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Problem solving in multidisciplinary teams through digital media

Technologies such as VR and AR are blurring boundaries between professions traditionally thought of as science/STEM based and professions traditionally thought of as arts based, providing a common medium to interact and collaborate, supporting the multi-disciplinary nature of the modern work place. Faculty members from diverse disciplines across OSU conducted a research project through an AR+VR Hackathon to understand how multidisciplinary teams work using digital technologies.

Neuroaesthetics in Interior Design: Using virtual visualization techniques in understanding user perception of Hospitality industry interior environments

Interior environments in the hospitality industry, has a profound impact on customer experiences and, ultimately, on satisfaction and desire to return. The current study incorporates cognitive load theory and aims to identify hotel room features that provide an optimal cognitive load to customers, thus improving their perception of the rooms and, ultimately, their stay.

Pepin Online: Virtual Museum Collection

In this project the research team 3D scanned objects from the Pepin Collection (A collection of artifacts the department of Design, Housing and Merchandising owns) and posted these to a website which is accessible to interior design students, interior design faculty and others. This Pepin Collection Online project is being proposed as a Pilot Study. It is anticipated that additional funding will be requested from other sources as needed to scan the entire collection. This project will create a repository of virtual objects that can be viewed online as well as through a virtual representation through in a virtual environment.

ARMeX: Augmented Reality Model Exchanger

The practice of architecture and design as well as design education, while becoming global in scope, is constantly exploring emerging technology for effective distance communication. There have been a number of studies conducted on the viability of virtual tools for online design studios, which are the core components of design education. The main objective of this proposal is to develop an online platform for reviewing Augmented Reality design prototypes in the context of design education.

Understanding Perceived Retail Crowding (PRC) through Virtual Reality (VR) and Neuroimaging

In this study, two different retail environment layouts (organic and linear) were developed using Virtual Reality (VR) to understand the difference in spatial crowding perception of these two environments.The participant’s emotional responses were recorded through a Functional near-infrared spectroscopy (fNIR) device. They were also provided with a questionnaire to assess their emotional responses to the environment.

Mixed Reality Lab
463, Human Sciences
Oklahoma State University
Stillwater, OK 74078
United States of America

Dr. Tilanka Chandrasekera
Phone: +1 (405) 744 9524 

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