scholarly journals Experience

2021 ◽  
Author(s):  
Liam Sheehan

<p><b>The dominance of vision within the human sensory system, particularly in fields such as Architecture, has created an ocular-centric paradigm prevalent in Western architectural culture. “Experience” is an architectural design thesis that uses Virtual Reality (VR) design techniques to explore how we, as designers, can affect spatial presence by integrating other bodily senses within virtual environments. “Experience” integrates four senses, Vision, Audition, Kinaesthesia and Thermoception, as combined for exploration.</b></p> <p>The relationship between the human senses, in particular thermoception, and the spaces we experience is the particular focus of this thesis. Juhani Pallasmaa’s theories of sensory fragmentation have been applied as an important critical theoretical approach. This study aims to determine the extent to which our less commonly simulated sensory functions can be used within VR design to experience virtual spatial qualities. Specifically, it introduces a physical thermal atmosphere around the VR user to alter spatial and sensory perceptions and create virtual atmospheres. The development of a real ‘spatialised’ heating environment allows the thermal qualities of virtual space to be perceived by the user.</p> <p>In this context, space is defined as the experiential medium that situates itself within the bounds of a room. It is not of a fixed size, nor does it have fixed qualities. Instead, this research applies Henry Lefebvre’s ideas that the body creates space due to the relationship between the body’s deployment in space and its occupation of space.</p> <p>Through theoretical reviews and James Turrell and Olafur Eliasson’s artwork analysis’, ‘Experience’ generates an understanding of spatial perceptions, human sensory experience and space. These understandings were then applied to the virtual environment through a range of computational design means. </p> <p>The ideas of sensory fragmentation were then applied to a series of design experiments. Each sense was treated as its own sensory system fragment, which allowed a series of conceptual, and developed spatial, interventions to be created. Each spatial intervention provided unique insights into the independent sensory fragments, which eventuated in the design of the final holistic sensory experience.</p> <p>The final sensory design, titled Sensationalising VR, results showed how sensory balancing must be achieved before implementing new sensory experiences. Thermoception, the body’s ability to detect magnitude and direction of temperature changes, proved to be a fragile sensory fragment that requires careful balancing when being engaged with other sensory stimuli in a VR setting.</p> <p>The conclusions resulting from “Experience” suggests that the human sensory system’s visual bias can be usefully augmented; it can be shifted, altered and even removed by designers. The introduction of a spatial thermal atmosphere around VR users is shown to affect the perception of presence in that space.</p>

2021 ◽  
Author(s):  
Liam Sheehan

<p><b>The dominance of vision within the human sensory system, particularly in fields such as Architecture, has created an ocular-centric paradigm prevalent in Western architectural culture. “Experience” is an architectural design thesis that uses Virtual Reality (VR) design techniques to explore how we, as designers, can affect spatial presence by integrating other bodily senses within virtual environments. “Experience” integrates four senses, Vision, Audition, Kinaesthesia and Thermoception, as combined for exploration.</b></p> <p>The relationship between the human senses, in particular thermoception, and the spaces we experience is the particular focus of this thesis. Juhani Pallasmaa’s theories of sensory fragmentation have been applied as an important critical theoretical approach. This study aims to determine the extent to which our less commonly simulated sensory functions can be used within VR design to experience virtual spatial qualities. Specifically, it introduces a physical thermal atmosphere around the VR user to alter spatial and sensory perceptions and create virtual atmospheres. The development of a real ‘spatialised’ heating environment allows the thermal qualities of virtual space to be perceived by the user.</p> <p>In this context, space is defined as the experiential medium that situates itself within the bounds of a room. It is not of a fixed size, nor does it have fixed qualities. Instead, this research applies Henry Lefebvre’s ideas that the body creates space due to the relationship between the body’s deployment in space and its occupation of space.</p> <p>Through theoretical reviews and James Turrell and Olafur Eliasson’s artwork analysis’, ‘Experience’ generates an understanding of spatial perceptions, human sensory experience and space. These understandings were then applied to the virtual environment through a range of computational design means. </p> <p>The ideas of sensory fragmentation were then applied to a series of design experiments. Each sense was treated as its own sensory system fragment, which allowed a series of conceptual, and developed spatial, interventions to be created. Each spatial intervention provided unique insights into the independent sensory fragments, which eventuated in the design of the final holistic sensory experience.</p> <p>The final sensory design, titled Sensationalising VR, results showed how sensory balancing must be achieved before implementing new sensory experiences. Thermoception, the body’s ability to detect magnitude and direction of temperature changes, proved to be a fragile sensory fragment that requires careful balancing when being engaged with other sensory stimuli in a VR setting.</p> <p>The conclusions resulting from “Experience” suggests that the human sensory system’s visual bias can be usefully augmented; it can be shifted, altered and even removed by designers. The introduction of a spatial thermal atmosphere around VR users is shown to affect the perception of presence in that space.</p>


2006 ◽  
Vol 2 (2) ◽  
Author(s):  
Carina Henriksson

This paper examines the question: what is the experience of meeting online and how does it differ from ordinary classroom situations? Drawing from personal experience, the author explores possible experiences of existing in virtual space and time. How do people meet, get to know each other and, interact in a pedagogical situation? Her experience as an online student made her to seriously reflect on the experiential nature of the computer-mediated encounter. But, it was not until she happened to participate in a workshop offered by the same teacher that the contrasts began to take shape for her. If there is a difference between online and offline meetings, what is it that makes the difference? Online communication could, just as face-to-face meetings, create feelings of closeness, and friendship; from the other-as-a-text on the screen, we subjectively create the other-as-an-idea, an idea that might be perceived as the real other. But is it? What reality is for real? What is the nature of the relationship established between body-less persons on line, and what difference does the body make in a face-to-face meeting?


2013 ◽  
Vol 38 (1) ◽  
pp. 7-19
Author(s):  
Ann Heylighen ◽  
Caroline Van Doren ◽  
Peter-Willem Vermeersch

The relationship between the built environment and the human body is rarely considered explicitly in contemporary architecture. In case architects do take the body into account, they tend to derive mathematical proportions or functional dimensions from it, without explicit attention for the bodily experience of a building. In this article, we analyse the built environment in a way less common in architecture, by attending to how a particular person experiences it. Instead of relating the human body to architecture in a mathematical way, we establish a new relationship between architecture and the body—or a body—by demonstrating that our bodies are more involved in the experience of the built environment than we presume. The article focuses on persons with a sensory or physical impairment as they are able to detect building qualities architects may not be attuned to. By accompanying them during a visit to a museum building, we examine how their experiences relate to the architect's intentions. In attending to the bodily experiences of these disabled persons, we provide evidence that architecture is not only seen, but experienced by all senses, and that aesthetics may acquire a broader meaning. Senses can be disconnected or reinforced by nature. Sensory experiences can be consciously or unconsciously eliminated or emphasized by the museum design and use. Architects can have specific intentions in mind, but users (with an impairment) may not experience them. Attending to the experiences of disabled persons, and combining these with the architect's objectives, provides an interesting view of a building. Our analysis does not intend to criticize the one using the other; rather the combination of both views, each present in the building, makes for a richer understanding of what architecture is.


2010 ◽  
Vol 54 (1) ◽  
pp. 17-34
Author(s):  
Marek Krajewski

The article comprises an attempt to answer the question why some material objects are, in a social and cultural sense, more long-lasting than others. The answer lies in the model of the life-space of the things. This space is created by two basic dimensions. The first is defined by the character of the relationships created by the objects (this dimension comprises the opposition between the technical relations versus the communicative ones). The second is defined by the character of the relationship between the body of the user and the material object (this is created by the opposition: accessible or inaccessible to sensory experience). The transition of the material object through this space is the life-way of the object, and it is precisely this which defines the longevity of the object and thus the length of time it persists within a specific community. The author determines that long-lasting objects are above all those which are linked with the community, or users, by single, unambiguous relationships and links, while those which have ambivalent and multiple links are of shorter lifespan. Whether or not a thing has a long life or not is determined therefore by the multiplicity of meanings it has which render impossible its role as a stabiliser of the links that constitute a community, as a foundation of the individual’s identity, a guarantee of ontological security.


Problemos ◽  
2019 ◽  
Vol 96 ◽  
pp. 83-95
Author(s):  
Dalius Jonkus

Greimas’s semiotics is characterized by an inner duality. This is the inner tension between structuralism and phenomenology. The aim of the paper is to reveal the relationship between structuralism and phenomenology in semiotics. Structuralism and phenomenology have a different understanding of the role of the subject in creating and understanding meanings. Early Greimas understood value systems through the linguistic prism and eliminated the discursive system’s subject itself. Late Greimas’s approach to the subject changed and coincided with the subject of daily experience, who was involved in the selection and creation of meanings. Greimas’s semiotics came closer to phenomenology, but only partially. The concept of bodily and sensory experience in Greimas’s semiotics is constructed from objectivistic positions of science. The body and sensual perception are understood as intermediaries between the inner and outer worlds.


Author(s):  
Shirazu I. ◽  
Theophilus. A. Sackey ◽  
Elvis K. Tiburu ◽  
Mensah Y. B. ◽  
Forson A.

The relationship between body height and body weight has been described by using various terms. Notable among them is the body mass index, body surface area, body shape index and body surface index. In clinical setting the first descriptive parameter is the BMI scale, which provides information about whether an individual body weight is proportionate to the body height. Since the development of BMI, two other body parameters have been developed in an attempt to determine the relationship between body height and weight. These are the body surface area (BSA) and body surface index (BSI). Generally, these body parameters are described as clinical health indicators that described how healthy an individual body response to the other internal organs. The aim of the study is to discuss the use of BSI as a better clinical health indicator for preclinical assessment of body-organ/tissue relationship. Hence organ health condition as against other body composition. In addition the study is `also to determine the best body parameter the best predict other parameters for clinical application. The model parameters are presented as; modeled height and weight; modelled BSI and BSA, BSI and BMI and modeled BSA and BMI. The models are presented as clinical application software for comfortable working process and designed as GUI and CAD for use in clinical application.


2020 ◽  
Vol 2 (4) ◽  
pp. 14-31
Author(s):  
Élodie Dupey García

This article explores how the Nahua of late Postclassic Mesoamerica (1200–1521 CE) created living and material embodiments of their wind god constructed on the basis of sensory experiences that shaped their conception of this divinized meteorological phenomenon. In this process, they employed chromatic and design devices, based on a wide range of natural elements, to add several layers of meaning to the human, painted, and sculpted supports dressed in the god’s insignia. Through a comparative examination of pre-Columbian visual production—especially codices and sculptures—historical sources mainly written in Nahuatl during the viceregal period, and ethnographic data on indigenous communities in modern Mexico, my analysis targets the body paint and shell jewelry of the anthropomorphic “images” of the wind god, along with the Feathered Serpent and the monkey-inspired embodiments of the deity. This study identifies the centrality of other human senses beyond sight in the conception of the wind god and the making of its earthly manifestations. Constructing these deity “images” was tantamount to creating the wind because they were intended to be visual replicas of the wind’s natural behavior. At the same time, they referred to the identity and agency of the wind god in myths and rituals.


2020 ◽  
Vol 17 (1) ◽  
pp. 59
Author(s):  
Ching Ching Wong

Enterprise Risk Management (ERM) is an effective technique in managing risk within an organization strategically and holistically. Risk culture relates to the general awareness, attitudes and behaviours towards risk management in an organisation. This paper presents a conceptual model that shows the relationship between risk culture and ERM implementation. The dependent variable is ERM implementation, which is measured by the four processes namely risk identification and risk assessment; risk treatment; monitor and consult; communicate and consult. The independent variables under risk culture are risk policy and risk appetite; key risk indicators; accountability; incentives; risk language and internal relationships. This study aims to empirically test the relationship between risk culture and ERM implementation among Malaysian construction public listed companies. Risk culture is expected to have direct effects and significantly influence ERM. This study contributes to enhance the body of knowledge in ERM especially in understanding significant of risk culture that influence its’ implementation from Malaysian perspective.


Author(s):  
Mohamed Ahmed Darwish Abdulla Larii ◽  
◽  
Fatma Ahmed Lari ◽  
Mohamed Ahmed Darwish Abdulla Lari ◽  
◽  
...  

This study intends to find out the mediating effect of organisational culture on the relationship between information system and sustainable performance of manufacturing sector in UAE. This study used AMOS-SEM software to develop mediation model that linking the mediating relationships between Information System, Organisational Culture and Sustainable operation Performance. Data was collected through questionnaire survey among the operation staff of Abu Dhabi manufacturing companies. A total 250 questionnaires were distributed however 205 were returned and only 200 are valid which indicates a response rate of 80%. The analysis found that TPS has positive but not significant effect to SP; OIS has positive but not significant effect to SP; FMW has a positive and significant effect on SP; SDS has a negative and not significant effect to SP and SP has positive but not significant effect OC. For the path relationship between the four exogenous variables (TPS, OIS, SDS, and FMW) and the mediator variable (OC), the results are TPS has positive and significant effect to OC; OIS has positive but not significant effect to OC; FMW has positive and significant effect to OC and SDS has positive and not significant effect to OC. Collectively, the five exogenous constructs (TPS, OIS, SDS, FMW and OC) explained 89% variation in operational performance and 86% of the variation in organisational culture. However, for a mediator, it was found that OC has no significant mediating effect on the relationship between TPS and SP; OC has no significant mediating effect on the relationship between OIS and SP; OC has no significant mediating effect on the relationship between SDS and SP and OC has no significant mediating effect on the relationship between FMW and SP. it can be concluded that there is a positive relationship between information system dimensions and operational performance. However organizational culture has no contributing any mediating effect to the relationship. These findings have contributed to the body of knowledge and could be shared among the UAE manufacturing practitioners.


Author(s):  
Aleksandra Rakhmanova ◽  
Georgiy Loginov ◽  
Vladimir Dolich ◽  
Nataliya Komleva ◽  
Galina Rakhmanova

The relevance of the article is determined by the existence of contradictions between the need to introduce innovative technologies into the educational process at school, as an integral attribute of modern education, and the negative influence of factors on the physical and psycho-emotional state of health of students related to the use of information and communication tools (computers, phones, headphones). The goal of the study was to assess the relationship between the timing of the use of information and communication tools and the frequency of functional and psycho-emotional complaints in groups of middle and high school schoolchildren. 400 schoolchildren of the Saratov Region, the Moscow Region, Leningrad Region and the Republic of Dagestan were surveyed, who made up two groups of research: middle-school schoolchildren (grades 5–6) and high-school schoolchildren (grades 10–11 The survey was carried out by means of the standardized formalized cards which included the questions considering usage time of computers and mobile phones, complaints to a headache, hands pain, other pain and/or feeling of discomfort from visual organ and the organs of hearing, as well as a psycho-emotional state. Statistical analysis of the data was performed using the STATISTICA application software program by StatSoft Inc (USA). To compare the frequencies of a binary feature, a fourfold table of absolute frequencies was constructed and the level of statistical significance for the exact Fisher’s two-tailed test criterion was determined. The study was conducted according to the requirements of bioethics, after signing informed consent statement by teenagers and their parents. The study examined the relationship between the timing of the use of information and communication tools and the frequency of complaints in groups of schoolchildren. The results of the study should be taken into account when developing and implementing preventive measures to prevent negative effects of computers and mobile devices on the body of students.


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