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Record W6989393651

Architecture as Setting the Stage: A framework for architectural design of virtual reality places centering the concept of presence through Wideström, Hernandez-Ibañez and Barneche-Naya, and Slater

2024· dissertation· en· W6989393651 on OpenAlexaboutno aff

Bibliographic record

VenueUWSpace (University of Waterloo) · 2024
Typedissertation
Languageen
FieldComputer Science
TopicVirtual Reality Applications and Impacts
Canadian institutionsnot available
Fundersnot available
KeywordsVirtual realityArchitectureMetaphorMetaverseFeelingConceptual architectureVirtual machineDistancing
DOInot available

Abstract

fetched live from OpenAlex

Architecture shapes our physical world – and it shapes our virtual worlds as well. Virtual architecture creates the place in which a participant in Virtual Reality (VR) can understand and be immersed in the VR experience. This research contributes a framework for conceptualizing how architecture can work in service of immersive VR experiences that evoke a feeling of presence in the participant. Presence is the sensation of “being there” in a mediated environment through the allocation of attentional resources perceived physically and psychologically. It is the authentic feeling of being in a world other than the one in which one is physically located – the ultimate goal for a heightened VR experience. \nArchitecture as Setting the Stage highlights presence felt in a VR experience as the benchmark for a successful virtual space. The framework synthesizes the concepts of Wideström’s Stage, Hernandez-Ibañez and Barneche-Naya’s Virtual Utilitas, and Slater’s Place Illusion, centering presence within each. This research is prompted by powerful VR experiences that evoked presence in myself - like the cave setting in Scanner Sombre and the depictions of home in The Book of Distance. The latter VR project, The Book of Distance created by Randall Okita, is used as a case study in analysing how architecture supports engagement and connection between the participant and the virtual spaces. \nThe concept of Stage, from the philosophical dissertation of A Seeing Place (2022) by researcher and lecturer Josef Wideström, provides language and philosophy in conceptualizing the relationship between the physical and the virtual. The metaphor of Stage positions virtual space as a stage, connecting concepts of how we understand theatre to how we understand VR. Stage highlights how audiences in theater and participants in VR negotiate their understanding of representations, whether physical or virtual, leading to agreements about their meaning and context. This research extends his metaphor of Stage into the language of architectural design. \nHernandez-Ibañez and Barneche-Naya’s framework Virtualitas from their conference paper Cyberarchitecture (2012) addresses the need for the analysis and translation of established architectural theory into the realm of virtual architecture, enabling architects to approach virtual design with the same depth of consideration as physical practice. The concept of Virtualitas redefines the traditional architectural Vitruvian Triad - firmitas, utilitas, and venustas - to encompass virtual architecture’s broader considerations beyond aesthetics. Their contemporary framework informs the concept of Virtual Utilitas in this research, which centers presence as a key condition in VR architecture achieving Virtual Utilitas. \nResearcher and psychologist Mel Slater’s established concept of Place Illusion (2005, 2022) offers psychological insight into how the construction of virtual spaces are perceived, and its influence on achieving presence. Place Illusion describes the influence of the coherent and convincing creation of place on a participant in a VR experience. \nArchitecture as Setting the Stage works as a conceptual bridge in understanding the properties of virtual architecture and informs three propositions of how architecture influences a participant; directing attention, relational meaning, and expression of boundaries. The propositions speculate how virtual architecture through design impacts presence. The framework and propositions are then applied to a VR experience case study, The Book of Distance (2020) by Randall Okita and the National Film Board of Canada. The Book of Distance is investigated through a first-person written account of observations and reactions to the experience. This descriptive passage aims to portray an authentic experience in VR. The passage is then followed by an analysis of the experience through the propositions informed by Architecture as Setting the Stage. \nVR holds exciting potential for defining new experiences that go beyond those constrained by our physical world. Architectural knowledge, when adapted and applied to a virtual context, plays a significant role to the creation of VR experiences. Architects must confront the complexities of VR through a language for common understanding and help shape our virtual worlds.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.006
metaresearch head score (Gemma)0.006
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: Theoretical or conceptual
GenreCandidate signal: Methods · Consensus signal: Methods
Teacher disagreement score0.017
Threshold uncertainty score0.055

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0060.006
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0010.002
Bibliometrics0.0030.002
Science and technology studies0.0060.036
Scholarly communication0.0170.013
Open science0.0040.008
Research integrity0.0040.004
Insufficient payload (model declined to judge)0.0080.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.021
GPT teacher head0.262
Teacher spread0.241 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designTheoretical or conceptual
Domainnot available
GenreMethods

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2024
Admission routes1
Has abstractyes

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