Urban densification continues unabated, even as the possible consequences for users’ eye-level experiences remain unknown. This study addresses these consequences. In a laboratory setting, images of the NDSM wharf were shown to university students primed for one of three user groups: residents, visitors and passers-by. Their visual experiences were recorded using eye-tracking and analyzed in combination with surveys on self-reported appreciation and restorativeness. On-site surveys were also administered among real users. The results reveal distinct eye-movement patterns that point to the influence of environmental roles and tasks and how architectural qualities steer people’s visual experience, valence and restoration.
De sfeer van een ruimte of omgeving is een belangrijke factor in de beleving van die ruimte door een bezoeker. Om het belang van de factor sfeer te kunnen vaststellen is een goed meetinstrument nodig. In deze studie wordt een voorstel gedaan voor een dergelijk meetinstrument. Hiertoe wordt een meta-analyse uitgevoerd op bestaande empirische en theoretische studies naar sfeer. Deze studies komen uit de marketingliteratuur en uit museum studies. Winkels en musea zijn twee relevante voorbeelden van waar sfeer een evidente rol speelt in de ervaring van bezoekers en hun gedrag. Het is dan ook niet verwonderlijk dat er vanuit deze disciplines redelijk wat aandacht is geweest voor sfeer.
Poor well-being amongst older adults poses a serious health concern. Simultaneously, research shows that contact with nature can improve various facets of well-being, including physical, social, and mental well-being. However, nature is not always accessible for older adults due to mobility restrictions and related care needs that come with age. A promising strategy aims at bringing nature inside through pervasive technologies. However, so far, there is little academic understanding of essential nature characteristics, psychological processes involved, and means for implementation in practice. The current study used a three-folded rapid review to assess current understanding and strategies used for improving well-being for older adults through virtual reality representations of nature. Searches were performed across three databases, followed-up by content-based evaluation of abstracts. In total, a set of 25 relevant articles was identified. Only three studies specifically focus on digital nature as an intervention strategy for improving well-being amongst older adults. Although these studies provide useful starting points for the design and (technological) development of such environments, they do not generate understanding of how specific characteristics of virtual nature representations impact social well-being measures in particular, and of the underlying psychological processes involved. We conclude that follow-up research is warranted to close the gap between insights and findings from nature research, gerontology, health research, and human-technology interaction.