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A psychophysiological approach to evaluating participant experience in virtual environments

dc.contributor.authorGill, Evan
dc.contributor.advisorLindquist, Mark
dc.date.accessioned2020-10-15T19:37:30Z
dc.date.availableNO_RESTRICTIONen_US
dc.date.available2020-10-15T19:37:30Z
dc.date.issued2020-08
dc.date.submitted2020-08
dc.identifier.urihttps://hdl.handle.net/2027.42/163338
dc.description.abstractConveying complex information using visualizations is becoming increasingly important for decision support as it allows stakeholders to critically evaluate and weigh different tradeoffs related to the sustainability of proposed designs (e.g ecological risks, aesthetic perceptions, habitat biodiversity). 3D and 4D visualizations are promising methods of visual communication in this context offering researchers and practitioners an expanded toolkit for engaging the public more broadly. The spatial and temporal accuracy of such visual representations increases a sense of presence allowing respondents to ‘experience’ different design scenarios more realistically. Despite a large body of research on the merits of including 3D and 4D visuals in decision support, there is limited empirical evidence of how a visual medium best creates presence and whether additional non-visual stimuli can contribute this realistic experience based on objective measure. Prior research has focused primarily on psychological responses to both multisensory simulations and the effect of different viewing hardware on experience. This study investigates physiological indicators (galvanic skin response) to assess participants responses to 4D visualizations. Participants (N = 39) were presented with digital animations via a conventional screen and virtual reality head mounted display, with two varied sound conditions (no sound and detailed sound) across three environments (community garden, playground, and woodlot). Perceived biodiversity, preference, realism, recreational value, arousal, and pleasure were assessed using a 1-5 Likert-type scale while simultaneously collecting GSR data. Results indicate biodiversity, preference, and pleasure were significantly impacted by sound and environment while Realism and arousal were only significantly impacted by environment. These findings advance our understanding of how new technology and multisensory stimuli can influence stakeholders and impact environmental decision making.en_US
dc.language.isoen_USen_US
dc.subjectGSRen_US
dc.subject4D visualizationen_US
dc.subjectvirtual environmenten_US
dc.titleA psychophysiological approach to evaluating participant experience in virtual environmentsen_US
dc.typeThesisen_US
dc.description.thesisdegreenameMaster of Landscape Architecture (MLA)en_US
dc.description.thesisdegreedisciplineSchool for Environment and Sustainabilityen_US
dc.description.thesisdegreegrantorUniversity of Michiganen_US
dc.contributor.committeememberVan Berkel, Derek
dc.identifier.uniqnameevgillen_US
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/163338/1/Gill_Evan_Thesis.pdfen_US
dc.owningcollnameDissertations and Theses (Ph.D. and Master's)


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