A psychophysiological approach to evaluating participant experience in virtual environments
dc.contributor.author | Gill, Evan | |
dc.contributor.advisor | Lindquist, Mark | |
dc.date.accessioned | 2020-10-15T19:37:30Z | |
dc.date.available | NO_RESTRICTION | en_US |
dc.date.available | 2020-10-15T19:37:30Z | |
dc.date.issued | 2020-08 | |
dc.date.submitted | 2020-08 | |
dc.identifier.uri | https://hdl.handle.net/2027.42/163338 | |
dc.description.abstract | Conveying 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.iso | en_US | en_US |
dc.subject | GSR | en_US |
dc.subject | 4D visualization | en_US |
dc.subject | virtual environment | en_US |
dc.title | A psychophysiological approach to evaluating participant experience in virtual environments | en_US |
dc.type | Thesis | en_US |
dc.description.thesisdegreename | Master of Landscape Architecture (MLA) | en_US |
dc.description.thesisdegreediscipline | School for Environment and Sustainability | en_US |
dc.description.thesisdegreegrantor | University of Michigan | en_US |
dc.contributor.committeemember | Van Berkel, Derek | |
dc.identifier.uniqname | evgill | en_US |
dc.description.bitstreamurl | http://deepblue.lib.umich.edu/bitstream/2027.42/163338/1/Gill_Evan_Thesis.pdf | en_US |
dc.owningcollname | Dissertations and Theses (Ph.D. and Master's) |
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