Tilanka Chandrasekera | University of Missouri Columbia (original) (raw)

Papers by Tilanka Chandrasekera

Research paper thumbnail of How Does a Retail Environment Affect Perceived Retail Crowding?: A Study Using Virtual Reality

The International Journal of Architectonic, Spatial, and Environmental Design

Research paper thumbnail of Supplement_Tables – Supplemental material for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings

Supplemental material, Supplement_Tables for Comparison of Virtual Reality Visualizations With Tr... more Supplemental material, Supplement_Tables for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings by Lisa Slevitch, Tilanka Chandrasekera and Meghan Drew Sealy in Journal of Hospitality & Tourism Research

Research paper thumbnail of Augmented Reality, Virtual Reality and their effect on learning style in the creative design process

Research has shown that user characteristics such as preference for using an interface can result... more Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning preference affect the use of Augmented Reality (AR) and Virtual Reality (VR) in the creative design process.

Research paper thumbnail of An Augmented Reality Model Sharing Platform for Virtual Design Critiques

This paper presents an application of Augmented Reality, which allows users to share, review and ... more This paper presents an application of Augmented Reality, which allows users to share, review and provide feedback using Augmented Reality objects. The primary objective is to use this application and integrate it in to a virtual critique platform to be used in Architectural and Interior Design critiques/reviews.

Research paper thumbnail of Unexpected Discoveries and Their Enhancement of the Design Process

The design process has evolved with the inclusion of technology, affecting the creative process. ... more The design process has evolved with the inclusion of technology, affecting the creative process. Digital media tools have become for design studios and educational facilities a setting for idea representation, development and communication within the design process. The evolution of digital media tools has shifted from two-dimensional applications to more diverse and flexible threedimensional scenarios. The inclusion of parameters as modelling attributes give designers new possibilities by which they can enhance their creativity and idea generation processes. The purpose of this study was to identify unexpected discoveries as milestones for creativity within two digital media tools; Geometric Modelling Environments (GME) and Parametric Design Environments (PDE). A protocol analysis study was conducted between the two digital environments to comprehend the design process. The level of creativeness of each design outcome was contrasted with the digital environment used.

Research paper thumbnail of Emergency preparedness in the hospitality industry in Sri Lanka

International Journal of Disaster Resilience in the Built Environment, 2019

Purpose The purpose of this study is to investigate the emergency preparedness of the hospitality... more Purpose The purpose of this study is to investigate the emergency preparedness of the hospitality industry in Sri Lanka, focusing on hotels and restaurants in the southern coastal belt. Design/methodology/approach A questionnaire on emergency preparedness was provided to 30 randomly recruited participants from the industry. The survey consisted of 30 open and closed-ended questions, focusing on basic demographic information, information about emergency preparedness of the facility, food safety and issues regarding power management. Findings The findings of this study provide insight on the emergency preparedness of the hospitality industry in Sri Lanka. Research limitations/implications In its current iteration, the sample size was a major limitation. The study was conducted by using an online questionnaire, and that affected the number of responses received. Social implications The results provide insight into how improvements can be made in future developments of similar nature es...

Research paper thumbnail of Effect of Degrees of Freedom on the Sense of Presence Generated by Virtual Reality (VR) Head-Mounted Display Systems: A Case Study on the Use of VR in Early Design Studios

Journal of Educational Technology Systems, 2019

The purpose of this research was to explore the use of virtual reality (VR) in early design studi... more The purpose of this research was to explore the use of virtual reality (VR) in early design studios. In this research project, two different types of Head-Mounted Display (HMD) systems were used. One type of HMD provided six degrees of freedom and the other HMD provided three degrees of freedom. The research findings provide comparison on the functionality of the different types of HMDs and the sense of presence in VR environments. Sense of presence is defined as the sense of “being there” in a computer-simulated environment. The outcomes of this research are (a) development of a new presence questionnaire that focuses on newer VR systems and (b) understanding student perception of using VR in design projects.

Research paper thumbnail of The Effect of Augmented and Virtual Reality Interfaces in the Creative Design Process

International Journal of Virtual and Augmented Reality, 2018

The aim of the article is to investigate how virtual reality (VR) and augmented reality (AR) inte... more The aim of the article is to investigate how virtual reality (VR) and augmented reality (AR) interfaces affect the creative design process in design education. The article focuses on how technology traits affect the creative design process. 10 subjects were selected and their design process was analyzed using protocol analysis. The results of the study indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process.

Research paper thumbnail of Augmenting space: Enhancing health, safety, and well-being of older adults through hybrid spaces

Technology and Disability, 2017

BACKGROUND: As the older adult population in the U.S. continues to grow, it has become a priority... more BACKGROUND: As the older adult population in the U.S. continues to grow, it has become a priority to ensure the health, safety, and well-being of these individuals while maintaining their dignity and autonomy. OBJECTIVE: Memory loss and physical impairments have been identified as factors that restrict older adults from living independently. The objectives were (1) to develop a hybrid space within the participants' living environments using an Augmented Reality object location and information system based on visual and spatial organization and (2) to assess the users' perceptions of using such technology. METHOD: Three older adults who had a physical impairment and also suffered mild memory loss participated in the study. These three individuals were provided with the mobile system, and their subjective responses were documented through interviews and a questionnaire. RESULTS: The results of the study suggest that participants found the system very useful and easy to use. CONCLUSIONS: The results of the study suggest that the older adults who took part in the study were very open to the idea of using such an AR object location and information system based on visual and spatial organization hosted on electronic mobile devices to enhance their living environments.

Research paper thumbnail of Supplemental_figures – Supplemental material for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings

Supplemental material, Supplemental_figures for Comparison of Virtual Reality Visualizations With... more Supplemental material, Supplemental_figures for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings by Lisa Slevitch, Tilanka Chandrasekera and Meghan Drew Sealy in Journal of Hospitality & Tourism Research

Research paper thumbnail of The effect of augmented reality and virtual reality interfaces on epistemic actions and the creative process

Research paper thumbnail of Using Augmented Reality Prototypes in Design Education

Design and technology education : an international journal, 2014

Prototyping or model making in the Architectural and Interior Design process is an established me... more Prototyping or model making in the Architectural and Interior Design process is an established method of design problem solving. By using prototypes, design students can better visualize structures and can give students a more concrete result when working on a design project. According to a study by Grosslight, Unger, Jay and Smith (1991), students are likely to think of prototypes as physical copies of reality that envelop various spatiotemporal views, instead of representations that envelop various theoretical perspectives. Past literature and research has suggests that student’s rate building prototypes highly when compared with other types of representations, which implies that they are better able to learn the design process when using prototypes (Lemons, Carberry, Swan & Rogers, 2010). This study documents alternate modeling strategies utilising technologies such as Virtual Reality (VR) and Augmented Reality (AR) in Architectural and Interior Design education through the Techn...

Research paper thumbnail of subliminal suggestions on The effect of Sudden Moments of Inspiration ( SMI ) in the design process

The purpose of the study is to identify Sudden Moments of Inspiration (SMI) in the architectural ... more The purpose of the study is to identify Sudden Moments of Inspiration (SMI) in the architectural design process to examine the effect of subliminal suggestions on SMI. In the study, two experienced designers were selected and were provided with a design task. While one designer was subjected to subliminal suggestions through a slide show presentation and a video clip, the other designer was not. The design sessions of both designers were recorded, coded and analyzed, using concurrent and retrospective protocol methods. Comparison of the two design protocols provided convincing evidence of the occurrence of SMI influenced by subliminal suggestions. 2012 Elsevier Ltd. All rights reserved.

Research paper thumbnail of The effect of spatial knowledge on sense of belonging in university/academic environments

The simple task of navigating from one point to another involves multiple functions and is more c... more The simple task of navigating from one point to another involves multiple functions and is more complex than it appears to be. In order to travel from one point to another, a person employs different types of knowledge, defined as spatial knowledge, which facilitates the ability of wayfinding. The ability to acquire spatial knowledge can be enhanced by increasing the imageabiliy of the environment. This environmental characteristic could be linked to an important human behavior, the sense of belonging, the feeling of belonging to a group or a place. Previous literature has reported the significance of sense of belonging for psychological, social, and physical well being. A higher level of sense of belonging to a place can yield valuable results especially to an academic environment such as achieving better academic standing, closer relationships with peers, and elevated self confidence. Since sense of belonging deals greatly with the surrounding environment, it is necessary for educ...

Research paper thumbnail of Augmented Reality, Virtual Reality and Their Effect on Learning Style in the Creative Design Process

Research has shown that user characteristics such as preference for using an interface can result... more Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning preference affect the use of Augmented Reality (AR) and Virtual Reality (VR) in the creative design process.

Research paper thumbnail of Rejuvenating Dysfunctional Public Spaces Using Augmented Reality Systems (ARS)

This paper aims to discuss the reasons as to why public spaces in urban areas become dysfunctiona... more This paper aims to discuss the reasons as to why public spaces in urban areas become dysfunctional, and focuses on a specific public space in the historic city of Kandy, Sri Lanka. The main objective of the paper is to provide a solution for dysfunctional public spaces by rejuvenating them with the use of Augmented Reality Systems (ARS). The study explores how digital interventions in urban public spaces can be used without impairment to the historic relevance, social integrity or urban fabric of a location.

Research paper thumbnail of Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings

Journal of Hospitality & Tourism Research

The objective of the current study was to investigate how virtual reality (VR) visualizations com... more The objective of the current study was to investigate how virtual reality (VR) visualizations compare with traditional visualizations such as two-dimensional (2D) photos as a marketing tool for hotel websites. The specific research question was “How do VR visualizations compare with 2D photos in terms of (1) affective responses, (2) attitudinal/behavioral responses, and (3) cognitive load—that is, task efforts and experiences associated with technology?” A quasi-experimental study was conducted over two time periods with independent sample pools. A boutique hotel lobby and a guest room were captured in 2D and VR formats. Subjects were randomly assigned to one of the two types of visualizations. The sample comprised 84 university undergraduate students from the South-Central United States. Nonparametric tests were used to test the proposed hypotheses. There was a statistically significant difference between two visual conditions for several variables—that is, pleasure, satisfaction, ...

Research paper thumbnail of Using Augmented Reality Prototypes in Design Education

Design and Technology Education an International Journal, Oct 1, 2014

Prototyping or model making in the Architectural and Interior Design process is an established me... more Prototyping or model making in the Architectural and Interior Design process is an established method of design problem solving. By using prototypes, design students can better visualize structures and can give students a more concrete result when working on a design project. According to a study by Grosslight, Unger, Jay and Smith (1991), students are likely to think of prototypes as physical copies of reality that envelop various spatiotemporal views, instead of representations that envelop various theoretical perspectives. Past literature and research has suggests that student's rate building prototypes highly when compared with other types of representations, which implies that they are better able to learn the design process when using prototypes . This study documents alternate modeling strategies utilizing technologies such as Virtual Reality (VR) and Augmented Reality (AR) in Architectural and Interior Design education through the Technology Acceptance Model to better understand how students perceive design solutions in early design studios. The results of the study suggest that design students found physical models to be comparable to AR models and that the AR technology was easy to use.

Research paper thumbnail of Adopting Augmented Reality in Design Communication

The International Journal of Architectonic, Spatial, and Environmental Design, 2015

Research paper thumbnail of The Effect of Tangible User Interfaces on Cognitive Load in the Creative Design Process

2015 IEEE International Symposium on Mixed and Augmented Reality - Media, Art, Social Science, Humanities and Design, 2015

Research paper thumbnail of How Does a Retail Environment Affect Perceived Retail Crowding?: A Study Using Virtual Reality

The International Journal of Architectonic, Spatial, and Environmental Design

Research paper thumbnail of Supplement_Tables – Supplemental material for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings

Supplemental material, Supplement_Tables for Comparison of Virtual Reality Visualizations With Tr... more Supplemental material, Supplement_Tables for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings by Lisa Slevitch, Tilanka Chandrasekera and Meghan Drew Sealy in Journal of Hospitality & Tourism Research

Research paper thumbnail of Augmented Reality, Virtual Reality and their effect on learning style in the creative design process

Research has shown that user characteristics such as preference for using an interface can result... more Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning preference affect the use of Augmented Reality (AR) and Virtual Reality (VR) in the creative design process.

Research paper thumbnail of An Augmented Reality Model Sharing Platform for Virtual Design Critiques

This paper presents an application of Augmented Reality, which allows users to share, review and ... more This paper presents an application of Augmented Reality, which allows users to share, review and provide feedback using Augmented Reality objects. The primary objective is to use this application and integrate it in to a virtual critique platform to be used in Architectural and Interior Design critiques/reviews.

Research paper thumbnail of Unexpected Discoveries and Their Enhancement of the Design Process

The design process has evolved with the inclusion of technology, affecting the creative process. ... more The design process has evolved with the inclusion of technology, affecting the creative process. Digital media tools have become for design studios and educational facilities a setting for idea representation, development and communication within the design process. The evolution of digital media tools has shifted from two-dimensional applications to more diverse and flexible threedimensional scenarios. The inclusion of parameters as modelling attributes give designers new possibilities by which they can enhance their creativity and idea generation processes. The purpose of this study was to identify unexpected discoveries as milestones for creativity within two digital media tools; Geometric Modelling Environments (GME) and Parametric Design Environments (PDE). A protocol analysis study was conducted between the two digital environments to comprehend the design process. The level of creativeness of each design outcome was contrasted with the digital environment used.

Research paper thumbnail of Emergency preparedness in the hospitality industry in Sri Lanka

International Journal of Disaster Resilience in the Built Environment, 2019

Purpose The purpose of this study is to investigate the emergency preparedness of the hospitality... more Purpose The purpose of this study is to investigate the emergency preparedness of the hospitality industry in Sri Lanka, focusing on hotels and restaurants in the southern coastal belt. Design/methodology/approach A questionnaire on emergency preparedness was provided to 30 randomly recruited participants from the industry. The survey consisted of 30 open and closed-ended questions, focusing on basic demographic information, information about emergency preparedness of the facility, food safety and issues regarding power management. Findings The findings of this study provide insight on the emergency preparedness of the hospitality industry in Sri Lanka. Research limitations/implications In its current iteration, the sample size was a major limitation. The study was conducted by using an online questionnaire, and that affected the number of responses received. Social implications The results provide insight into how improvements can be made in future developments of similar nature es...

Research paper thumbnail of Effect of Degrees of Freedom on the Sense of Presence Generated by Virtual Reality (VR) Head-Mounted Display Systems: A Case Study on the Use of VR in Early Design Studios

Journal of Educational Technology Systems, 2019

The purpose of this research was to explore the use of virtual reality (VR) in early design studi... more The purpose of this research was to explore the use of virtual reality (VR) in early design studios. In this research project, two different types of Head-Mounted Display (HMD) systems were used. One type of HMD provided six degrees of freedom and the other HMD provided three degrees of freedom. The research findings provide comparison on the functionality of the different types of HMDs and the sense of presence in VR environments. Sense of presence is defined as the sense of “being there” in a computer-simulated environment. The outcomes of this research are (a) development of a new presence questionnaire that focuses on newer VR systems and (b) understanding student perception of using VR in design projects.

Research paper thumbnail of The Effect of Augmented and Virtual Reality Interfaces in the Creative Design Process

International Journal of Virtual and Augmented Reality, 2018

The aim of the article is to investigate how virtual reality (VR) and augmented reality (AR) inte... more The aim of the article is to investigate how virtual reality (VR) and augmented reality (AR) interfaces affect the creative design process in design education. The article focuses on how technology traits affect the creative design process. 10 subjects were selected and their design process was analyzed using protocol analysis. The results of the study indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process.

Research paper thumbnail of Augmenting space: Enhancing health, safety, and well-being of older adults through hybrid spaces

Technology and Disability, 2017

BACKGROUND: As the older adult population in the U.S. continues to grow, it has become a priority... more BACKGROUND: As the older adult population in the U.S. continues to grow, it has become a priority to ensure the health, safety, and well-being of these individuals while maintaining their dignity and autonomy. OBJECTIVE: Memory loss and physical impairments have been identified as factors that restrict older adults from living independently. The objectives were (1) to develop a hybrid space within the participants' living environments using an Augmented Reality object location and information system based on visual and spatial organization and (2) to assess the users' perceptions of using such technology. METHOD: Three older adults who had a physical impairment and also suffered mild memory loss participated in the study. These three individuals were provided with the mobile system, and their subjective responses were documented through interviews and a questionnaire. RESULTS: The results of the study suggest that participants found the system very useful and easy to use. CONCLUSIONS: The results of the study suggest that the older adults who took part in the study were very open to the idea of using such an AR object location and information system based on visual and spatial organization hosted on electronic mobile devices to enhance their living environments.

Research paper thumbnail of Supplemental_figures – Supplemental material for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings

Supplemental material, Supplemental_figures for Comparison of Virtual Reality Visualizations With... more Supplemental material, Supplemental_figures for Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings by Lisa Slevitch, Tilanka Chandrasekera and Meghan Drew Sealy in Journal of Hospitality & Tourism Research

Research paper thumbnail of The effect of augmented reality and virtual reality interfaces on epistemic actions and the creative process

Research paper thumbnail of Using Augmented Reality Prototypes in Design Education

Design and technology education : an international journal, 2014

Prototyping or model making in the Architectural and Interior Design process is an established me... more Prototyping or model making in the Architectural and Interior Design process is an established method of design problem solving. By using prototypes, design students can better visualize structures and can give students a more concrete result when working on a design project. According to a study by Grosslight, Unger, Jay and Smith (1991), students are likely to think of prototypes as physical copies of reality that envelop various spatiotemporal views, instead of representations that envelop various theoretical perspectives. Past literature and research has suggests that student’s rate building prototypes highly when compared with other types of representations, which implies that they are better able to learn the design process when using prototypes (Lemons, Carberry, Swan & Rogers, 2010). This study documents alternate modeling strategies utilising technologies such as Virtual Reality (VR) and Augmented Reality (AR) in Architectural and Interior Design education through the Techn...

Research paper thumbnail of subliminal suggestions on The effect of Sudden Moments of Inspiration ( SMI ) in the design process

The purpose of the study is to identify Sudden Moments of Inspiration (SMI) in the architectural ... more The purpose of the study is to identify Sudden Moments of Inspiration (SMI) in the architectural design process to examine the effect of subliminal suggestions on SMI. In the study, two experienced designers were selected and were provided with a design task. While one designer was subjected to subliminal suggestions through a slide show presentation and a video clip, the other designer was not. The design sessions of both designers were recorded, coded and analyzed, using concurrent and retrospective protocol methods. Comparison of the two design protocols provided convincing evidence of the occurrence of SMI influenced by subliminal suggestions. 2012 Elsevier Ltd. All rights reserved.

Research paper thumbnail of The effect of spatial knowledge on sense of belonging in university/academic environments

The simple task of navigating from one point to another involves multiple functions and is more c... more The simple task of navigating from one point to another involves multiple functions and is more complex than it appears to be. In order to travel from one point to another, a person employs different types of knowledge, defined as spatial knowledge, which facilitates the ability of wayfinding. The ability to acquire spatial knowledge can be enhanced by increasing the imageabiliy of the environment. This environmental characteristic could be linked to an important human behavior, the sense of belonging, the feeling of belonging to a group or a place. Previous literature has reported the significance of sense of belonging for psychological, social, and physical well being. A higher level of sense of belonging to a place can yield valuable results especially to an academic environment such as achieving better academic standing, closer relationships with peers, and elevated self confidence. Since sense of belonging deals greatly with the surrounding environment, it is necessary for educ...

Research paper thumbnail of Augmented Reality, Virtual Reality and Their Effect on Learning Style in the Creative Design Process

Research has shown that user characteristics such as preference for using an interface can result... more Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning preference affect the use of Augmented Reality (AR) and Virtual Reality (VR) in the creative design process.

Research paper thumbnail of Rejuvenating Dysfunctional Public Spaces Using Augmented Reality Systems (ARS)

This paper aims to discuss the reasons as to why public spaces in urban areas become dysfunctiona... more This paper aims to discuss the reasons as to why public spaces in urban areas become dysfunctional, and focuses on a specific public space in the historic city of Kandy, Sri Lanka. The main objective of the paper is to provide a solution for dysfunctional public spaces by rejuvenating them with the use of Augmented Reality Systems (ARS). The study explores how digital interventions in urban public spaces can be used without impairment to the historic relevance, social integrity or urban fabric of a location.

Research paper thumbnail of Comparison of Virtual Reality Visualizations With Traditional Visualizations in Hotel Settings

Journal of Hospitality & Tourism Research

The objective of the current study was to investigate how virtual reality (VR) visualizations com... more The objective of the current study was to investigate how virtual reality (VR) visualizations compare with traditional visualizations such as two-dimensional (2D) photos as a marketing tool for hotel websites. The specific research question was “How do VR visualizations compare with 2D photos in terms of (1) affective responses, (2) attitudinal/behavioral responses, and (3) cognitive load—that is, task efforts and experiences associated with technology?” A quasi-experimental study was conducted over two time periods with independent sample pools. A boutique hotel lobby and a guest room were captured in 2D and VR formats. Subjects were randomly assigned to one of the two types of visualizations. The sample comprised 84 university undergraduate students from the South-Central United States. Nonparametric tests were used to test the proposed hypotheses. There was a statistically significant difference between two visual conditions for several variables—that is, pleasure, satisfaction, ...

Research paper thumbnail of Using Augmented Reality Prototypes in Design Education

Design and Technology Education an International Journal, Oct 1, 2014

Prototyping or model making in the Architectural and Interior Design process is an established me... more Prototyping or model making in the Architectural and Interior Design process is an established method of design problem solving. By using prototypes, design students can better visualize structures and can give students a more concrete result when working on a design project. According to a study by Grosslight, Unger, Jay and Smith (1991), students are likely to think of prototypes as physical copies of reality that envelop various spatiotemporal views, instead of representations that envelop various theoretical perspectives. Past literature and research has suggests that student's rate building prototypes highly when compared with other types of representations, which implies that they are better able to learn the design process when using prototypes . This study documents alternate modeling strategies utilizing technologies such as Virtual Reality (VR) and Augmented Reality (AR) in Architectural and Interior Design education through the Technology Acceptance Model to better understand how students perceive design solutions in early design studios. The results of the study suggest that design students found physical models to be comparable to AR models and that the AR technology was easy to use.

Research paper thumbnail of Adopting Augmented Reality in Design Communication

The International Journal of Architectonic, Spatial, and Environmental Design, 2015

Research paper thumbnail of The Effect of Tangible User Interfaces on Cognitive Load in the Creative Design Process

2015 IEEE International Symposium on Mixed and Augmented Reality - Media, Art, Social Science, Humanities and Design, 2015