Spelling suggestions: "subject:"embodied sketch."" "subject:"embodied sketches.""
1 |
Exploring the Potential of Virtual Reality to Promote Sustainable Behaviours: A Mixed-Methods Approach / Exploring the Potential of Virtual Reality to Promote Sustainable Behaviours: A Mixed-Methods ApproachBekiroglu, Kutman January 2023 (has links)
This thesis aims to explore the potential of virtual reality (VR) to promote sustainable behaviours. The literature review draws from various fields that discuss the advantages and limitations of VR in design experiences (Scurati, et al., 2021)and how VR can provide an overview on training and transfer, education, and procedural, cognitive and maintenance training (Psotka, 1995) In virtual reality and education and training paper Joseph Psotka provides a brief overview of existing VR research on. Contributing to this literature in VR and education for designing behaviour change with a sustainability focus, by utilizing VR technology, this research focuses on transforming a carbon calculator into an immersive VR environment with the goal of increasing users’ awareness of carbon emissions. Hence, this research allows individuals with little to no experience to create and be part of immersive experiences that effectively convey information and increase users’ awareness of carbon emissions. Adopting semi-structured interviews and digital material exploration as its research methodology, this study involves participants from different backgrounds and levels of knowledge about carbon emissions aiming to create an immersive experience that could effectively educate and engage users in understanding and addressing sustainability issues. Through the development of a hi-fi prototype, participants who tested the VR experience expressed an increased interest in learning about carbon emissions, indicating the potential of immersive VR in raising awareness and fostering behaviour change. The study was conducted in collaboration with Nordic Waves Group, a Denmark-based organization that focuses on UN’s 17 New World Goals, demonstrates the practical application of the research in a real-world context, aligning with their commitment to the Sustainable Development Goals. The findings of this study emphasize the potential of VR in promoting sustainable behaviours and highlight the importance of incorporating immersive experiences in sustainability education and awareness campaigns. Overall, this research provides insights into the use of VR as a tool for promoting sustainability and offers practical solutions for designing behaviour change interventions with a focus on carbon emissions. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
|
2 |
Embodied Core Mechanics : Designing for movement-based co-located playMárquez Segura, Elena January 2016 (has links)
Movement-based interactive systems for play came into the spotlight over a decade ago, and were met with enthusiasm by the general public as well as the Human-Computer Interaction research community. Yet a decade of research and practice has not fully addressed the challenge of designing for the moving body and play. This thesis argues that often, the role of the technology to sustain the play activity, and to drive the design process, has been over-emphasized, and has resulted in limited design possibilities. This thesis explores an alternative design approach to address the problem through combining the design of the technology with designing aspects of the social and spatial context where the play activity takes place. The work is grounded in an embodied perspective of experience, action, and design. Methodologically, it belongs to the Research through Design tradition (RtD). A core concept and a characterization of design practices are presented as key contributions. The concept of embodied core mechanics is introduced to frame desirable and repeatable movement-based play actions, paying attention to the way these are supported by design resources including rules, physical and digital artifacts, and the physical and spatial arrangement of players and artifacts. The concept was developed during the two main design cases: the Oriboo case, targeting dance games for children, and the PhySeEar case, targeting rehabilitative therapy for the elderly. It was further substantiated in subsequent external design collaborations. To support the design process, this thesis presents embodied sketching: a set of ideation design practices that leverage the embodied experience and enable designers to scrutinize the desired embodied experience early in the design process. Three forms of embodied sketching are presented: embodied sketching for bodystorming, co-designing with users, and sensitizing designers. Through reframing the design task as one of designing and studying embodied core mechanics, this thesis establishes an alternative approach to design for movement-based play in which significant aspects of the embodied play experience, lead, drive, and shape the design process and the design of the technology.
|
Page generated in 0.0525 seconds