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1.
  • Anter, Karin Fridell, et al. (author)
  • SYN-TES INTERDISCIPLINARY RESEARCH ON COLOUR AND LIGHT
  • 2012
  • In: Proceedings for Interim Meeting of the International Colour Association (AIC); AIC 2012 “In Color We Live: Color and Environment”, 22 – 25 September 2012, Taipei, Taiwan. - : The International Colour Association. ; , s. 80-83, s. 80-83
  • Conference paper (peer-reviewed)abstract
    • Colour and light have largely been considered as belonging to two different fields of knowledge, having disparate theoretical, terminological and methodological traditions. This creates a ground for misunderstandings and obstructs a fruitful interdisciplinary and interprofessional collaboration. A survey over international research literature from 2006 -2011 shows that there has been only little research on the spatial interaction between colour and light, but that the interest for this area has recently increased. The interdisciplinary Nordic research project SYN-TES: Human colour and light synthesis. Towards a coherent field of knowledge was carried out during 2010-11. Colour and light experts from Nordic universities and companies investigated different aspects of the spatial interaction between colour and light and its importance for human beings. This paper deals with the general learnings from the process. Specific results are presented in other papers at this conference.
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2.
  • Berden, Michael, et al. (author)
  • Smart Construction logistics
  • 2018
  • Reports (other academic/artistic)abstract
    • The growth in urban population and economic upturn is leading to higher demand for construction, repair and renovation works in cities. Houses, public utilities, retail spaces, offices and infrastructure need to adapt to cope with the increasing number of residents and visitors, urban functions and changing standards. Construction projects contribute to more attractive, sustainable and economically viable urban areas once they are finished. However, transport activities related to construction works have negative impacts on the surrounding community if not handled appropriately. It is estimated that 15 to 20 percent of heavy goods vehicles in cities are related to construction, and 30 to 40 percent of light commercial vans [1]. In the cities studied in the CIVIC project, construction-related transport was found to be one of the biggest challenges to improving sustainability. Smarter, cleaner and safer construction logistics solutions in urban areas are needed for environmental, societal and economic reasons. However, in many European cities and metropolitan areas the sense of urgency is not evident or a lack of knowledge is creating passivity. The goal of the CIVIC project is to facilitate and support efficient, sustainable and broadly endorsed transport to, from and around urban construction sites that minimises disruption in the surrounding community, improves construction productivity and optimises energy efficiency. The CIVIC project found that the impact of construction works on mobility and livability of a city was only a very limited part of the urban planning in the cities studied: Amsterdam, Vienna, Brussels, Stockholm and Gothenburg. The studied cities focused on large-scale infrastructure projects such as building motorways, railway stations and underground train systems or development projects, for example, whole new city areas. It is not only these large projects that need to be considered focusing on the impact of construction related transports. Additionally, there are many small-scale development projects in cities with a combination of different official and private actors. Contractors and developers/clients are displaying increasing interest in construction logistics since research shows that improved construction logistics can improve the productivity of a construction project by about 30 percent. Construction companies using innovative logistics concepts see less congestion around the sites and improved productivity and road safety. Thus, there is a need to align public planning coordinating construction projects with traffic planning in order to manage city infrastructure bottlenecks. The ultimate goal is coordinated planning between the public partner of construction projects and the private construction contractors and developers on the necessary measures for mobility, livability and road safety in the city. This handbook has been developed for local governments, clients, developers, contractors, or any other actor that can influence logistics planning and the setup of construction projects. It can help local governments collaborating with private partners to realise more sustainable, and safer, construction works with less inconvenience and cleaner air. In addition, it can help clients, developers and contractors to ensure smooth and efficient construction operations. Hence, sustainable construction logistics could be a future deal-breaker. The handbook first provides a description of the challenges of urban construction logistics and the governance of construction logistics. Secondly, it presents the Smart Governance Concept developed under the CIVIC project, combining different tools to improve construction logistics and its governance. This concept can be applied on two levels: the city level and the project level. On a city level, a sense of shared ownership and urgency should be created to optimise construction logistics on the project level. This is the first step of the concept. Steps 2 to 6 outline different tools and methods for the development of a solution: in step 2, a conceptual solution is required to create a common understanding of the prerequisites for the specific project and possible methods for organising logistics. Step 3 entails the different instruments, policies and guidelines that are needed for creating the formal conditions for the solution. In step 4, the specific stakeholders are involved to identify important criteria that influence the selection of the final solution. Step 5 then aims to select the final solution by providing cost calculations and traffic optimisation models. Step 6 entails the collection of data and follow-ups of KPIs. The final step 7 regards the evaluation of the different projects that feed back into the continuous development process of the optimisation of construction logistics at a city level. This final step is presented together with step 1 since these both concern the city level. The Smart Governance Concept should be part of development/construction projects from the very beginning, meaning from the planning phase.
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3.
  • Bergström, Karl, 1980, et al. (author)
  • The MIMIC construction logistics game: facilitating group discussion and understanding of construction logistics through gameplay
  • 2020
  • In: IOP Conference Series: Earth and Environmental Science. - : IOP Publishing. - 1755-1307 .- 1755-1315. ; 588:1.15 – 1.19
  • Conference paper (peer-reviewed)abstract
    • n order to facilitate discussion on construction logistic solutions in both homogenous and heterogeneous groups, the MIMIC CLS game has been developed, that allows players to negotiate transport routes and common logistics solutions surrounding an abstract construction area. Through game mechanics specially chosen to create appropriate friction between the players, discussion on the topics of the game is stimulated. The design process included significant amounts of testing and provided two key insights: the manner in which specific game design patterns influenced the game's purpose, and the difficulties involved in creating, playing and presenting games for a target group with little or no experience of games. It was also evident that a designated game facilitator made it possible to further reinforce the impact of the game, and likely necessary to be able to use it in an appropriate timeframe. Future venues of work include the integration of the game and subsequent discussions into an overall workshop format.
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4.
  • Billger, Monica, 1961, et al. (author)
  • An assessment method for evaluating colour rendering properties of light sources
  • 2015
  • In: Proceedings of the 28th Session of the CIE, Manchester, United Kingdom, 28 June – 4 July 2015. - 9783902842558 ; Volume 1:part 2, s. 954-963
  • Conference paper (peer-reviewed)abstract
    • Abstract We present an assessment method to evaluate how the spectral power distribution of light influences the perception of colours and small colour differences. Included in the method are several ways to measure properties of reflected light with a spectroradiometer, visual assessments of perceived colours, and a visual performance test that aims at identifying an individual minimum colour contrast visibility threshold. In a first application of the assessment method, we used a colour contrast test chart printed on paper and studied it under the illumination of three LED light sources, halogen light and daylight. We concluded that the visual performance test was effective for reviling visibility thresholds for colour contrasts and that the method has potential for understanding the influence of spectral power distribution on perceived colour and visual performance. The methodology can be useful for optimizing illumination for individual needs.
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5.
  • Billger, Monica, 1961 (author)
  • Colour combination effects in experimental rooms
  • 1999
  • In: Color Research and Application. ; 24:4, s. 230-242
  • Journal article (peer-reviewed)abstract
    • This article deals with the way colours in a roomaffect each other through contrast effects and reflections.The study presented is based on the visual observations ofthe colour appearance of three inherent colours in a sequenceof experimental situations. My point of departurewas a yellow, blue, and red room. The room had distinctlydifferent colour appearances of the same inherent colourswhen observed at different locations. The effects of bothcontrasts and reflections were evident. However, reflectioneffects seemed to dominate the situation. In a study of smallexperimental rooms, different combinations of the samethree inherent colours were systematically tested. Comparisonswere made to examine the differences in colour appearancebetween monochromatic rooms and multicolouredrooms with varying colour schemes. The illumination waskept stable. In the cases studied, it was obvious how thecolours in the two-coloured rooms became more alike or“neutralized each other.” The contrast strengthening betweenabutting areas on the same level had distinct significancefor colour appearance and perception of space.However, not in such a way that the perceived colourdifferences became larger in the two-coloured room thanbetween each monochromatic rooms
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6.
  • Billger, Monica, 1961, et al. (author)
  • Colour Emotions in Sweden
  • 2002
  • In: International Conference on Colour Emotion Research and Application, Bangkok, Thailand, July 5–7, 2002. ; , s. 1-3
  • Conference paper (other academic/artistic)abstract
    • The Swedish part of the international project "Colour Emotion" has been carried out during the spring at the School of Architecture at Chalmers University of Technology in Gothenburg. In this paper, we will give you a summary of our preliminary results.
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7.
  • Billger, Monica, 1961 (author)
  • Colour in Enclosed Space Observation of Colour Phenomena and Development of Methods for Identification of Colour Appearance in Rooms
  • 1999
  • Doctoral thesis (other academic/artistic)abstract
    • The main problems dealt with in this thesis are (1) how colours can appear in rooms due to various colour combinations and lighting conditions, and (2) how we can identify and compare colour appearance in rooms. One aim is to demonstrate and discuss the complex problem of how certain conditions in a room affect colour appearance, and to give examples and describe the co-operation between some of the affecting factors in experimental rooms. Another aim is to develop and evaluate methods for studying colours in rooms, methods that give us reliable visual identifications of perceived colour and allow comparisons between different rooms. Through an architectural perspective, tailored methods and specially developed concepts, the thesis presents a way to conceptualise and treat the complex subject of colour in enclosed spaces. The thesis work includes a literature survey and empirical studies. Most of the latter were made in experimental rooms in full and small scale, which were based on studies of actual interiors and preliminary model room studies. The literature survey mapped out the knowledge field, and the empirical studies worked out methods, tools and concepts for the study of colour appearance in rooms. Preliminary attempts are made to describe the elasticity in colour appearance of certain inherent colours under varying conditions in rooms. The phenomenon of reflections has been systematically studied, and discussed in relation to simultaneous contrast. The developed concepts of identity colour and colour variations have proved to be helpful tools for analysing colour appearance. The Visual Evaluation method of Liljefors and Ejhed was adjusted to involve visual assessments of the perceived colours. The colour reference box developed during the project is taken to solve a serious methodological problem, especially for comparisons between equally painted, but differently illuminated, rooms. The difficult problem of the adaptation effect was specially dealt with - that is, the colour sample in the colour reference box is perceived differently as the observer adapts to various lighting conditions. While complementary studies are needed, it was concluded that the adaptation effect for the hue is possible to map out and control.
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8.
  • Billger, Monica, 1961 (author)
  • Evaluation of a colour reference box as an aid for identification of colour appearance in rooms
  • 2000
  • In: Color Research & Application. ; 25:3, s. 214-225
  • Journal article (peer-reviewed)abstract
    • Hitherto, methods for visual assessment of colour appearance have not been developed for use in the study of rooms. We seek a practical method that allows one or two observers to characterize a room by identifying the perceived colours. Verbal descriptions are necessary, but lack precision. A magnitude estimation method may enable a more precise location in colour space. However, the need of a group of well-trained observers makes it impractical for room studies. A method involving matches between reference colour samples and the perceived room colours would be ideal. But, reference colour samples require a standard illumination; otherwise, the sample changes colour due to different room light. Hence, a method involving a colour reference box was developed. The colour reference box with its standard source of illumination provides a reference situation, where colour samples can be visually compared with the colours of the room. The study presented is an evaluation of this colour reference box. The crucial problem is that the same color sample in the box is perceived differently, as the observer adapts to various lighting conditions. The aim of the study was to investigate if these different perceptions of the samples could be described and controlled. In the study, 18 observers were asked to visually assess the hue of 15–66 samples, and mark its place in the NCS hue circle. The assessment of the samples was made in two different room lights: incandescent light and simulated daylight. The result of the study showed a clear tendency for the samples, perceived in the box, to shift colour in simulated daylight compared to incandescent light. It was concluded that the problem with the observer's adaptation to the room light can be described and controlled, although complementary studies are needed to quantify the adaptation effect with more accuracy, and to investigate differences in nuance. Thus, it seems that the colour reference box can be used to visually evaluate and describe the differences in colour appearance in different rooms. © 2000 John Wiley & Sons, Inc. Col Res Appl, 25, 214–225, 2000
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  • Billger, Monica, 1961 (author)
  • Färg, ljus och rumslig dynamik
  • 2014
  • In: Färg & Ljus för människan i rummet. - 9789173336536 ; , s. 201-219
  • Book chapter (other academic/artistic)
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11.
  • Billger, Monica, 1961 (author)
  • Färg och ljus i rum
  • 2014
  • In: Vårdmiljöns betydelse, Redaktör Helle Wijk. - 9789144102573 ; , s. 145-160
  • Book chapter (other academic/artistic)
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12.
  • Billger, Monica, 1961 (author)
  • Färgkombinationseffekter i rum
  • 2006
  • In: Forskare och praktiker om färg - ljus - rum. - 9154059666
  • Book chapter (other academic/artistic)abstract
    • IntroduktionFärg är spännande och svårt och samtidigt så enkelt. Filosofiskt är det svårt att enas om var färgerna finns, om de enbart existerar i vår hjärna eller faktiskt är fysiska företeelser. För de flesta av oss räcker det dock att de finns där runt omkring oss varje dag. Ibland verkar det inte finnas så många färger, det finns blått och rött och knappt tio kategorier till att dela in färgerna i. Men det finns miljontals variationer inom dessa färgområden, och när vi ska välja färg är det svårt att hitta just den rätta, den som ser ut precis så där som vi tänkt oss. För mig är det viktigt med färg eftersom den spelar så stor roll för stämningen och upplevelsen av ett rum. När jag skriver ”färg” menar jag det som också kan kallas kulör. Flera olika faktorer påverkar hur en viss färgad yta uppfattas i ett visst sammanhang (se figur 1). I den här artikeln tar jag upp hur färgade ytor påverkar varandras kulör och hur ljuset i rummet påverkar kulörerna och samspelar med färgytorna. Jag berör också hur olika intresse och tolkningar kan påverka hur man ser och upplever färgerna och rummet. Däremot berör jag inte alls den dimension som själva valet av material ger färgupplevelsen. Jag tar alltså inte upp frågor om färgmaterial, textur och glans, även om även dessa aspekter är viktiga för den totala upplevelsen av ett rum och dess färger.Artikeln bygger på min och i viss mån på andras forskning om färger i rum och på de många laborationer som vi har gjort med arkitektstudenterna på Chalmers. Jag ger exempel från verkliga, fungerande rum, från experimentrum i full skala och från modellstudier (lådrum på 50x70 och 80x100cm). Experimentrummen och modellerna har normalt målats med matt väggfärg (oftast latex/akryl), medan materialen i de befintliga rum vi studerat har varierat och innefattat såväl målade ytor som andra material. I mina studier har jag i stor utsträckning använt mig av experimentrum istället för av vanliga rum, eftersom jag har behövt ha tillgång till rummen under längre perioder och möjlighet att måla om och byta belysning. Studentlaborationerna bygger på forskningsstudierna (se figur 2). De utgör ett rikt material och ger ett vidare perspektiv på färgernas verkan i rummet än de mera styrda forskningsprojekten. Det finns inte mycket erfarenhet att falla tillbaka på när det gäller forskning om färg i rum, och förutom syftet att studera färg i rum, så har metodutveckling varit en viktig del av mitt arbete. Det saknades metoder för att hantera rummets komplexitet, och detta har jag hanterat genom att utveckla metoder allt eftersom jag undersökte fenomenen. I denna artikel diskuterar jag metoderna tillsammans med de fenomen vi studerat. Några mer specifika metodfrågor behandlas i separata avsnitt sist i artikeln.
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13.
  • Billger, Monica, 1961 (author)
  • Färgkombinationseffekter i rum
  • 2005
  • In: Färg och ljus inomhus / Fridell Anter, Karin.
  • Book chapter (other academic/artistic)
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14.
  • Billger, Monica, 1961, et al. (author)
  • In search of visualization challenges: The development and implementation of visualization tools for supporting dialogue in urban planning processes
  • 2017
  • In: Environment and Planning, B: Planning and Design. - : SAGE Publications. - 0265-8135 .- 1472-3417 .- 2399-8083 .- 2399-8091. ; 44:6, s. 1012-1035
  • Journal article (peer-reviewed)abstract
    • Today, urban planning processes involve many stakeholders and efficient dialogue tools are needed to support communication in transdisciplinary environments. The aim of our study is to identify visualization challenges in urban planning. Based on a state of the art study and a thematic analysis of 114 articles, published in 2004–2014 and found through snowball sampling, the development and implementation of digital visualization tools for dialogue are discussed. A wide range of examples of visualization tools for dialogue has been found; either based on 2D maps, 3D environments or gaming. The initiators of the development originate from different disciplines, such as geographic information (GI) science, computer graphics, 3D modelling, Virtual Reality, interaction design and urban planning. There has been an increasing amount of usability studies during recent years. There is a tendency for the usability studies to have gone from experimental and prototype studies to more and more concern real planning processes and implementation. Studies of implemented tools in real planning processes are, however, still rare. Gaming appears more and more frequently. Challenges are related to integration of qualitative and quantitative data, representation of data as regard appropriate levels of realism and detailing, as well as the user’s experience and the appearance of the digital models. There is a need to consider how we can achieve the full potential of visualization tools, including optimal effectiveness of visualization tools and processes for dialogue as well as how they can be implemented. Organizational preparedness is necessary, including clear ownership, allocation of resources for maintenance, competence and access to tools and technology.
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15.
  • Billger, Monica, 1961, et al. (author)
  • Lessons from co-designing a resource-recovery game for collaborative urban sanitation planning
  • 2020
  • In: IOP Conference Series: Earth and Environmental Science. - : IOP Publishing. - 1755-1307 .- 1755-1315. ; 588:4
  • Conference paper (peer-reviewed)abstract
    • The aim of this study is to describe the development of an innovative planning tool to promote the knowledge and collaboration needed to overcome challenges in the sanitation sector. A serious game was designed to share knowledge about resource recovery and support attitude-change and collaboration between stakeholders. This study documents the co-design process of game development from conception based on a set of specifications the game should achieve, through iterative testing with relevant stakeholders as players. The resulting prototype of the game showed that it was not possible to include all the original desired specifications in the final game. Stakeholders found that the game was engaging, stimulated creativity and achieved its goal.
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16.
  • Billger, Monica, 1961, et al. (author)
  • Perception of Colour and Space in Virtual Reality: a comparison between a real room and virtual reality models
  • 2004
  • In: Proceedings of SPIE - The International Society for Optical Engineering. - : SPIE. - 0277-786X .- 1996-756X. ; 5292, s. 90-98
  • Conference paper (peer-reviewed)abstract
    • Virtual Reality has great potential to become a usable design tool for the planning of light and colour in buildings. The technical development has provided us with better computer graphics and faster rendering techniques. However, the reliability and usability is delimited by lack of knowledge about how humans perceive spatial colour phenomena. The setting up of parameters for material properties in light calculation software is done arbitrarily. We present a comparison between a real room and a digital model evaluated on a desktop PC and in an Immersive Projection Technology (IPT) type system. Data were collected from video recorded interviews and questionnaires. The participants assessed the appearance of light, colours and space. They also evaluated their involvement in solving this task, and their presence in each environment. Our results highlight the benefits and disadvantages of the real and virtual models. The participants had difficulties in estimating the size of both the desktop room and the room in the ITP system. The comparison of real and virtual rooms revealed unsatisfying differences in shadowing and colour appearance. We defined the magnitude of perceived colour reflections in the real room, and elaborated with some of the parameters in Lightscape/3dsmax6.
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  • Billger, Monica, 1961, et al. (author)
  • URBAN MODELLING AND VISUALIZATION TOOLS FOR URBAN TRANSPORTATION SYSTEMS – EXAMPLES FROM TWO LIVING-LAB PROJECTS IN GOTHENBURG.
  • 2016
  • In: Proceedings for The 21st LRN Annual Conference and PhD Workshop 2016 : Doing the Right Thing – Ethical Issues in Logistics and Supply Chain, 7/9- 9/9 2016, Univ of Hull, UK. ; , s. 36-
  • Conference paper (peer-reviewed)abstract
    • Abstract:Purpose: Within transport projects there is a growing demand for urban modelling and advanced visualization methods. This paper reflects upon visualizations techniques used in two transdisciplinary projects studying implementation of transport solutions in Gothenburg. Involvement of many stakeholders and efficient dialogue tools were essential to support communication in the transdisciplinary environment. Sendsmart and Go:Smart projects (2012-2014) aimed at developing and testing innovative sustainable solutions for urban transportation with a focus on freight (Sendsmart) and passenger transport (Go:Smart). They were developed as an important municipal attempt to create better conditions for sustainable urban travel in the city. Research Approach: Both projects turned out to become a living laboratory for visualization implementation and engaged groups of key stakeholders from the academia, industry, city of Gothenburg, and the regional and national organizations. These practice-oriented projects were focused on development of new solutions and testing them in reality. This study presents reflections from a research-by-design process and available rich, documented material from the projects (meeting notes, workshop notes, monthly reports, films). Even if, SendSmart nor GoSmart were not part of municipal planning process, they were focused on early implementation phase of new approaches in the city transport planning. Integration of users was essential and the user perspective was the only one brought into research discourse.Findings and Originality: In both projects methods and tools were developed in forms of demo visualizations and films, simulation models - scenario development and evaluation (decision support systems: Urban Strategy combined with Visum), image supported discussions (Urbania) maps and 2D visualizations as a basis for discussion. These tools are perceived as extremely helpful to support communication in the complex environments and were very useful as an input to the workshops. However, an iterative procedure would have been needed to further let the participants’ opinions and suggestions lead to new visualized concepts. A need to simulate both in macro and micro scale was recognized. Challenges to further deal with are lack of detailed data for traffic simulation in advanced models, problems with different source data aggregation and a high demand for specifically qualified expertise in building simulation models. It is beneficial to put efforts into developing an integrated model for freight and passenger transport within transdisciplinary projects. Research Impact: This paper underlines the necessity for a critical collaborative exchange and research needs to be fostered and disseminated in order to enhance and promote the usable knowledge and application of visualization methods and technologies. Their potential in addressing critical transportation issues of today, as well as promoting innovative approaches to meet society’s transportation needs of the future often requires a discussion within a broader, multidisciplinary context of technology development in the areas of simulation and modellingPractical impact: Paper addresses the importance of using visualization for communication in transportation projects.
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  • Forssén, Jens, 1968, et al. (author)
  • An urban planning tool demonstrator with auralisation and visualisation of the sound environment
  • 2020
  • In: Proceedings of the FA2020 Conference. ; , s. 869-871
  • Conference paper (peer-reviewed)abstract
    • The paper presents findings from a recent project about the development of a demonstrator of an urban planning tool that includes auralised sounds as well as visualisations of sound propagation and facade noise levels linked to health impact. In urban development projects, the sound environment is one of the key elements, but often enters late in the planning process. As a result, even if the noise regulations are fulfilled, the potentially good sound environment may suffer unnecessary quality reductions. In addition, the standard ways of presenting and analysing the situations, using noise levels and noise maps, has potential for improvement, especially considering the transdisciplinary approaches to planning that are increasing in use. The tool aims to simplify the usage also at early stage planning, including scenario analysis, as well as to facilitate the urban planners' understanding of the sound environment and its effects. The paper presents results from the development of the demonstrator, reflecting on auralisation as well as on multiple aspects of visualisation including grid noise maps, health-related facade noise levels and choice of colour scales.
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27.
  • Fridell Anter, Karin, et al. (author)
  • Colour Research with Architectural Relevance : How Can Different Approaches Gain from each Other?
  • 2010
  • In: Color Research and Application. - : Wiley. - 0361-2317 .- 1520-6378. ; 35:2, s. 145-152
  • Journal article (peer-reviewed)abstract
    • Colour research from different scientific traditions start from different basic questions and use different methods and concepts. This makes it difficult to communicate and to Judge result relevance in a wider perspective. Here we start from architects' need of colour knowledge and discuss recent studies of colour appearance and colour emotion, with and without explicit connection to architecture. We stress the need for further development and clarification of concepts and conclude that the multitude of studies With different approaches con be seen os cases, jointly adding to a widened and deepened understanding of colour.
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28.
  • Gao, X. P., et al. (author)
  • Analysis of cross-cultural color emotion
  • 2007
  • In: Color Research and Application. - : Wiley. - 1520-6378 .- 0361-2317. ; 32:3, s. 223-229
  • Journal article (peer-reviewed)abstract
    • This study investigates the relationship between color perceptual attributes and color emotions, as well as the influence of different cultural backgrounds. Totally 214 color samples were evaluated on 12 emotion variables by subjects from seven different region groups in the psychophysical experiment. By factor analysis, it was found that three factors were sufficient to represent 80 11 "region-emotion" variables. For each variable, there is no distinct difference among different region groups. The 12 emotion variables could be divided into four categories, namely, activity index, potency index, definition index, and temperature index. Factor scores were further calculated to study the determinants on each factor. The analysis showed that the three factors were mainly related to chroma, lightness, and hue, respectively. It was concluded that chroma and lightness were the most important factors on color emotion, whereas the influences of hue and cultural background were very limited. (c) 2007 Wiley Periodicals, Inc.
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29.
  • Habermann, Mateus, 1981, et al. (author)
  • Land Use Regression Approach to Model NO2–Concentrations in a Swedish Medium-City
  • 2018
  • In: Environmental Pollution and Protection. - : Isaac Scientific Publishing Co., Ltd.. - 2519-1055 .- 2519-1063. ; 3:3, s. 71-89
  • Journal article (peer-reviewed)abstract
    • In order to visualize the geographical distribution of air pollution concentration realistically, we applied the Land Use Regression (LUR) model in the urban area of Gothenburg, Sweden. The concentration of NO2 was obtained by 25 passive air samplers during 7-20 May, 2001. Explanatory variables were estimated by GIS in buffers ranging from 50 to 500 m-radii. Linear regression was calculated, and the most robust were attained to the multiple linear regression. Additionally, the LUR model was compared with a dispersion model. The final model explained 81.7% of the variance of NO2 concentration with presence of sum of traffic within 150 m and altitude as predictor variables. Mann-Whitney Test did not exhibit significant difference between yearly concentrations of NO2 measured by regulatory measurement sites and measurements from passive samplers, thus LUR model was extrapolated for later years and mapped. The extrapolation indicated more elevated levels of pollution for the years 2003, 2006 and 2010. The results highlight the contribution of traffic on air quality and suggest that LUR modelling may explain the variations of atmospheric pollution with good accuracy. In addition, the model puts focus on spatial and temporal variability needed to describe retrospective exposure to air pollution in studies that evaluate health effects.
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  • Habermann, Mateus, 1981, et al. (author)
  • Land use Regression as Method to Model Air Pollution. Previous Results for Gothenburg/Sweden
  • 2015
  • In: Procedia Engineering. - : Elsevier BV. - 1877-7058 .- 1877-7058. ; 115, s. 21-28
  • Conference paper (peer-reviewed)abstract
    • In the past 20 years, considerable progress has been made to improve urban air quality in the EU. However, road traffic still contributesconsiderably to the deterioration of urban air quality to below standards, which requires a method to measure properly and model pollutionlevels resulting from road traffic. In order to visualize the geographical distribution of pollution concentration realistically, we applied the LandUse Regression (LUR) model to the urban area of Gothenburg.The NO2 concentration was already obtained by 25 samplers through the urban area during 7-20 May, 2001. Predictive variables such asaltitude, density, roads types, traffic and land use were estimated by geographic information system in buffers ranging 50 to 500 m-radii. Linearregression (α=5%) between NO2 and every predictive variable was calculated, and the most robust variables and without collinearity variableswere selected to the multivariate regression model. The final formula was applied using Kriging in a grid map to estimate NO2 levels.The average of measurements was 23.5 μg/m³ (± 6.8 μg/m³) and 180 predictive variables were obtained. The final model explained 59.4% ofthe variance of NO2 concentration with presence of altitude and sum of traffic within 150 m around the sampler sites as predictor variables. Thecorrelation measured versus predicted levels of NO2 was r = 0.77 (p
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33.
  • Imottesjo, Hyekyung, 1977, et al. (author)
  • Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co‐Designing
  • 2020
  • In: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:2, s. 1-21
  • Journal article (peer-reviewed)abstract
    • This research presents results from a study developing a smartphone app, Urban CoBuilder, in which citizens can collaboratively create designs for urban environments using augmented reality technology and game mechanics. Eight prototypes were developed to refine selected design criteria, including tracking strategies, design elements, user experience and the interface with game mechanics. The prototypes were developed through an iterative design process with assessments and incremental improvements. The tracking was especially challenging and using multiple bitonal markers combined with the smartphone’s gyroscope sensor to average the user position was identified as the most suitable strategy. Still, portability and stability linked to tracking need to be improved. Design elements, here building blocks with urban functions textures, were realistic enough to be recognizable and easy to understand for the users. Future studies will focus on usability tests with larger user groups.
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34.
  • Kain, Jaan-Henrik, 1960, et al. (author)
  • Serious games in support of transformative multi-stakeholder sanitation planning for increased resource recovery: Specifications for game development
  • 2021
  • Reports (other academic/artistic)abstract
    • Globally, 2.3 billion people lack sanitation. Innovative solutions are needed that allow for rapid service expansion to underserved populations. Serious games can bring new perspectives into rigid planning and decision-making by increasing the understanding of complex issues, supporting learning of alternative perspectives and enhancing stakeholders cooperation. Existing games are inadequate for addressing the sanitation challenge and current frameworks for game development are neither comprehensive, nor tailored to sanitation planning. The objectives of this report are a) to develop a generic framework for development of serious games supporting transformative planning and governance; and b) to develop a set of specifications for a serious game for transformative sanitation planning specifically, c) to present a sanitation planning game prototype, and d) to report on an assessment of this game prototype. The report is based on literature studies and prototyping with user tests. A comprehensive framework for game development is presented and specifications for a serious game in sanitation planning are described. Initial game prototyping found that not all specifications could be fulfilled. Yet, focusing the framework on the serious purpose of the game, its worldview, its content, and its context of use brought a different but useful logic into the game design process.
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35.
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36.
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37.
  • Löfving, Björn, 1970, et al. (author)
  • Visualization of Disability Glare Due to Veiling Luminance
  • 2015
  • In: Energy Procedia. - : Elsevier BV. - 1876-6102. ; 78, s. 735-740
  • Conference paper (peer-reviewed)abstract
    • We present a simulation method to evaluate and visualize disability glare problems. Mathematical calculations of visual degradations due to optical imperfections in the eye are performed on luminance photos of scenes and the result is visualized. The method was evaluated in three indoor and outdoor cases where different visual aspects on disability glare were studied. Overall, the simulations predicted problem areas in the scenes to a large extent. The method was also applied in a light rendered 3D-model and gave indications for improvements of the light setting. Aspects on improving environmental planning by better understanding of human vision are discussed.
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38.
  • Mc Conville, Jennifer R, 1978, et al. (author)
  • Assessing the potential to use serious gaming in planning processes for sanitation designed for resource recovery
  • 2023
  • In: Environmental Science and Policy. - 1873-6416 .- 1462-9011. ; 145, s. 262-274
  • Journal article (peer-reviewed)abstract
    • There is an urgent need for innovations in the sanitation sector to minimize environmental impacts and maximize resource recovery. Uptake of innovations may require changes in established technical practices, organisational norms and/or individual behaviours. Achieving change in any of these areas requires influencing cognitive, normative and relational learning processes. Serious games have been identified a potential tool for planners and environmental managers to influence such learning processes. This study designed the serious game RECLAIM to share knowledge about resource recovery from sanitation and to support attitude-change and collaboration between players. A structured framework was applied to assess if the game: 1) increased understanding of resource recovery (cognitive learning), 2) changed worldviews (normative learning), 3) led to more collaboration (relational learning), and 4) was a positive experience. Proof-of-concept testing of the game in Uganda found that it was positively received. The game provided cognitive learning on environmental and health impacts, resource recovery, and sanitation in general. Players gained an appreciation of the need for collaboration and it was deemed to have the potential to influence worldviews of a larger stakeholder group. Future recommendations include embedding the game in planning processes, including several gaming sessions that would strengthen cognition learning and the potential for changing practices.
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39.
  • McConville, Jennifer, et al. (author)
  • The Reclaim game
  • 2021
  • Other publication (other academic/artistic)abstract
    • Material for printing the game Reclaim
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40.
  • Ou, L. C., et al. (author)
  • A cross-cultural comparison of colour emotion for two-colour combinations
  • 2012
  • In: Color Research and Application. - : Wiley. - 1520-6378 .- 0361-2317. ; 37:1, s. 23-43
  • Journal article (peer-reviewed)abstract
    • Psychophysical experiments were conducted in the UK, Taiwan, France, Germany, Spain, Sweden, Argentina, and Iran to assess colour emotion for two-colour combinations using semantic scales warm/cool, heavy/light, active/passive, and like/dislike. A total of 223 observers participated, each presented with 190 colour pairs as the stimuli, shown individually on a cathode ray tube display. The results show consistent responses across cultures only for warm/cool, heavy/light, and active/passive. The like/dislike scale, however, showed some differences between the observer groups, in particular between the Argentinian responses and those obtained from the other observers. Factor analysis reveals that the Argentinian observers preferred passive colour pairs to active ones more than the other observers. In addition to the cultural difference in like/dislike, the experimental results show some effects of gender, professional background (design vs. nondesign), and age. Female observers were found to prefer colour pairs with high-lightness or low-chroma values more than their male counterparts. Observers with a design background liked low-chroma colour pairs or those containing colours of similar hue more than nondesign observers. Older observers liked colour pairs with high-lightness or high-chroma values more than young observers did. Based on the findings, a two-level theory of colour emotion is proposed, in which warm/cool, heavy/light, and active/passive are identified as the reactive-level responses and like/dislike the reflective-level response.
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41.
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42.
  • Stahre Wästberg, Beata, 1974, et al. (author)
  • A Proposed Workflow for Conceptual Visualization Studies in Urban 3D-Models
  • 2023
  • In: The 18th International Conference on Computational Urban Planning and Urban Management (CUPUM).
  • Conference paper (peer-reviewed)abstract
    • Different types of invisible parameters, such as air quality and noise, are all affected by new constructions of infrastructure and buildings and should be considered as important aspects in the design of new urban environments. At the same time these parameters are difficult to communicate in a comprehensible way and their consequences can be difficult to grasp for non-experts. Effective visualization offers possibilities to include and create consensus among stakeholders in urban planning processes and thus contributes to a holistic view and more sustainable solutions. This paper presents and discusses a proposed method for conceptual explorations for visualizing environmental data, using a so-called sandbox model with fictitious data.  One question is in focus: How can a sandbox model be used for the development of visualization concepts in urban 3D-models? In this paper we demonstrate our methodology using noise pollution data applied in one of our research projects carried out together with the Swedish Transport Administration (Trafikverket). This project explores new solutions for visualization of environmental data in Trafikverket's geographically large-scale 3D-models. In order to conduct design elaborations in an adapted environment a sandbox model was developed as part of the workflow. Here various concepts for visualization solutions were developed and tested in a series of user tests. Based on this developed methodology through application, we propose guidelines for conceptional elaborations in a sandbox model for visualization of data in urban 3D-models. This research approach contributes to developing new methodology for information visualization of environmental data in urban 3D-models.
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43.
  • Stahre Wästberg, Beata, 1974, et al. (author)
  • A user-based look at visualization tools for environmental data and suggestions for improvement-an inventory among city planners in gothenburg
  • 2020
  • In: Sustainability (Switzerland). - : MDPI AG. - 2071-1050. ; 12:7
  • Journal article (peer-reviewed)abstract
    • With a growing interest in environmental data and the need to consider various environmental factors earlier in the planning processes, it becomes more important to disseminate this type of information to different target groups in a comprehensible way. To support easier decision making, many cities and municipalities are increasingly using digital city models where it is possible to integrate different types of information based on simulation and visualization of future scenarios. Such tools have high potential, but the visual representation of data still needs to be developed. In this paper, we investigate how professionals within urban planning currently use visualization to communicate environmental data, and what their needs are regarding tools and visual representation. We discuss challenges for representing environmental data in urban development processes, with the aim of contributing to a better understanding of these issues. We base our investigation on a literature study, an inventorying survey and a focus group discussion with professionals within urban planning. This study provides an end-user perspective among urban planners and valuable insights on tool usage and visualization. Results show that applications used for environmental visualization still can be improved regarding, e.g., user friendliness and information handling, which may increase their efficiency. © 2020 by the authors.
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44.
  • Stahre Wästberg, Beata, 1974, et al. (author)
  • A virtual colour laboratory
  • 2010
  • In: Colore - Quaderni di Cultura e Progetto del Colore. - 1590-3079. ; :68, s. 26-31
  • Journal article (other academic/artistic)
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45.
  • Stahre Wästberg, Beata, 1974, et al. (author)
  • A Virtual Colour Laboratory - Presentation and Invitation
  • 2009
  • In: Proceedings of 11th Congress of the International Colour Association, Sydney, 2009. - 1877040762
  • Conference paper (peer-reviewed)abstract
    • The Virtual Colour Laboratory (VCL) is a software application for visual presentation anddemonstration of existing research results on spatial colour phenomena in Virtual Reality (VR). It ismeant mainly for educational purposes. It now exists as a prototype version, and there are plans forfurther development, regarding both usability and content. If this becomes reality we would be glad tocooperate with other researchers in presenting their results in VR. This paper presents the outlines ofthe VCL.
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46.
  • Stahre Wästberg, Beata, 1974, et al. (author)
  • Att synliggöra det osynliga - Kartläggning av representation av miljödata i digitala modeller
  • 2021
  • Reports (other academic/artistic)abstract
    • En av de stora utmaningarna för infrastrukturplanering idag handlar om hur man samlar, hanterar och kommunicerar stora mängder data. Effekten som ett projekt kommer att ha på miljö och klimat är svår att visa på ett visuellt begripligt sätt. Därför får detta ofta låg prioritet inom fysisk planering och kommer in sent i planeringsprocessen. Trafikverket hanterar miljöparametrar i så kallade samordningsmodeller vilka visar ett stort landskapsområde i en översiktlig skala, där man samlar alla data kopplat till ett projekt. Idag saknas det dock riktlinjer för hur data ska koordineras och standardiseras i dessa modeller. Den här rapporten är en omvärldsanalys och beskriver en inventering av projekt som fokuserar på visualisering av miljöparametrar i digitala modeller. Syftet är att dra lärdom av dessa som stöd för att kunna utveckla designkoncept för standardiserad visualisering i samordningsmodeller. Inventeringen vänder sig främst till Trafikverkets specialister, samt forskare inom visualiseringsområdet. Resultaten från omvärldsanalysen presenteras som en projektsammanställning, utifrån miljöområdena buller, luftkvalitet, social konsekvensanalys samt exempel på digitala tvillingar kopplade till stadsmodeller. I inventeringen definieras även centrala visualiseringskomponenter för representation av data, och vi studerar hur dessa används inom de olika miljöområdena. Rapporten avslutas med en diskussion kring grafisk och rumslig representation, där vi beaktar aspekter som visuella former och visuella egenskaper, vilken dimension (2D eller 3D) data har visualiserats, samt perspektiv och skalor. Inventeringen ingår i projektet MiljöVis - Effektiv representation av miljöinformation i infrastukturmodeller vars syfte är att utveckla ny kunskap om hur Trafikverkets samordningsmodeller kan bli ett effektivare och tydligare kommunikationsmedel och kvalitetsverktyg. Projektet syftar också till att utveckla nya visualiseringslösningar för integrering av miljödata och sociala aspekter.
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47.
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48.
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49.
  • Stahre Wästberg, Beata, 1974, et al. (author)
  • Design considerations for virtual laboratories: A comparative study of two virtual laboratories for learning about gas solubility and colour appearance
  • 2019
  • In: Education and Information Technologies. - New York, NY : Springer Science and Business Media LLC. - 1360-2357 .- 1573-7608. ; 24:3, s. 2059-2080
  • Journal article (peer-reviewed)abstract
    • © 2019, The Author(s). Building a virtual laboratory for teaching and learning is a highly complex process, incorporating diverse areas such as interaction design, visualisation, and pedagogy. This article focuses on the production and implementation issues that were found in the comparison of two different virtual laboratory projects, and discuss which design considerations can be drawn from these observations. Two web-based virtual laboratories - the Gas Laboratory and the Virtual Colour Laboratory - were developed independently of each other within two different content areas. The laboratories share considerable overlaps in goals and production circumstances. Through a comparison of production and outcome, similar problems related to design, development and implementation were observed. The research uses a mixed method approach combining quantitative pre- and post-tests for assessments, qualitative surveys, and qualitative, ethnographic observations and interviews. By comparing the background material, five design challenges for developing virtual laboratories are identified: 1) how to balance ambitions with available resources; 2) how to balance intended levels of user interaction with exploratory freedom; 3) how to find appropriate levels of realism depending on target group; 4) how to choose between mimicking real world appearance and enhanced features; and 5) how to find the best learning situation for the virtual laboratory. To meet these challenges, the following design considerations are proposed: Guide the design work with a clear understanding of purpose and context; select appropriate technology to ensure efficient design and media usage; select level of realism considering purpose and end users; and provide learning guides before and after the virtual lab session.
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50.
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