CN 11-5366/S     ISSN 1673-1530
“风景园林,不只是一本期刊。”

虚拟现实中情感营造:疗愈和活力街道微更新设计循证探索

Creating Emotions in Virtual Reality:An Evidence-Based Exploration of Micro-renewal Designs for Healing and Vitality Streets

  • 摘要:
    目的 旨在探索以循证设计为方法的活力与疗愈街道微更新设计。
    方法 通过参与式工作营的形式开展上海市宝山区庙行镇共康路两个街段的微更新设计工作,并借助基于虚拟现实与可穿戴生理传感器的实验,验证活力街道设计与疗愈街道设计所营造的环境氛围对居民情绪的不同影响,评估设计方案的有效性。
    结果 两个街段的微更新设计都在一定程度上达到预期情感氛围,体现在心理和生理情绪指标变化上。验证了公众参与结合虚拟现实与可穿戴生理传感器辅助设计技术的运作模式,有助于设计师在早期阶段检验设计方案中的环境情感氛围是否达到预期效果,提升设计方案的科学性与精准性。
    结论 为活力与疗愈街道微更新设计增添实证证据,为循证设计流程提供了可参考的实践经验。

     

    Abstract:
    Objective Healing and vitality are two common design concepts aimed at creating environments that benefit individual physical and mental health. Being not interchangeable, they may create different affective atmospheres and emotional experiences to meet different needs and preferences. This research aims to explore how to create streetscapes with healing and vital atmospheres in micro-renewal design by the method of evidence-based design.
    Methods The 408 Research Group of Tongji University, in collaboration with the government of Miaohang Town, Baoshan District, Shanghai City, organized a participatory workshop to conduct street micro-renewal designs with the goal of enhancing affective atmospheres. The workshop undertakes the design of two segments of Gongkang Road in Miaohang Town, and sets the design concepts for each segment as “vitality” and “healing” based on the current issues of the segments and the teaching objectives of promoting research-oriented design. To achieve the intended design outcomes, the workshop first conducts thorough data collection, including site information gathering and resident interviews. The collected data is then analyzed to extract key information and identify design issues. Based on the research and analysis results, design proposals are proposed and developed. Finally, the conceptual design is presented in VR to prepare for the evaluation of the design outcomes. During the evaluation phase, stakeholders, mainly residents and community staff, are invited to experience the street environment before and after the design in VR. Using both self-reported emotional questionnaire and physiological indicators such as SCL (skin conductance level) of EDA (electrodermal activity), mHR (mean heart rate), RMSSD (the root mean square of successive differences between normal heartbeats) and HFnorm/LFnorm (ratio of LFnorm to HFnorm) of HRV as measures of emotion, laboratory experiments are conducted to test whether the healing and vitality street designs presented by VR have different effects on participants’ emotions, and to assess whether the designed environment has achieved the desired affective atmosphere.
    Results The research results show that compared to the simulated replication of the real environment, both street atmospheres can significantly enhance residents’ positive emotions (joy and alertness), as well as surprise in other affective states. However, the improvement in negative emotions differs: The healing street design significantly reduces residents’ downheartedness, while the vitality street design significantly reduces irritability. At the physiological level, the vitality street design significantly increases SCL, while the healing street design significantly increases HFnorm/LFnorm. On one hand, the experimental results partly confirm the effectiveness of the design proposals for the two street segments. Specifically, the combination of “high-quality activity nodes and lively design elements” can create a vital street atmosphere, while that of “natural elements, street furniture with biophilic design, and recreation facilities” can contribute to a healing street atmosphere. In the early stages of street micro-renewal design, it is important to deeply understand the emotional attitudes of local residents toward the street environment as well as their needs and suggestions for renewal, and to set appropriate goals for creating emotional atmospheres, select design strategies and elements accordingly, and verify the design effects through scientific methods. On the other hand, it also suggests that VR environmental experiences can help designers verify early environment can creates the desired emotional atmosphere. The process of evidence-based design is defined as a cyclic structure, consisting of four steps: evidence collection, programming, design, and evaluation. With the assistance of VR technology, the evaluation phase in this research shifts from the post-implementation stage to the pre-implementation stage, overcoming the constraints of real-world construction, use, and post-occupancy evaluation in terms of construction costs and time. This means that multiple rounds of evidence-based cycles can be achieved in a virtual environment. The use of wearable physiological sensors provides more convincing data support for the design. The outcome evaluation model, which combines public participation workshops with empirical experiments based on VR devices and wearable physiological sensors, significantly reduces the cost of evidence-based design, enhances the scientificity and precision of design, and accelerates the accumulation of experience and knowledge.
    Conclusion The research provides empirical evidence for the different effects of “healing” and “vital” street atmospheres on emotions and provides a new reference for evidence-based design processes. In the current era, where there is a need for a more detailed transformation of urban construction models and people’s emotions require soothing in the post-pandemic era, designers should pay more attention to creating emotional atmospheres in urban spaces. Therefore, design practices aimed at accurately creating specific emotional atmospheres, theoretical and empirical reseach that can provide supporting evidence for the aforesaid aim, as well as methods and pathways for achieving this aim, should be given more attention by designers and researchers and become one of the focal points of their work.

     

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