My research, instruction and outreach efforts all embody two major components: Digital Media and Design. As a professionally qualified Architect, my passion firmly lies in Design which is combined with my enthusiasm for digital media such as Augmented Reality and Virtual Reality. Below are a few of my research projects and publications.
The purpose of the study is to identify Sudden Moments of Inspiration (SMI) in
the architectural design process to examine the effect of subliminal suggestions
on SMI. In the study, two experienced designers were selected and were
provided with a design task. While one designer was subjected to subliminal
suggestions through a slide show presentation and a video clip, the other designer
was not. The design sessions of both designers were recorded, coded and
analyzed, using concurrent and retrospective protocol methods. Comparison of
the two design protocols provided convincing evidence of the occurrence of SMI
influenced by subliminal suggestions.
Citation: Chandrasekera, T., Vo, N., & D'Souza, N. (2013). The effect of subliminal suggestions on Sudden Moments of Inspiration (SMI) in the design process. Design studies, 34(2), 193-215.
In this study we explore how soundscapes can be used as navigational aids in
virtual environments and empirically investigate the correlation between immersiveness
in virtual environments and spatial abilities when soundscapes are used as landmarks for
wayfinding. We attempt to advance knowledge regarding auditory cues contributing to
enhanced immersive and navigational experience in virtual environments. Findings are
likely to be utilized in effective design for physical environments and wayfinding.
Citation: Chandrasekera, T., Yoon, S. Y., & D'Souza, N. (2015). Virtual environments with soundscapes: a study on immersion and effects of spatial abilities. Environment and Planning B: Planning and Design, 42(6), 1003-1019.
This study documents alternate modeling strategies utilizing technologies such as
Virtual Reality (VR) and Augmented Reality (AR) in
Architectural and Interior Design education through the
Technology Acceptance Model to better understand how
students perceive design solutions in early design studios.
The results of the study suggest that design students
found physical models to be comparable to AR models
and that the AR technology was easy to use.
Citation: Chandrasekera, T. (2014). Using augmented reality prototypes in design education. Design and Technology Education: an International Journal, 19(3).
The purpose of the study is to identify Sudden Moments of Inspiration (SMI) in
the architectural design process to examine the effect of subliminal suggestions
on SMI. In the study, two experienced designers were selected and were
provided with a design task. While one designer was subjected to subliminal
suggestions through a slide show presentation and a video clip, the other designer
was not. The design sessions of both designers were recorded, coded and
analyzed, using concurrent and retrospective protocol methods. Comparison of
the two design protocols provided convincing evidence of the occurrence of SMI
influenced by subliminal suggestions.
Citation: Chandrasekera, T., & Yoon, S. Y. (2015, September). The Effect of Tangible User Interfaces on Cognitive Load in the Creative Design Process. In Mixed and Augmented Reality-Media, Art, Social Science, Humanities and Design (ISMAR-MASH'D), 2015 IEEE International Symposium on (pp. 6-8). IEEE.
As the older adult population in the U.S. continues to grow, it has become a priority to ensure the health,
safety, and well-being of these individuals while maintaining their dignity and autonomy. Memory loss and physical impairments have been identified as factors that restrict older adults from living independently.
The objectives were (1) to develop a hybrid space within the participants’ living environments using an Augmented
Reality object location and information system based on visual and spatial organization and (2) to assess the users’ perceptions
of using such technology. The results of the study suggest that the older adults who took part in the study were very open to the idea of
using such an AR object location and information system based on visual and spatial organization hosted on electronic mobile
devices to enhance their living environments.
Citations: Chandrasekera, T., Kang, M., Hebert, P., & Choo, P. (2017). Augmenting space: Enhancing health, safety, and well-being of older adults through hybrid spaces. Technology and Disability, 29(3), 141-151.