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		<id>http://wiki.designcomputation.org/home/index.php?action=history&amp;feed=atom&amp;title=DCIO.2020.PNMR3786</id>
		<title>DCIO.2020.PNMR3786 - Revision history</title>
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		<updated>2026-04-08T04:08:47Z</updated>
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	<entry>
		<id>http://wiki.designcomputation.org/home/index.php?title=DCIO.2020.PNMR3786&amp;diff=25098&amp;oldid=prev</id>
		<title>Abel Maciel: Redirected page to Augmenting the Vernacular: The emotional impact of cognitive affordance in the built environment</title>
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				<updated>2020-10-02T01:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Redirected page to &lt;a href=&quot;/home/index.php/Augmenting_the_Vernacular:_The_emotional_impact_of_cognitive_affordance_in_the_built_environment&quot; title=&quot;Augmenting the Vernacular: The emotional impact of cognitive affordance in the built environment&quot;&gt;Augmenting the Vernacular: The emotional impact of cognitive affordance in the built environment&lt;/a&gt;&lt;/p&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 01:13, 2 October 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#REDIRECT [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#REDIRECT [[Augmenting the Vernacular: The emotional impact of cognitive affordance in the built environment]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Category:DCIO]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Category:DCIO2020]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Category:DCIO Proceedings]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Category:Conferences]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/del&gt;Augmenting the Vernacular: The emotional impact of cognitive affordance in the built environment&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;by [[STEFAN FLORESCU]].&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Today, Augmented Reality (AR) technologies allow us to enhance our surroundings with virtual visual information in order to help us perform certain actions: from navigation to play; from highly advanced professional use to mass consumer use. But what happens when you augment a physical object with virtual information? How does this affect the user? The research proposes to answer a very particular question related to the level of well-being within the built environment: Does a higher level of cognitive affordance correlate with a higher level of wellbeing?&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The paper presented here is part of a much more detailed master thesis done at the Bartlett School of Architecture UCL and focuses on the technical aspect of the research: software and hardware, physical and augmented reality within the built environment. The subject of the thesis was driven by a specific situation in Switzerland, used here as a case study for the proposed methodology. The project puts forward the idea of an augmentable architecture that through AR will be enhanced visually (by adding cognitive affordance), thus offering the image of a much more familiar environment and implicitly inducing a new level of comfort or well-being for users.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In order to test this hypothesis, an experiment was conducted over a small number of participants experiencing an AR environment using a&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;video see-through device and an AR smartphone application developed by the author. During their experiences, their emotional activity was recorded in subjective and objective manners, through questionnaires and electroencephalogram (EEG) readings respectively.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The paper talks about affordances, emotions through technology and simulations, describes the AR environment and its related technologies,&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;human factors and human-computer interaction, and focuses on how to identify and quantify the well-being emotions within the experiment. The&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;self-assessed method was correlated with the electrophysiological readings in order to determine if the expected emotions were present during the AR simulation.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=Keywords=&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Augmented Reality]], [[Cognitive Affordance]], [[Human Factors]], [[Human-Computer Interaction]], [[Augmentable Architecture]], [[Urban-Rural Simulation]], [[Electroencephalography&lt;/del&gt;]]&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=Reference=&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Abel Maciel</name></author>	</entry>

	<entry>
		<id>http://wiki.designcomputation.org/home/index.php?title=DCIO.2020.PNMR3786&amp;diff=24900&amp;oldid=prev</id>
		<title>Abel Maciel: Protected &quot;DCIO.2020.PNMR3786&quot; ([Edit=&lt;protect-level-reviewer&gt;] (indefinite) [Move=&lt;protect-level-reviewer&gt;] (indefinite))</title>
		<link rel="alternate" type="text/html" href="http://wiki.designcomputation.org/home/index.php?title=DCIO.2020.PNMR3786&amp;diff=24900&amp;oldid=prev"/>
				<updated>2020-09-03T14:10:33Z</updated>
		
		<summary type="html">&lt;p&gt;Protected &amp;quot;&lt;a href=&quot;/home/index.php/DCIO.2020.PNMR3786&quot; class=&quot;mw-redirect&quot; title=&quot;DCIO.2020.PNMR3786&quot;&gt;DCIO.2020.PNMR3786&lt;/a&gt;&amp;quot; ([Edit=&amp;lt;protect-level-reviewer&amp;gt;] (indefinite) [Move=&amp;lt;protect-level-reviewer&amp;gt;] (indefinite))&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 14:10, 3 September 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='2' style='text-align: center;' lang='en'&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Abel Maciel</name></author>	</entry>

	<entry>
		<id>http://wiki.designcomputation.org/home/index.php?title=DCIO.2020.PNMR3786&amp;diff=24899&amp;oldid=prev</id>
		<title>Abel Maciel: Created page with &quot;#REDIRECT [[]] Category:DCIO Category:DCIO2020 Category:DCIO Proceedings Category:Conferences  =Augmenting the Vernacular: The emotional impact of cognitive af...&quot;</title>
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				<updated>2020-09-03T14:09:57Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;#REDIRECT [[]] &lt;a href=&quot;/home/index.php/Category:DCIO&quot; title=&quot;Category:DCIO&quot;&gt;Category:DCIO&lt;/a&gt; &lt;a href=&quot;/home/index.php?title=Category:DCIO2020&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:DCIO2020 (page does not exist)&quot;&gt;Category:DCIO2020&lt;/a&gt; &lt;a href=&quot;/home/index.php?title=Category:DCIO_Proceedings&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:DCIO Proceedings (page does not exist)&quot;&gt;Category:DCIO Proceedings&lt;/a&gt; &lt;a href=&quot;/home/index.php?title=Category:Conferences&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:Conferences (page does not exist)&quot;&gt;Category:Conferences&lt;/a&gt;  =Augmenting the Vernacular: The emotional impact of cognitive af...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;#REDIRECT [[]]&lt;br /&gt;
[[Category:DCIO]]&lt;br /&gt;
[[Category:DCIO2020]]&lt;br /&gt;
[[Category:DCIO Proceedings]]&lt;br /&gt;
[[Category:Conferences]]&lt;br /&gt;
&lt;br /&gt;
=Augmenting the Vernacular: The emotional impact of cognitive affordance in the built environment=&lt;br /&gt;
by [[STEFAN FLORESCU]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Today, Augmented Reality (AR) technologies allow us to enhance our surroundings with virtual visual information in order to help us perform certain actions: from navigation to play; from highly advanced professional use to mass consumer use. But what happens when you augment a physical object with virtual information? How does this affect the user? The research proposes to answer a very particular question related to the level of well-being within the built environment: Does a higher level of cognitive affordance correlate with a higher level of wellbeing?&lt;br /&gt;
&lt;br /&gt;
The paper presented here is part of a much more detailed master thesis done at the Bartlett School of Architecture UCL and focuses on the technical aspect of the research: software and hardware, physical and augmented reality within the built environment. The subject of the thesis was driven by a specific situation in Switzerland, used here as a case study for the proposed methodology. The project puts forward the idea of an augmentable architecture that through AR will be enhanced visually (by adding cognitive affordance), thus offering the image of a much more familiar environment and implicitly inducing a new level of comfort or well-being for users.&lt;br /&gt;
In order to test this hypothesis, an experiment was conducted over a small number of participants experiencing an AR environment using a&lt;br /&gt;
video see-through device and an AR smartphone application developed by the author. During their experiences, their emotional activity was recorded in subjective and objective manners, through questionnaires and electroencephalogram (EEG) readings respectively.&lt;br /&gt;
The paper talks about affordances, emotions through technology and simulations, describes the AR environment and its related technologies,&lt;br /&gt;
human factors and human-computer interaction, and focuses on how to identify and quantify the well-being emotions within the experiment. The&lt;br /&gt;
self-assessed method was correlated with the electrophysiological readings in order to determine if the expected emotions were present during the AR simulation.&lt;br /&gt;
&lt;br /&gt;
=Keywords=&lt;br /&gt;
[[Augmented Reality]], [[Cognitive Affordance]], [[Human Factors]], [[Human-Computer Interaction]], [[Augmentable Architecture]], [[Urban-Rural Simulation]], [[Electroencephalography]].&lt;br /&gt;
&lt;br /&gt;
=Reference=&lt;/div&gt;</summary>
		<author><name>Abel Maciel</name></author>	</entry>

	</feed>