Submitted:
09 October 2023
Posted:
16 October 2023
You are already at the latest version
Abstract
Keywords:
1. Introduction
1.1. Sociological Perspective
1.2. High-density living environment with its emotional responses
1.3. Three Dimensional Interior Public Space
- It affects where people can go, and where they cannot, both physical and visible in the conditions of permeability, accessibility and walkability, which impact on physical and mental health.
- It affects the range of uses available to people which can have a negative effect on social stratification, segregation, crime and fear of crime.
- It affects the degree to which people can use a given place for different purposes which impacts on place identity and a sense of belonging.
- It affects people’s choice of sensory experiences, which impacts physical and mental health with different conditions such as sunlight, greenery, safety, gathering.
- It affects the extent to which people can make different choices regarding movement, usage, amenities, and visible experiences which impact on community engagement and interaction, relaxation, joy, stress levels and synergistic activities.
- It affects the degree to which people feel being protected from harm within a given place, which impacts physical and mental health, conditions of safety, security, fear of crime and social stratification.
2. Research Methodology
3. Case study for the 3D simulation of vertical urban settings
| Parameters for Urban Design Measurement Tools | |||||
|---|---|---|---|---|---|
| Greenery | |||||
| 1. Select a scene at each level and incorporate a diverse range of greenery, following the specified percentages. | |||||
| 2.Generate each view, varying the specified percentages between 20% and 80%. | |||||
| 3. Compile images for the simulation video. | |||||
| Accessibility | |||||
| 1. Select a scene at each level and illustrate access via elevator, escalators, and staircases, modelled to represent specified percentages ranging from 20% to 80%. | |||||
| 2. Render each view to showcase various degrees of accessibility. | |||||
| 3. Compile images for the simulation video. | |||||
| Walkability | |||||
| Set a wider view angle at a specific space on each level to showcase different walkability scenarios. | |||||
| 1. Reflect high walkability with open, empty interior spaces. | |||||
| 2. Include office functions to simulate 20% occupancy and its effect on walkability. | |||||
| 3. Increase occupancy to 40% to demonstrate the impact on walkable areas. | |||||
| 4. Showcase a fully occupied floor area at 80%, where only walkable space around the lift lobby is accessible. | |||||
| Permeability | |||||
| Set a broader view angle for one space at each level. | |||||
| 1. Arrange retail facilities on both sides of the corridor with a narrow space for circulation in between (20%). | |||||
| 2. Position retail facilities on both sides of the corridor with a wider walkway in between to facilitate smoother circulation (40%). | |||||
| 3. Incorporate retail facilities on both sides of the corridor and create a wider central void, allowing for sightlines, atrium views, and escalator views. | |||||
| 4. Introduce a larger opening and wider atrium view to enhance the overall permeability and open spatial experience. | |||||
| Diversity | |||||
| Diversity refers to the abundance of experiences within interior spaces. | |||||
| 1. Demonstrate distinct functions tailored for different age groups, such as spaces for children, adults, and the elderly. | |||||
| 2. Highlight a wide range of amenities, including exhibitions, play areas, skateboarding zones, art displays, and more. | |||||
| Economic Catchment | |||||
| Economic catchment areas comprise locations that drive consumption and spending. These areas encompass various establishments, such as restaurants, shops, event spaces, clinics, gyms, kids’ play areas, and more. | |||||
| Safety | |||||
| Rooftop analysis | |||||
| 1. Floor material | |||||
| 2. Handrail | |||||
| Light | |||||
| 1. Illuminate each level differently to capture the changing ambiance from morning until night. | |||||
| 2. Render the same view 4 times, each with different light settings to emphasise varying moods and effects. | |||||
| 3. Compile the rendered images to create a comprehensive lighting variation simulation. | |||||
| Cultural Identity/Aesthetics | |||||
| Incorporate elements that reflect the local culture of the place, such as those evoking Singapore’s distinctive cultural traits that resonate with people. Ensure these cultural representations are thoughtfully integrated across multiple levels. | |||||
4. Data Collection for Emotional Spatial Cognition
- This study was carried out by a trained EEG technician within the research team and took approximately.
- 10 minutes of preparation and 20 minutes for testing.
- The participants were asked to relax in a reclining chair or lie on a bed.
- 16 electrodes were attached to the participants’ scalp with a special paste.
- The participants were asked to relax and be still.
- Once the recording begins, the participant were requested to remains still throughout the test. The participants were monitored to observe any movements that can cause an inaccurate reading, such as swallowing or blinking. The recording could be stopped periodically to let the participant rest or reposition him/herself.
5. Analysis
5.1. Arousal-Valence model and 6 emotions classification
5.2. Mapping EEG features to Emotion Modelling
5.3. Image data with emotion label
5.4. 10 Participants EEG data analysis for Capital Spring(Figure 6, Figure 7, Figure 8 and Figure 9)
6. Finding
- Joy and Amusement
| Joy and Amusement | ||
|---|---|---|
| Level | Parameter | Variation |
| Atrium | Walkability | 60% - 80% |
| Middle Level | Permeability | Above 80% |
- Amazement and Surprise
| Amazement and Surprise | ||
|---|---|---|
| Level | Parameter | Variation |
| Atrium | Walkability | 60% -80% |
| Diversity | below 20% | |
| 60% -80% | ||
| Economic catchment | 40% -60% | |
| Middle-level | Lighting | 80% above |
| Diversity | 60% -80% | |
| Lighting | 40%-60% | |
| Culture | 40%-60% | |
| Sky Garden | Vertical accessibility | 80% above |
| Greenery | 40%-60% | |
| Permeability | above 80% | |
| Economic catchment | 20%-40% | |
- Feeling of Gloom
| Gloom | ||
|---|---|---|
| Level | Parameter | Variation |
| Atrium | Walkability | below 20% |
| Greenery | below 20% | |
| Lighting | below 20% | |
| Economic catchment | below 20% | |
| Middle-level | Walkability | 80% above |
| Sky Garden | Accessibility | 60%-80% |
| Lighting | 20% below |
- Feeling of Frustration
| Frustration | ||
|---|---|---|
| Level | Parameter | Variation |
| Atrium | Walkability | 20% below |
| Sky Garden | Culture | 40%-60% |
- Unpleasant feeling
| Unpleaant | ||
|---|---|---|
| Level | Parameter | Variation |
| Atrium | Accessibility | 60%-80% |
| Diversity | 20% below | |
| Culture | 60%-80% | |
| Medium level | Accessibility | 60%-80% |
| Walkability | 60%-80% | |
| Greenery | 80% above | |
| Culture | 60%-80% | |
| Sky Garden | Economic catchment | 80% above |
- The factors that contributed to creating a sense of amazement among people included a walk-ability range of 60% to 80%, well-defined boundaries of spaces, zoning areas with bustling activities, a comfortable depth of space with high ceilings, especially with a visibility of the sky above 3.3%. Additionally, having less than 36% wall coverage, fewer than 35% column numbers, a user density below 0.1%, and stable, comfortable flooring with a satisfaction level above 24.5% were all elements that contributed to this feeling of amazement.
- Regarding the aspect of ’Diversity’, when the variation in the boundary and scale of the space is kept below 20% alongside moderate depth, a high ceiling, 5% visibility of the sky, less than 55% of walls with permeability, over 1.5% greenery and trees, and less than 10% of walls with visible accessibility, the users experience a sense of amazement. Interestingly, when the variation in ’Diversity’ ranges from 60% to 80%, it also elicits a feeling of amazement among users. This response is further enhanced by maintaining less than 38% walls for visibility, a minimum of 2% chairs and seating areas, less than 6.1% user density, less than 1.1% column numbers within the spaces, and over 1.7% art paintings and decorations.
- On the ground level, the feeling of amazement is enhanced by various factors. These include an economic catchment with a variation ranging from 40% to 60%, a variable depth of the space with high ceilings, particularly allowing a maximum of 68% visibility through the walls. Additionally, a minimal presence of solid doors (less than 0.8%), a significant amount of greenery and trees (over 0.5%), a user density of no more than 5.4%, a minimum of 2.5% columns within the space, and a shopping counter occupancy of less than 5.5% all contribute to creating a sense of amazement in the atrium area.
- A feeling of amazement can be achieved by implementing specific parameters that contribute to the overall environment. These parameters include setting the lighting at a variation above 80%, incorporating variable depth of space with high ceilings, ensuring maximum 60% wall accessibility, incorporating more than 0.6% of trees and greenery, maintaining a minimum density of 9.6% for uses, and providing 13.5% accessible flooring area. These factors collectively contribute to creating a sense of amazement.
- Diversity with 60% to 80% variation, moderate busy space with wide and long depth, less than 38% of walls, minimum 2% of seating areas within the space, 19% of ceiling coverage, more than 4.4% of the visible skyline, less than 6.1% of people, and minimum 21% of safe accessible flooring area and colour create amazement at the mid-floor level of public space.
- With parameter of lighting between 40% to 60% of variation, moderate depth with wide space, especially less than 38% of walls within the accessible space, 19% ceiling coverage, minimum 1.2% seating area, less than 6.1% users’ density, and less than 1.1% column numbers within the space enhance amazement.
- With parameter of cultural aesthetic between 40% to 60% of variation, moderate depth with wide space, particularly, less than 36% walls for visible accessibility, 27% of ceiling coverage, minimum 1.2% seating area, less than 7.6% users’ density, 10% of art pieces and decoration create amazement at interior public spaces and realm at medium level of working and living vertical spaces.
- Walkability at above 80%, moderate busy space with wide and long depth, especially, lessthan 20% of walls, 31% of ceiling coverage, more than 4.4% of the visible skyline, less than3.8% of people, and minimum 22.5% of flooring levels changes and colour create a feeling ofamazement at Sky garden, top floor level of public space.
- Greenery between 40% to 60% variation, narrow but level changes of space with depth, especially more than 5% of visible sky, less than 15% of walls for the visible linkage and accessibility, more than 31% of greenery, minimum 4.3% of floor col-our diversity and safety contribute to creating a sense of amazement.
- Vertical accessibility above 80% variation, with moderate density for the usage, especially a minimum of 15% of walls, more than 5% visible skyline, minimum 11% of greenery, and 10% ceiling coverage are important classifications in creating a sense of amazement at the uppermost floor sky garden.
- Permeability above 80% variation, with a minimum of 55% of walls for visible accessibility and walkability, less than 0.8% solid doors, a minimum of 5.3% of users’ density, more than 10% of openness for visible permeability.
- Economic catchment between 20% to 40% variation, moderate depth with less than 43% columns within space, and minimum 8.5% ceiling coverage, more than 16.8 % open skyline, and less than 6.7 % of users’ density create a sense of amazement at the uppermost floor sky garden.
7. Conclusion
- Increased emotional and cognitive responses are observed when there is exterior accessibility from outside to inside space at ground level, compared to interior accessibility at ground level.
- Active thinking and cognition are associated with mid-level interior spaces that require naviga-tion using physical signage.
- The presence of walkability levels exceeding 60%, with an abundance of elevators and pathway options, lead to increased interest and spatial cognition.
- The uppermost floor with improved visibility and a heightened sense of safety triggers excite-ment and increased cognition.
- A greater amount and variety of greenery at higher floors enhances positive cognition.
- Spatial cognition is enhanced by an increased level of spatial permeability and legibility.
- A higher cognitive response and reaction are observed with an increased level of diversity.
- Changes in economic catchment generate excitement and heightened cognition.
- Spatial cognition is influenced by changes in natural light levels.
- Images that have a cultural reference and aesthetic evoke responses in both sensory processing and spatial cognition.
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
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| Year | Author(s) | Methodology | Study Focus | Cognition measures | Urban form measures |
|---|---|---|---|---|---|
| 1980 | Robert Plutchik | Theory | Cognition | ||
| 2017 | Amandine Junot, Yvan Paquet, Charles Martin-Krumm | The study focused on active participants to examine their passion. A field survey collected data from practitioners who were willing to participate. | Emotion, Behaviour | Passion – emotion - environmental behaviours | N.A. |
| 2017 | I-Chun Tang, Yu-Ping Tsai, Ying-Ju Lin, Jyh-Horng Chen, Chao-Hsien Hsieh, Shih-Han Hung, William C. Sullivan, Hsing-Fen Tang, Chun-Yen Chang | In the psychological study, the perceived restorative values of four types of landscape environments (urban, mountain, forest, and water) were evaluated by using questionnaires, and in the physiological study, brain activity was detected while viewing different types of landscape environments through fMRI. | Cognition, Environment | Perceived Restorativeness Scale (PRS): being away, fascination, extent (under which fall coherence and scope), and compatibility. | Natural settings, including urban, mountains, forests, and water. |
| 2018 | Yuri Hadi, Tim Heath, Philip Oldfield | Firstly, an evaluation on the architectural qualities of the space; secondly, observational analysis of how the spaces are used; thirdly, analysis of quantitative data on residents’ access to the sky gardens; and finally interviews with the building owner, manager, architect and residents themselves. | Cognition, Environment | Fear | Sky garden |
| 2019 | Michael Francis Norwooda, Ali Lakhania, Annick Maujeanb, Heidi Zeemana, Olivia Creuxa, Elizabeth Kendalla | Systematic review | Cognition, Environment | Multiple | Multiple |
| 2019 | Michael Francis Norwood, Ali Lakhania, Simone Fullagarf, Annick Maujean, Martin Downes, Jason Byrne, Anna Stewart, Bonnie Barber, Elizabeth Kendal | Systematic review | Cognition, Environment | N.A. | Road network (space syntax) |
| 2020 | Alexander Coburn, Oshin Vartanian, Yoed N. Kenett, Marcos Nadal, Franziska Hartung, Gregor Hayn-Leichsenring, Gorka Navarrete, Jose L. Gonzalez-Mora e and Anjan Chatterjee | Psychological experiment, fMRI | Cognition, Environment, Indoor | Brain activity | Two architects independently rated every image on (a) perceived enclosure (open, closed), (b) ceiling height (high, low), and (3) contour (round, square). |
| 2020 | Otmar Bocka, | Virtual maze wayfinding experiment | Cognition | N.A. | multilevel buildings |
| 2021 | Adam B. Weinberger, Alexander P. Christensen, Alexander Coburn, Anjan Chatterjee | The experiment began with a brief slideshow during which participants were presented with each of their 16 randomly-assigned images sequentially. This exposure was designed to familiarize participants with each image, as well as sensitize them to possible differences between the image types. Next, participants rated each image on 16 aesthetic criteria. | Cognition, Environment | 16 aesthetic criteria: complexity, order, natural, beauty, personalness, interest, modernity, valence, stimulation, vitality, comfort, relaxation, hominess, uplift, approachability, and exportability | |
| 2021 | Anjan Chatterjee, Alex Coburn, Adam Weinberger | Case study and review | Cognition, Environment | sense of well-being | Aesthetic qualities of the built environment |
| 2022 | Chongxian Chen, Haiwei Li, Weijing Luo, Jiehang Xie, Jing Yao, Longfeng Wu, Yu Xia | Street view images of Guangzhou were captured, and street elements were extracted by pyramid scene parsing network. Data on six mood state indicators were collected via an online platform. A machine learning approach was proposed to predict the effects of street environment on mood in large urban areas in Guangzhou. A series of statistical analyses including stepwise regression, ridge regression, and lasso regression were conducted to assess the effects of street view elements on mood. | Cognition, Environment | Six mood state indicators (motivated, happy, positive-social emotion, focused, relaxed, and depressed) | Streets view elements (roads, vegetation, buildings, and the sky) |
| 2022 | Zakaria Djebbara, Ole B. Jensen, Francisco J. Parada, Klaus Gramann | Review and case study | Cognition | The rate of change of sensory information in the visual system during motion. Designing spaces with a high rate of visual flow will make it appear as if one is speeding up because the high rate of environmental sensory information is associated with moving at higher speeds. | N.A. |
| 2022 | Lan Luo, Bin Jiang | Online photo-based experiment, questionnaire survey | Cognition, Environment | Perceived oppressiveness | The density of streetscape elements at eye level |
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