Explore chapters and articles related to this topic
A review of mixed-reality applications in Construction 4.0
Published in Anil Sawhney, Mike Riley, Javier Irizarry, Construction 4.0, 2020
Aseel Hussien, Atif Waraich, Daniel Paes
During collaborative VR-based design review meetings, stakeholders have the ability to examine together a design by looking at and walking through the model. Collaborative and immersive review meetings promote the development of designs that better meet end-users’ needs and expectations, to the extent that when present in the meetings they can better understand the design representation and provide valuable feedback. In general, immersive design review can better support stakeholders in the assessment of design solutions that encompass issues of ergonomics, operability and maintainability of facilities, constructability, installation feasibility, and critical sight lines. For instance, virtual environments can assist design teams in the identification of end-user lighting preferences through continuous testing of alternative design solutions in order to increase end-user satisfaction while reducing the electricity waste associated with lighting systems (Heydarian et al. 2017). SHoP Architects design office (SHoP Architects 2019) is using immersive VR platforms to supplement traditional representation techniques, improving client communication and speeding up design review. Immersive design review also allows the design team at SHoP Architects to take bigger risks with clients in proposing complex spaces and effects otherwise hard to convey, knowing that everyone involved in the project would understand exactly what is being proposed.
Immersive experience framework: a Delphi approach
Published in Behaviour & Information Technology, 2023
Dai-In Danny Han, Frans Melissen, Mata Haggis-Burridge
The term immersion typically means being completely involved in an environment or activity and has been particularly relevant in the games and entertainment context (Jennett et al. 2008). Hansen and Mossberg (2013, 212) defined immersion as ‘spatio-temporal belonging in the world that is characterized by deep involvement in the present moment’. While it is a subjectively experienced phenomenon, elements causing the perception of immersion can be multifaceted. The goal is to submerge the player into another world, leading to a sensation of being detached from the physical world (Pine and Gilmore 1998), often argued to help people escape everyday worries and concerns. Such commitment of attention can lead to a mental state where other things in the immediate surrounding go unnoticed, such as time-passing or events happening in immediate proximity. Immersion is argued to be a key component of enjoyment in the games context, largely defining the evaluation of the experience. However, the opportunities of immersion have since been studied in other contexts, such as linguistics (language immersion) and social sciences, to describe an experience characteristic and resulting effects (Xiaoqiong 2008). Prior findings have largely emphasised the need for immersion to reach a state of complete focus and enjoyment (Tussyadiah et al. 2018) in undertaking activities, which consequently increases productivity and positively affects mental well-being. In contrast, Vella (2016) argued that immersion had a negative effect on well-being in the gaming context. Similarly, Haggis-Burridge (2020) argued that immersive design in the video game context can be a source of certain user behaviours which have the potential to lead to positive effects along with negative consequences like addiction.