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1 – 10 of over 7000Watthanasak Jeamwatthanachai, Mike Wald and Gary Wills
The purpose of this paper is to validate a framework for spatial representation, aka the spatial representation framework (SRF), to define spaces and building information required…
Abstract
Purpose
The purpose of this paper is to validate a framework for spatial representation, aka the spatial representation framework (SRF), to define spaces and building information required by people with visual impairment as a foundation of indoor maps for indoor navigation systems.
Design/methodology/approach
The SRF was first created with seven main components by a review of the relevant literature and state-of-the-art technologies shown in the preliminary study. This research comprised of two tasks: investigating problems and behaviors while accessing spaces and buildings by visually impaired people (VIP) and validating the SRF where 45 participants were recruited (30 VIP and 15 experts).
Findings
The findings revealed a list of problems and challenges were used to validate and redefine the spatial representation, which was validated by both VIP and experts. The framework subsequently consisted of 11 components categorized into five layers, each layer of which is responsible for a different function.
Research limitations/implications
This framework provides essential components required for building standard indoor maps as a foundation for indoor navigations systems for people with visual impairment.
Practical implications
This framework lays the foundation for a range of indoor-based applications by using this SRF to represent indoor spaces. Example applications include: indoor navigation by people with disabilities, robots and autonomous systems, security and surveillance, and context and spatial awareness.
Originality/value
This paper presents the validated spatial representation for indoor navigation by people with visual impairment with its details and description, methodology, results and findings of the validation of the SRF.
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Sofia Ulver-Sneistrup and Jacob Ostberg
Purpose – The purpose of the current research is to enhance our understanding of how nouveaux pauvres consumers use consumption to cope with their life situations. We use the term…
Abstract
Purpose – The purpose of the current research is to enhance our understanding of how nouveaux pauvres consumers use consumption to cope with their life situations. We use the term nouveaux pauvres to represent middle-class consumers who experience a decrease in sociocultural status relative their previous situation.
Methodology – The data for this study were collected over a four-year period in Sweden, Turkey, and the United States. Various qualitative data collection and analysis methods were used, such as phenomenological and ethnographic interviews, as well as ethnographic observation.
Findings – We identify three different ways that nouveaux pauvres consumers experience their loss of status. Some experience feelings of shame and guilt, others are left in a vacuum and some grieve their lost identity position. We then propose three different strategies that nouveaux pauvres consumers might choose to cope with the loss of status. Some engage in inventing a new consumer role for themselves, others choose a more reluctant strategy of opting out of social circles and isolating oneself, and finally there are those that engage in straightforward reconstruction of their old identity. Furthermore, each of the three consumption strategies links to a specific kind of downward movement – from unfamiliar/familiar to familiar/unfamiliar social spaces – for each individual.
Originality/value of paper – The consumer experience of downward status transformations has been curiously neglected in consumer culture theory. Since contemporary consumer cultures are increasingly characterized by liquidity and movement, it is likely that the experience of descending in status will be more common in the future and therefore of utmost importance to understand more fully.
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The ways that individuals interact with and through music have changed dramatically over the past 70 years. The advent of radio, television, and film brought strange and unfamiliar…
Abstract
The ways that individuals interact with and through music have changed dramatically over the past 70 years. The advent of radio, television, and film brought strange and unfamiliar forms of music into the most remote corners of the world (see Peterson, 2004), profoundly transforming the role of music in everyday life and the spaces in which it is consumed. The rise of the Internet in the past 20 years has highlighted an ever-increasing complexity in communication among people interacting in musical spaces. In the process, music subcultures have become less definitive, static, and exclusive; scenes have become increasingly archetypical and symbolic; while music communities have become more situational and recurring. While each concept highlights a different aspect of music-cultural space, it is important and useful to examine how their evolution highlights the relevance of interactionist approaches to the study of music.
O. Lahav, H. Gedalevitz, S. Battersby, D. Brown, L. Evett and P. Merritt
Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when…
Abstract
Purpose
Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. The paper aims to discuss this issue.
Design/methodology/approach
In this research study Nintendo Wii-based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space.
Findings
By getting haptic and auditory feedback the user learned to explore new spaces. The authors examined the participants’ abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS.
Originality/value
To the authors’ knowledge, this finding presents the first VE for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations.
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Elizabeth Daniel and Fiona Ellis-Chadwick
The purpose of this paper is to apply the theoretical lens of liminality to a consideration of non-traditional entrepreneurial locations. The study exemplifies such locations by…
Abstract
Purpose
The purpose of this paper is to apply the theoretical lens of liminality to a consideration of non-traditional entrepreneurial locations. The study exemplifies such locations by empirically exploring self-storage based businesses: that is, businesses that operate for a significant number of hours each week from self-storage facilities.
Design/methodology/approach
The study draws on interviews with entrepreneurs operating self-storage based businesses and operators of self-storage facilities. The interview data is supported by site visits, businesses’ websites, promotional and marketing materials and press coverage.
Findings
Consistent with the liminal lens, entrepreneurs view their time operating from self-storage as a transitional phase. They do not suffer the high levels of uncertainty and unsettledness usually associated with liminality. However, they experience anxiety related to perceptions of operating from a business location outside the mainstream. Whilst the entrepreneurs benefit from additional services provided by the self-storage operators, this may be at the expense of extra “liminal” work and anxiety experienced by the storage operators’ staff.
Originality/value
The study contributes to entrepreneurship by answering Steyaert and Katz’s (2004) call for studies in unfamiliar places and spaces. The authors identify a number of ways in which liminality can arise when considering entrepreneurial locations. Drawing on extant entrepreneurial studies, the authors theorise that idiosyncratic characteristics of such spaces attract entrepreneurs with particular personal characteristics and needs, who will in turn be influenced by those spaces. In the case of self-storage facilities, the liminal space allows trepidatious entrepreneurs to “try on” (Hawkins and Edwards, 2015, p. 39) operating a new venture.
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Emerson Taylor and Chern Li Liew
Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and…
Abstract
Purpose
Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and attitudes. Video games, despite being relatively overlooked, are increasingly culturally relevant and can indicate library users' real needs and desires. This study investigates the ways in which video games depict characters using libraries to seek and use information.
Design/methodology/approach
A qualitative content analysis approach incorporating methods from information studies and game studies was applied. Tancheva's (2005) semiotic analysis of fictional libraries and Carr's (2019) textual approach provided the framing for the unique aspects of video games and their meanings. Carroll (2021)'s character analysis and Chatman (1996)'s theory on insiders–outsiders dynamic underpinned the data collection and analysis. The purposive sample included 15 video games released since 2010.
Findings
Video games depict game characters visiting libraries to solve short-term problems, to gain knowledge to improve themselves or to bond with others. Protagonists are often depicted as adventurers or outsiders who must adapt to unfamiliar places and situations to achieve their wider objectives. In these games, libraries provide useful documents, spaces or helpful guides and intellectuals who assist the protagonists. As outsiders, the protagonists seek information in libraries to help them learn about their environments and to immerse themselves in the local histories and cultures in their worlds. Overall, these depictions highlight both short- and long-term benefits of library use.
Originality/value
As with existing studies, the ways in which fictional library use appear in video games can suggest real needs and desires among library users. The findings from this study emphasise the importance of library services and spaces that help users both address short-term problems and immerse themselves in local concerns, with longer-term goals. Applying different research methods or lenses to analysing video games could deepen our understanding of what library users think and feel when they seek and use information in libraries.
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Elham Mehrinejad Khotbehsara, Hossein Safari, Reza Askarizad and Kathirgamalingam Somasundaraswaran
This study aims to explore the impact of spatial configuration on behavioral patterns of visitors in the ground floor of health-care spaces.
Abstract
Purpose
This study aims to explore the impact of spatial configuration on behavioral patterns of visitors in the ground floor of health-care spaces.
Design/methodology/approach
In this study, the Space Syntax analysis was used to combine visibility graph analysis and axial line analysis with empirical observation of visitors’ activities. Two types of observation methods on visitors were conducted to discover the behavioral patterns of individuals, respectively, named “gate counts” and “people following.”
Findings
The outcomes of this research revealed that the spatial arrangements of pathways, public areas, vertical circulations, entrance space, lobby, emergency department, reception desk and pharmacy have a significant influence on the way that visitors perceive the health-care environment.
Research limitations/implications
The current research is limited to two aspects of effective wayfinding (configuration of health care and geometry). Future work can investigate the other potential factors coupled with the current factor as an integrated research for enhancing wayfinding and sustaining accessibility. Another limitation is that the observation results for this study had been conducted before the COVID-19 pandemic and future studies can compare these results with the current COVID-19 situation within health care environments.
Originality/value
A large amount of research has focused on the needs of populations in developed countries. This topic has not been investigated thoroughly by professionals in developing countries such as Iran. Accordingly, this study benefits environmental psychologists and architects by revealing the effective characteristics of legible spaces in health-care environments.
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Nathalie Raulet-Croset and Anni Borzeix
The purpose of this paper is to explore how the combination of a qualitative shadowing method called “Commentated Walk” and an ethnographic approach, can be used to analyze the…
Abstract
Purpose
The purpose of this paper is to explore how the combination of a qualitative shadowing method called “Commentated Walk” and an ethnographic approach, can be used to analyze the spatial dimension of practices, when space is considered as a co-construction and as an active dimension of individual and collective practices.
Design/methodology/approach
The approach is ethnographic and the empirical field work concerns the coordination in ephemeral organizations intended to manage emergent phenomena: the social “problems” often named “urban incivilities,” which occur in public and semi-public spaces in some suburban areas in France and are recurrent.
Findings
In these organizations, space appears to be part of individual and collective practices, and a key resource for coordination. Shared “spaces of action” between inhabitants and local institutions contribute to coordination. As a method of data collection, Commentated Walks offer relevant insight into how actors “deal with space” in their day-to-day life or their professional practices. Walking with while talking with – the method's principals – make it possible to capture the materiality of problematic spaces as well as the feelings that the space inspires.
Research limitations/implications
The use of this method is still exploratory. In further research, it would be interesting to consider such Commentated Walks in other organizational contexts, in order to explore different ways of “dealing with” space and different types of spatial competencies that people develop in using space as a resource.
Originality/value
This paper proposes an original combination of methodological approaches which allows us to grasp the formation of spatial practices.
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Hassan Iftikhar and Yan Luximon
The efficient delivery of environmental information to wayfinders in complex environments is a challenge for information designers. Wayfinding tasks can be quite strenuous and…
Abstract
Purpose
The efficient delivery of environmental information to wayfinders in complex environments is a challenge for information designers. Wayfinding tasks can be quite strenuous and frustrating in the visual absence of dedicated wayfinding information. This study aims to explore the behaviour regarding the use of wayfinding information by navigators in complex environments.
Design/methodology/approach
An experiment has been conducted in which participants have performed wayfinding tasks in a spatially complex university campus. The participants were instructed to use the think-aloud protocol during the experiment. The behaviour has been recorded using the head-mounted video recorder (GoPro), mobile phone screen (audio\video) recorder and interview. Twelve university students have been selected based on the equal level of spatial ability using the Santa Barbara Sense of Direction scale. Each participant performed three wayfinding tasks to locate the unknown locations inside the campus using a mobile wayfinding application and other information sources.
Findings
The results of this study demonstrated significant behavioural preferences in acquiring wayfinding information. Most of the participants synthesised the static and mobile wayfinding information sources, while some preferred only the static ones. Gender differences have also been found for planning and route finding. This study recommends the syntheses of static and mobile wayfinding information for designing an efficient institutional wayfinding system.
Research limitations/implications
The sample size has been kept small because of the qualitative exploration of the wayfinding behaviour regarding the wayfinding information syntheses behaviour. The experiment findings can be further explored with larger data set and controlled behavioural metrics. This study can help understand the user requirements in facilities management for spatially complex institutional environments.
Practical implications
The current findings can be further used to develop a framework for wayfinding information designers to assist them in understanding the current practices and incorporate them for improving institutional wayfinding systems. The management of the offered facilities within an institution can be further improved to make the space more efficient by saving users’ time and efforts.
Originality/value
Information syntheses or symbiosis of environmental information with the beacon-based digital wayfinding system is a new concept. This study explores the potential of such information syntheses for enhancing the legibility of complex institutional environments.
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Natheer Abu-Obeid and Lama Bilal Abuhassan
The goal of the study is to underline “Cinematic Architecture” as another source of architectural thinking and research. This study is also a response to the shortage in empirical…
Abstract
Purpose
The goal of the study is to underline “Cinematic Architecture” as another source of architectural thinking and research. This study is also a response to the shortage in empirical research on architecture in the cinema. Moreover, the study introduces the architectural components that qualify the cinematic spaces to be influential cinematic experience. This is in addition to investigating the impact of these components on the viewers' cognitive and emotional experience of films.
Design/methodology/approach
In the reported study, an empirical experiment examined scenes from three different movies as experienced by a selected group of audience of movies fans (architects and laypersons). The audience was asked to report feelings the audience had about each scene using a questionnaire that was designed for this purpose, and the audience was asked to write down the aspects that affected the audience's emotions. The experiment evaluated selected emotional states and could specify the architectural features and/or objects that significantly contributed in inducing these emotions.
Findings
This study's findings concluded that emotions, which exist in the positive margin of the emotions “circumplex model,” were influenced by architectural components that were different from those that influenced emotions which lie in the negative margin of the model.
Research limitations/implications
As for filmmakers, the study contributes in developing filmmakers' knowledge about the role of architecture in scenic creation and thus how that knowledge enhances filmmakers' film narrative and the narrative's spatial imagery. As for academia, this study contributes in developing the knowledge about film cognition as related to architectural semiotics. In the context of behavioral approach to architectural design, a behavior setting which is the basic element in environmental design can be dramatized by applying a cinematic narrative to a human activity system within a milieu of architectural design elements.
Practical implications
This study is important for architects, as the study provides architects with an alternative tool for fictional experience and for testing architectural ideas through cinematic architecture. This study also helps in developing new venues for the practice of architecture into the world of fiction. This study also contributes in developing the trend that architectural design thinking can learn from cinematic thinking and practice.
Originality/value
This study introduces an empirical approach to evaluate architectural entities as part of cinematic experience. This study also comes as a response to the shortage in empirical research on architecture in the cinema.
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