- 著者
-
山本 竜也
三宅 博行
山口 秀樹
吉澤 望
- 出版者
- 日本建築学会
- 雑誌
- 日本建築学会環境系論文集 (ISSN:13480685)
- 巻号頁・発行日
- no.783, pp.451-461, 2021-05
- 被引用文献数
-
1
<p>While improvements in the energy-saving performance of buildings are required, productivity improvements and health management are also getting more necessary due to work style reforms. This trend demands the development of new methods which enable us to quantitatively assess the physiological and psychological quality of the built environment from the design stage. In terms of the light and visual environment, spaciousness is one of the factors that affect the comfort, intellectual productivity, and health of users of interiors.</p><p>In this research, definition of "spaciousness" by Inui will be used, but the purpose of this study was to propose a comprehensive quantitative spaciousness evaluation index of the interiors, including spaces of different sizes and shapes, considering various factors related to light and visual environment.</p><p>In recent years, technological developments have made complex data processing possible and expanded the range of experiment methods. VR technology is one of them, and there are many merits of using it in promoting spaciousness evaluation, such as to virtually compare spaces that are separated from each other by a great distance. This research aims to verify the validity of using VR with HMDs for spaciousness evaluation, through subject experiments in six real spaces with different volumes and usages. Volumes ranged from a minimum of 35 m<sup>3</sup> to a maximum of 1,969 m<sup>3</sup>, and vertical illuminance ranged from 30 lx to 720 lx at the subject's observation position. Openings were blocked from line of sight and daylight was shut off by closing the blinds. VR spaces with several lighting environments for each space were reproduced. In experiments using ME method, we compared and verified the cases where the real space and the VR space were used as the reference stimulus for the comparative stimulus of the real space. Major findings are as follows:</p><p> 1) In order to verify how well the VR space could reproduce the real space from the point of view of the optical environment, we compared the luminance of the targeted real space and the VR space, and found that high-luminance parts could not be reproduced on HMD: Oculus Quest, which has an output limit of approximately 100 cd/m<sup>2</sup> or higher in luminance. However, the overall luminance balance, including main parts such as the floor, walls, and ceiling, could be well reproduced on VR display.</p><p> 2) There were no statistically significant differences (5% level) in 62 pairs among 65 pairs. As to the remaining 3 pairs, the light source had a large effect on the reproducibility of luminance and the relative error from the real space was relatively large. In particular, when the subject's evaluations were divided around 2.0, as in Experiment III, where the reference stimulus was 120lx and the comparative stimulus was 30lx, a reversal phenomenon occurs in which the average luminance of the real space of 30 lx including the light source is larger than that of the VR space of 120 lx including the light source due to the influence of the large light source. In conclusion, it is approximately possible to use the VR space, which does not cause luminance problems, as a reference stimulus for spaciousness evaluation.</p>