The paper presents an integrated methodology to assess psychological and physiological responses of people when exposed to forests, with the main objective of assessing the suitability of different stands for stress recovery on the basis of tree species and density. From the methodological viewpoint, the study applies both a Restoration Outcome Scale (ROS) questionnaire and a neuroscientific technique grounded on electro-encephalographic (EEG) measurement. Results show different outcomes for conifers and broadleaves as well as a statistical significance of density in the evaluation of an individual’s emotional state. A forest with a high density of conifers and low density of broadleaves seems to be the proper combination for stress recovery. The differences among psychological stated preferences and EEG trends highlights potential conflict among “needs” and “wants” of people in the topic of stress relief. Potential applications of the research for health care and territorial marketing operations are suggested.
Immersive virtual reality (IVR) has proven to be a technology that can benefit the dissemination of cultural content. In 2019 was the five hundredth anniversary of the death of Leonardo Da Vinci. Given the few works that develop IVR technologies to explain the genius of the master, we decided to take advantage of the opportunity to learn about the master through the use of new technologies. To build an IVR application that aims to spread knowledge, it is necessary to define an educational paradigm and the type of application. Given the domain of the application and the need to convey complex/novel topics, the IVR application developed in this study is based on the constructivist framework and creates a serious game (SG). In order to explain Leonardo Da Vinci’s thinking and design approach, we decided to focus on urban planning and architecture studies by explaining the projects envisioned by Leonardo da Vinci. This paper investigates whether an IVR-SG application maintains the fundamental characteristics underlying disclosure processes, such as immersivity and a sense of presence. Two secondary school classes experienced this by evaluating the application through a psychometric questionnaire. The results show that immersivity and a sense of presence were evaluated positively.
Cities are human ecosystems. Understanding human ecology is important for designing and planning the built environment. The ability to respond to changes and adapt actions in a positive way helps determine the health of cities. Recently, many studies have highlighted the great potential of photographic data shared on the Flickr platform for the analysis of environmental perceptions in landscape and urban planning. Other research works used panoramic images from the Google Street View (GSV) web service to extract urban quality data. Although other researches have used social media to characterize human habitat from an emotional point of view, there is still a lack of knowledge of the correlation between environmental and physical variables of the city and visual perception, especially at a scale suitable for urban planning and design. In ecology, the environmental suitability of a territory for a given biological community is studied through species distribution models (SDM). In this work we have adopted the state of the art of SDM (the ensemble approach) to develop a methodology transferable to cities with different sizes and characteristics that uses data deriving from many sources available on a global scale: social media platform, Google internet services, shared geographical information, remote sensing and geomorphological data. The result of our application in the city of Livorno offers important information on the most significant variables for the conservation, planning and design of urban public spaces at the project scale. However, further research developments will be needed to test the model in cities of different sizes and geographic locations, integrate the model with other social media, other databases and with traditional surveys and improve the quality of indicators that can be derived from information shared on the Internet.
Human well-being is affected by the design quality of the city in which they live and walk. This depends primarily on specific physical characteristics and how they are aggregated together. Many studies have highlighted the great potential of photographic data shared on the Flickr platform for analyzing environmental perceptions in landscape and urban planning. Other researchers have used panoramic images from the Google Street View (GSV) web service to extract data on urban quality. However, at the urban level, there are no studies correlating quality perceptions detected by social media platforms with spatial geographic characteristics through geostatistical models. This work proposes the analysis of urban quality in different areas of the Livorno city through a methodological approach based on Geographical Random Forest regression. The result offers important insights into the physical characteristics of a street environment that contribute to the more abstract qualities of urban design.
Wood harvesting operations represent one of the industrial sectors with the highest risk of accidents at work. In semi-mechanized logging operations, the great majority of accidents generally occur using chainsaws during tree felling. Unfortunately, these situations frequently cause serious injuries and even the deaths of workers. In numerous cases, the accidents occurred to people who were badly trained and inexperienced, with a short employment history. One solution to reduce these harmful events is to support workers employed in this sector with training applications. This paper presents a description of a research and training programme for operating with chainsaws in tree felling operations using a Virtual Reality (VR) application called ForestVRoom. This innovative education method was compared with the traditional theoretical lesson based on a slide show. The results of the training were verified through a statistical analysis of questionnaires administered to a sample of 45 students in undergraduate and master’s degree programmes at the School of Agriculture and Forestry at the University of Florence. We have shown that the combination of traditional didactics and symmetrical collaborative VR leads to an increase in knowledge and especially in the ability to understand situations in a real forest site. VR is a useful teaching tool that can complement conventional training methods because of its potential to provide an immersive and attractive experience that facilitates learning and recognition of situations in forest sites.
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