to comparing the user's perception of a real daylit environment and its equivalent representation in VR and testing the effect of the display method on the participants' perceptual evaluations, reported physical symptoms, and their perceived presence in the virtual space. The results indicate a high level of perceptual accuracy, showing no significant differences between the real and virtual environments on the studied evaluations. In addition, there was a high level of perceived presence in the virtual environment and no significant effects on the participants' physical symptoms after the use of the VR headset. Following these findings, the presented experimental method in VR seems very promising for use as a surrogate to real environments in investigating the aforementioned five dimensions of perception in daylit spaces.
“…At the end of each session, participants were asked to evaluate the lighting in the room using six 5-point Likert-scale items adopted from Flynn et al [56]. Three items focused on the experienced pleasantness of the lighting ("unpleasant -pleasant", "uncomfortablecomfortable" and "disturbing -not disturbing"; α = 0.85).…”
Section: Evaluation Of the Lighting Conditionmentioning
This study investigated diurnal non-image forming (NIF) effects of illuminance level on physiological arousal in parallel to NIF effects on vigilance and working memory performance. We employed a counterbalanced within-subjects design in which thirty-nine participants (mean age = 21.2; SD = 2.1; 11 male) completed three 90-minute sessions (165 vs. 600 lux vs. 1700 lux at eye level) either in the morning (N=18) or afternoon (N=21).During each session, participants completed four measurement blocks (incl. one baseline block) each consisting of a 10-minute Psychomotor Vigilance Task (PVT) and a Backwards Digit-Span Task (BDST) including easy trials (4-6 digits) and difficult trials (7-8 digits).Heart rate (HR), skin conductance level (SCL) and systolic blood pressure (SBP) were measured continuously.The results revealed a significant improvement on the BDST difficult trials under 1700 lux vs. 165 lux (p = 0.01), while illuminance level did not affect performance on the PVT and BDST easy trials. Illuminance level impacted HR and SCL, but not SBP. In the afternoon sessions, HR was significantly higher under 1700 lux vs. 165 lux during PVT performance (p = 0.05), while during BDST performance, HR was only slightly higher under 600 vs. 165 lux (p = 0.06). SCL was significantly higher under 1700 lux vs. 165 lux during performance on BDST easy trials (p = 0.02) and showed similar, but nonsignificant trends during the PVT and BDST difficult trials. Although both physiology and performance were affected by illuminance level, no consistent pattern emerged with respect to parallel changes in physiology and performance. Rather, physiology and performance seem to be affected independently, via unique pathways.
“…Estudos relacionados com a psicologia ambiental do espaço sugerem que a iluminação exerce influência nas emoções, estados e comportamentos dos usuários, como tensão, relaxamento, prazer, desconforto, mistério e coerência (Vogels, 2008;Kaplan, 1992), além do fato de gerar diferentes impressões visuais e espaciais do espaço, dependendo da distribuição da luz, como ordem, altura e profundidade (Flynn et al, 1973;Lindh, 2012). Flynn et al (1979), por exemplo, desenvolveram um experimento que procura relacionar atributos de iluminação -luz não uniforme, brilho, luz periférica -e as consequências das impressões visuais e espaciais nos diferentes usuários, identificando alguns aspectos, como impressão de espaço maior ou confinado e clareza visual.…”
Section: Aspectos Subjetivos Em Iluminaçãounclassified
Licenciado sob uma Licença Creative Commons
Impressões qualitativas em espaços urbanos noturnos por meio de ambientes virtuais imersivos
Qualitative impressions in urban spaces at night through immersive virtual environmentsÍtalo Pereira Fernandes [a] , Norberto Corrêa da Silva Moura [a] , António Aguiar Costa [b] [a] Universidade de São Paulo (USP), São Paulo, SP, Brasil [b] Instituto Superior Técnico Lisboa, Lisboa, Estremadura, Portugal
ResumoPesquisas no âmbito da iluminação focam no aspecto quantitativo e físico dos efeitos lumínicos e seu desempenho na relação usuário-ambiente. Assim, estudos sobre os aspectos subjetivos da iluminação e sua influência na percepção e no usufruto do espaço são crescentes, porém existem poucos experimentos para avaliar impressões subjetivas dos ambientes noturnos. O presente artigo tem por objetivo mapear qualidades ambientais do espaço urbano localizado na cidade de João Pessoa-PB por meio do conceito de atmosfera percebida, cuja categorização de palavras descreve qualitativamente o ambiente, utilizando o ambiente virtual tridimensional como suporte para criação e avaliação de cenários noturnos. Nesse sentido, foram simulados, em realidade virtual, dois projetos de iluminação: uma paisagem noturna existente e uma proposta de intervenção como alternativa, a fim de gerar avaliações pelos usuários. Os resultados mostram que existem qualidades subjetivas diferentes nos espaços, relacionadas com questões de segurança e sociabilidade do ambiente, o que reflete a importância dessas avaliações subjetivas, e demonstram o contributo da realidade virtual como aspecto inovador nesse processo. Contribuições do artigo dizem respeito à participação coletiva no processo de projeto e aplicação da metodologia em contextos em que a iluminação é fundamental, como espaços públicos de conjuntos habitacionais.
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