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Sense of Place Evoked by Interactive MapsGo, Hanyoung 2012 May 1900 (has links)
Maps are essential tools for providing tourism information. Hence, it is imperative for tourism marketers to understand how tourists perceive spatial information and sense physical places virtually presented in digital maps. Based on sense of place, spatial cognition, and virtual reality literature, this study constructed a conceptual framework to measure how different interactivity levels of a digital map interface affect potential tourists' experience when exploring maps. In addition, the study explored how individual characteristics such as place attachment and spatial ability affect virtual-spatial experiences. An experiment was conducted to test the developed Virtual Spatial Experience model. Google Earth maps were manipulated using two experimental conditions: low level (satellite view map only) vs. high level (three dimensional (3D) dynamic objects). The questionnaire included self-report items regarding perceived map interactivity, spatial ability, affective place attachment, spatial orientation, spatial imagery, and spatial presence. Responses from 211 students were analyzed using structural equation modeling (SEM).
The study results showed that map interfaces influence human perceptions of map interactivity. Perceived map interactivity positively affected virtual spatial experiences: spatial orientation, spatial imagery and spatial presence. Spatial ability positively influenced spatial orientation which in turn led to greater spatial imagery and ultimately greater spatial presence. The results further demonstrated that affective place attachment positively influenced spatial presence.
The findings provided evidence that sense of place in the real world, such as affective place attachment to the experimental setting (Walt Disney World, Florida), influences spatial experiences of an environment virtually presented in the map. Therefore, by applying place attachment to virtual environment studies, this study expanded the scope of theories used in exploring human spatial experience. Moreover, evaluating the influence of map interactivity, this study provided practical implications for designing destination maps. By applying 3D dynamic objects as a design feature in an interactive map, tourism marketers can produce enhanced virtual spatial experiences. As this study used Walt Disney World's Magic Kingdom Park presented on Google Earth as the experimental setting, the collected data also informs the understanding of virtual experiences and perceptions of the park.
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"Digital Theatre" and "Cyber Theatre" in Drama Education at School : A study of 2 performance projects at a High-school in Eberswalde, GermanyGeorgiou, Michalis January 2021 (has links)
The aim of this study is to highlight: 1. how the introduction of new technologies in Drama Education at school can renew the context in which performance projects take place and 2. how the constraints imposed by a pandemic, such as those caused by COVID-19, can be overcome through cybertheatre. The phenomenological method is used to analyze a digital and a cyberperformance project, as theatre is an event that takes place between its creators and its spectators. With the use of digital tools in school performances a new experience emerges for students and spectators, as the "living" actor is combined with "non-human" actors. Besides, the cyberperformance provides a solution to a real problem in the midst of a pandemic crisis, as the spectators participate remotely from the comfort of their own home. In terms of interactivity, by giving the spectator the opportunity to use some information or to choose the action of the play, the performances become more interesting, while theatre is being highlighted, as an event that differs from other media such as T.V. or cinema. Finally, the dialogue that can be produced in a chat-forum in cyberperformance works as a reflection to it.
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The tool, the practice and the spatial experience. : Methods for exploring space.Emricson, Matilda January 2017 (has links)
The tool, the practice and the spatial experience. Painting to see the room Drill a small, almost invisible hole in the center of the canvas and see the room through it. Grapefruit: A Book of Instructions and Drawings by Yoko Ono I det här projektet har jag formgett och byggt en uppsättning analoga verktyg som kan användas för att utforska rum. Jag är har tittat på hur verktygen får oss att se nya kvalitéer i arkitekturen och ger oss förståelse för vår egen relation till rummet. I verktygen har jag använt ramar, speglar och rör som på olika sätt beskär, förskjuter, skapar en distans eller access i rummet . Upptäckterna delar jag sedan med mig av genom illustrationer, som hämtar inspiration både från serier och arkitektoniska representationer. Med illustrationerna vill jag skapa en diskussion och en medvetenhet om hur vi upplever rum och arkitekturen. / Painting to see the room Drill a small, almost invisible hole in the center of the canvas and see the room through it. Grapefruit: A Book of Instructions and Drawings by Yoko Ono In this project I have designed and built a set of analog tools that can be used to explore a space. I have been looking into how the objects make us see new qualities in the architecture and give us understandings about our relationship to the space. The elements I have worked with are frames, mirrors and tubes that in different ways cut, shift, create distances or access in the space. I am sharing my findings through illustrations, inspired by both comics and architecture representation. With the drawings I want to stimulate the debate and create an awareness on how we experience spaces and architecture.
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松山文化創意園區之空間體驗分析 / Spatial and Experiential Analysis of the Sungshan Cultural and Creative Park簡瑋君, Chien,Wei-Chun Unknown Date (has links)
本研究擬從個人空間體驗出發,從其角度研究松山文化創意園區空間實際所帶給進入空間的消費者體驗為何。期望藉由消費者的觀點,讓我們檢視個案的角度與發現較貼切、細緻解決問題的方式。進而可以針對現況提出建議與未來的方案參考。為回應上述的研究目的與問題,在研究方法上採取深度訪談與參與觀察法並行。本研究結果顯示,整體空間的利用與運用的感受是正面的。空間的規劃一次滿足不同消費者的需求與提供休憩地方。在空間的規劃是否適當上內容是主要決定因素。例如展覽性質與空間性質不符合、過於商業化。商業空間內容占用整體空間比例過高。其次,利用空間時,是否尊重空間本身歷史與原貌的態度。
在消費空間的佈局設計發現,整體園區中利用不同空間組合、搭配與混搭。創造出空間的層次與體驗。形成不同的消費空間形式。最後,消費者對於文化創意園區的期待與想像,對空間再利用抱持積極與正面的態度。可惜的是,對於松山文化創意園區所延伸出對文化創意產業的定位,與屬於我們的自身文化本質的討論是缺乏的。這也是未來可以再進一步深思研究的方向。 / This study is based on the personal spatial experience toward Songshan Cultural and Creative Park. From the consumers’ point of view, we depict and review the actual spatial experience, so as to find out more detailed and appropriate observations for space utility. It is hoped that this research finding can be used to make recommendations for the current situation and future modification.
According to the above research object, the research methodology employs in-depth interview and participant observation at the same time.
Major study findings are:
1.The overall experience of space usage is positive.
2.The space provides services and contents to meet different consumers’
needs.
3.The main concern of space evaluation depends on the space contents, for
example, the feature of exhibitions is too commercial, and the proportion of
space usage for the cultural related events is relatively low.
4.The space is designed for different functions and objectives and thus
creates different forms of consumption space.
Overall, the respondents have positive and proactive attitudes toward the Songshan Cultural and Creative Park space usage. However, we still need to keep in mind that, whether the true value behind the reused space reflects its cultural and historical contextual experience, is the subject to be pursued in the future.
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Trygga rum för ombyten : En studie om hur omklädningsrum kan gestaltas för att öka upplevelsen av trygghet bland skolungdomarGustavsson, Jenni January 2022 (has links)
Det här är ett examensarbete inom informationsdesign med inriktning rumslig gestaltning. Studien har berört högstadieelevers upplevda otrygghet utifrån omklädningsrummets fysiska utformning. Syftet har varit att undersöka hur rumsliga formelement kan bidra till ökad upplevelse av trygghet hos målgruppen samt underlätta användningen av omklädningsrummets funktioner genom rumslig information. Arbetet har utgått från en befintlig lokal. För att öka förståelsen för människans rumsupplevelser har teorier inom miljöpsykologi, perceptionsforskning och färg- och formlära använts. Genom att kombinera metoderna platsanalys, workshop, fokusgrupp och intervju har undersökningen kunnat ge en samlad bild av vad som upplevs otryggt utifrån studiens kontext. Med stöd från den insamlade empirin och litteratur har ett designförslag tagits fram för att möta användarnas behov av trygghet. Ökad upplevelse av trygghet kan åstadkommas genom att organisera rumsliga formelement så att exponerade ytor minskar och mer avskildhet uppnås. Ett konceptuellt formspråk kan öka trivseln och bidra till tydlighet som underlättar för rummets aktiviteter. Utifrån omklädningsrummets fysiska förutsättningar har hänsyn tagits till ökad tillgänglighet. / This is a bachelor's thesis in information design with a focus on spatial design. The study concerns high school students' perceived exposure in relation to the physical design of the school gym's changing room. The purpose of the study has been to examine how spatial design elements can contribute to an increased sense of security for the target group and simplify the use of the changing room's functions through spatial information. The design has been based on an existing changing room. To increase the understanding of people’s experience of physical space, theories in environmental psychology, research in perception as well as shape and color theory have been applied. By combining the methods of spatial analysis, workshop, focus group and interview, the survey has been able to provide an overall picture of what is perceived as contributing factors to the feeling of insecurity based on the context of the study. Using the collected empirical data and literature, a design proposal has been developed to meet the users' need of perceived safety. An increased sense of integrity can be achieved by organizing spatial elements so that it creates fewer exposed areas and consequently more privacy can be achieved. Conceptual design elements can increase well-being and provide clarity to the room's intended activities. Based on the changing room's physical preconditions, an ambition to increase overall accessibility has been taken into account.
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Digitala skyltar i stadsmiljö : Utvärdering av ljusemitterande storbildsskärmars kontrastförhållande och påverkan på det upplevda stadsrummet / Digital signages in urban environmentsMartinsson, Viktor, Wikström, Tina January 2017 (has links)
Denna studie syftar till att förse kommuner och fackmän med en rimlig utgångspunkt vid upprättande av ljusemitterande skyltar i stadsmiljö och på så vis bidra till perceptuellt väl sammansatta stadsrum. De vägledande frågeställningar som tas upp i rapporten ser till såväl lämpliga kontrastförhållanden som digitala skyltars påverkan på rumsupplevelsen. Med grund i vetenskapsteori rörande seende, rumslig upplevelse och digitala skyltar upprättades en 20 kvadratmeter stor digital skylt på Tändstickstorget i Jönköping, vari ett fältexperiment kom att äga rum den 15 mars 2017. Under experimentet kom skylten att ställas till sex olika scenarier med avseende på skyltluminans och kontrastförhållande till dess direkta omgivning, vilka samtliga granskades av en respondentgrupp om 20 personer. Därefter följde en omfattande visuell utvärdering av den digitala skyltens perceptuella påverkan på det aktuella torgrummet, med skylten inställd på det scenario som dömts behagligast. Av resultaten framgår att ett lågt kontrastförhållande mellan den ljusemitterande skylten och dess direkta omgivning föredras framför ett högt, då en tydlig korrelation mellan höga kontraster och obehag identifierats. Vidare visar resultaten att en digital skylt leder till att stadsrummet som helhet upplevs mörkare och att dess upplevda form och storlek förändras. Konkurrens uppstår mellan lokala landmärken och skylten, då dess luminanta yta blir det dominerande objektet i synfältet. Det framgår tydligt av undersökningen att beslut vid implementering av digitala skyltar i stadsmiljö bör styrkas med en god kunskapsgrund, något som resultaten och det specifikt för studien utformade mätdataformuläret avser bidra till. / This thesis aims to provide municipalities and professionals with a reasonable starting point when planning for light emitting signs in urban environments, thus contributing to perceptually cohesive urban spaces. The questions raised in this report examine appropriate contrast ratios as well as digital signage’s impact on the spatial experience. Based on scientific theory concerning human vision, spatial experience and digital signage’s a 20-square meter digital sign was installed at Tändstickstorget in Jönköping, where a field experiment took place on the 15th of March 2017. The sign was programmed into six different scenarios with regard to its screen luminance and contrast ratio to its immediate surroundings, all of which were reviewed by 20 respondents. Furthermore, an extensive visual evaluation was carried out to investigate the perceptual impact the digital sign had on the city square, with the sign set to the scenario deemed most pleasant. The results show that a low contrast ratio between the light emitting sign and its immediate surroundings is preferred to a high ratio, seeing as a clear correlation between high contrasts and discomfort has been identified. Moreover, the results show that a digital sign makes the urban space perceptually darker overall, whilst at the same time affecting the form and size of the space. Competition arises between the local landmarks and the sign, as its luminous surface becomes the dominant object in the field of view. It is clear from the study that decisions regarding the implementation of digital signs in urban environments should be strengthened with a good knowledgebase, which the results along with the measurement data form developed specifically for the study intends to contribute with.
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Enhancing the Indoor-Outdoor Visual Relationship: Framework for Developing and Integrating a 3D-Geospatial-Based Inside-Out Design Approach to the Design ProcessObeidat, Laith Mohammad 16 April 2020 (has links)
This research study aims to enhance the effectiveness of the architectural design process regarding the exploration and framing of the best visual connections to the outside environment within built environments. Specifically, it aims to develop a framework for developing and integrating an inside-out design approach augmented and informed by digital 3D geospatial data as a way to enhance the explorative ability and decision-making process for designers regarding the visual connection to the outside environment. To do so, the strategy of logical argumentation is used to analyze and study the phenomenon of making visual connections to a surrounding context. The initial recommendation of this stage is to integrate an inside-out design approach that operates within the digital immersion within 3D digital representations of the surrounding context. This strategy will help to identify the basic logical steps of the proposed inside-out design process. Then, the method of immersive case study is used to test and further develop a proposed process by designing a specific building, specifically, an Art Museum building on the campus of Virginia Tech. Finally, the Delphi method is used in order to evaluate the necessity and importance of the proposed approach to the design process and its ability to achieve this goal. A multi-round survey was distributed to measure the consensus among a number of experts regarding the proposed design approach and its developed design tool. Overall, findings refer to a total agreement among the participating experts regarding the proposed design approach with some different concerns regarding the proposed design tool. / Doctor of Philosophy / Achieving a well-designed visual connection to one's surroundings is considered by many philosophers and theorists to be an essential aspect of our spatial experience within built environments. The goal of this research is to help designers to achieve better visual connections to the outside environment and therefore create more meaningful spatial experiences within the built environment. This research aims to enhance the ability of designers to explore the best possible views and make the right design decisions to frame these views of the outdoors from the inside of their buildings. Of course, the physical presence of designers at a building site has been the traditional method of determining the best views; however, this is not always possible during the design process for many reasons. Thus, this research aims to find a more effective alternative to visiting a building site in order to inform each design decision regarding the quality of its visual connection to the outdoors. To do so, this research developed a proposed inside-out design approach to be integrated into the design process. Specifically, it outlines a process that allows the designers to be digitally immersed within an accurate 3D representation of the surrounding context, which will help designers to explore views from multiple angles both inside the space and in response make the most suitable design decision. For further developing the proposed process, it was used during conducting this research to design an Art Museum on Virginia Tech Campus.
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