Introduction
Virtual spaces have become a major economic
growth factor in many contexts. As a consequence,
the design of experiential rooms opens up
new opportunities to architects for work and
employment on aesthetical and concept design
of these virtual environments. Contemporary
society demands flexible urban and architectural
responds. Continuation of DIVE programmes
addresses new contexts, new social and urban
structures and new patterns which are avoiding
the established concepts about scale and physicality.
Adapting environments to users both in physical
and virtual environments is an important factor
of architectural thinking and design. We like
some pleasant environments and dislike the
others – why so, are they more humane? If
so, what humanization of immersive environments
implicates and how can we introduce it? Should
we simulate it copying the real physical best
practice success stories or create completley
different environments? I.e.: is the simulated
greenery equally pleasant in virtual environments;
is it necessary to simulate it; to what extent;
does it contribute to humane and more pleasant
environment? There is the question of orientation,
identity, scale, navigation, movements, inclusion
of different objects, colours, etc. |