纪念空间中的情感体验Affective experience in memorial spaces
通过三个空间原型与 12 人 VR 先导实验,探索纪念空间的情感体验评价方法。Three spatial prototypes and a 12-person VR pilot exploring methods for evaluating affective experience.
我的研究兴趣横跨建筑学、环境心理学与人机交互(HCI),关注空间环境如何影响人的感知、情感与行为。目前,我以纪念空间中的情感体验为切入点开展研究,也关注日常步行中的空间体验,以及面向空间智能的人类行为建模。My research interests span architecture, environmental psychology and human–computer interaction (HCI), with a focus on how spatial environments shape perception, emotion and behaviour. My current research centres on affective experiences in memorial spaces. I am also interested in spatial experiences during everyday walking and human behaviour modelling for spatial intelligence.
我习惯从具体问题出发,将设计思考转化为可测试的场景与工具。在研究中,独立搭建可交互的 VR 实验场景,开发实验过程监控与数据集成平台,并持续使用 Claude Code、Codex 等 AI 编程工具辅助研究与开发。我性格沉稳随和,做事认真细致,重视逻辑,也乐于学习新方法、尝试新工具。I start with concrete questions and turn design ideas into testable environments and tools. In my research, I independently build interactive VR experimental environments and develop platforms for experiment monitoring and data integration, regularly using AI coding tools such as Claude Code and Codex to support research and development. I am calm and easy-going, careful and thorough in my work, and value logical thinking while remaining open to new methods and tools.
建筑学训练让我重视空间构思与视觉表达,专业设计课程成绩位居前列。研究之外,兴趣爱好广泛,曾在全国及省级书法比赛中获特等奖、特别金奖,围棋获业余五段。My architectural training has shaped my attention to spatial design and visual communication, and I have ranked among the top students in design studio courses. Beyond research, I have a wide range of interests. I have received Grand Prizes and Special Gold Awards in national and provincial Chinese calligraphy competitions, and hold an amateur 5-dan rank in Go (weiqi).
建筑学硕士研究生(推免)
导师:鲁安东教授
平均绩点:4.454/5.0 · 排名:20/74M.Arch candidate · Recommended admission
Advisor: Prof. Andong Lu
GPA: 4.454/5.0 · Rank: 20/74
建筑学学士
加权平均分:90.14/100 · 排名:4/85Bachelor of Architecture
Weighted average: 90.14/100 · Rank: 4/85
科研问卷设计;Unity 可交互实验场景搭建;VR 头显部署与调试;实验过程监控与数据集成平台开发Research questionnaire design; interactive experimental environments in Unity; VR headset deployment and debugging; platforms for experiment monitoring and data integration
Rhino / Grasshopper、Revit / BIM、Adobe(PS、AI、ID)、Lumion、SketchUp、AutoCADRhino / Grasshopper, Revit / BIM, Adobe (PS, AI, ID), Lumion, SketchUp, AutoCAD
Python、SPSS / Amos(SEM)、ArcGIS、CiteSpace;问卷与生理数据处理及分析Python, SPSS / Amos (SEM), ArcGIS, CiteSpace; questionnaire and physiological data processing and analysis
Claude Code、CodexClaude Code, Codex
PDF · 更新于 2026 年 10 月PDF · Updated October 2026
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通过三个空间原型与 12 人 VR 先导实验,探索纪念空间的情感体验评价方法。Three spatial prototypes and a 12-person VR pilot exploring methods for evaluating affective experience.
整合 VR 行为、实验事件与多模态生理数据,支持实时同步、时间戳对齐和会话管理。Integrating VR behaviour, experimental events and physiological data through real-time acquisition, timestamp alignment and session management.
从空间偏好与 VR 实证到群体仿真,建立循证设计路径;现场材料已备齐,待馆方批准施测。A thesis connecting spatial preferences, VR evaluation and crowd simulation. Fieldwork materials are ready, pending museum approval.
博物馆多感官体验研究、历史空间数据整理与城市人因学术交流。Research on multisensory museum experience, historical spatial data and academic exchange in urban ergonomics.
已投稿至Submitted to Journal of Asian Architecture and Building Engineering
Humanities and Social Sciences Communications(返修稿修改中) (manuscript under revision)
Buildings, 16(11), 2094
中华建设China Construction · 2023 · (11): 108–110
文物鉴定与鉴赏Cultural Relics Appraisal · 2022 · (03): 30–32
建筑中庭玻璃屋顶智能遮阳发电一体化组件Integrated Smart Shading and Power-Generation Components for Atrium Glass Roofs
一种集成低空飞行器多功能使用场景的公交站台智慧舱体装置A Smart Bus-Stop Cabin Integrating Multiple Low-Altitude Aircraft Functions
一种适用于屋顶坡面的活动式光伏装置A Movable Photovoltaic Device for Sloped Roofs
测定传统砖石建筑砌体结构抗压强度检测装置Compressive-strength testing device for traditional masonry structures
红创 PARK 汽车花园餐厅设计 · 2025 · 沿街立面 · 查看项目详情Redtron PARK Auto Garden Restaurant Design · 2025 · Street facade · View project details
河西智慧社区中心设计 · 2024 · 查看项目详情Hexi Smart Community Centre Design · 2024 · View project details
编织城市 · 2025 · 查看项目详情Weaving the City · 2025 · View project details
算法设计与算法生形 · 2025 · 查看项目详情Algorithmic Design and Form Generation · 2025 · View project details
苏州工业遗址更新设计 · 2024 · 查看项目详情Suzhou Industrial Heritage Regeneration · 2024 · View project details
光谷·绿篱 · 2023 · 查看项目详情Light Valley · Green Hedge · 2023 · View project details
书法作品 · 2016–2020 · 查看项目详情Calligraphy · 2016–2020 · View project details
古建测绘 · 2022 · 查看项目详情Heritage survey · 2022 · View project details
以光与绿串联垂直空间Light and greenery connect vertical spaces
楷书与行书临习Studies in regular and running script
记录院落建筑与传统构造Documenting courtyard architecture and traditional construction
串联滨河空间Connecting riverside spaces
从参数化生成、群体规则到 Grasshopper 设计实践Exploring form through computation, swarm rules and Grasshopper
以竹编为原型,将居住单元、交通与共享露台编织成连续的邻里空间。Interweaving dwellings, circulation and shared terraces into a connected neighbourhood inspired by bamboo weaving.
以模数化结构与响应式表皮,连接社区服务和公共生活Modular spaces and a responsive envelope for community life.
由场地与人群分析提出汽车花园餐厅,叠合停车与花园餐饮。Site-led spaces for parking, dining and garden life.
欢迎就建筑研究、设计实践与合作交流联系我。For conversations about architectural research, design practice or collaboration, please get in touch.
南京大学(浦口校区)· 江苏南京Nanjing University (Pukou Campus) · Nanjing, China
设计从红创 PARK 沿街地块的区位、交通与使用人群分析出发,综合红山动物园周边的停车压力、城市出行人群的便捷取餐需求,以及居民和园区使用者的餐饮休闲需求,提出“汽车花园餐厅”的复合业态定位。方案依托既有停车场与保留建筑,通过地下停车、首层汽车服务与上层花园餐饮的立体叠合,分层组织车行与步行活动,并以架空平台、景观楼梯和屋顶花园串联餐饮、休憩与社交空间,将场地条件与功能需求转化为空间组织的依据,形成兼顾高效通行与停留交往的公共场所。The design begins with an analysis of the location, traffic and users of the street-facing site at Redtron PARK. Considering parking pressure around Hongshan Forest Zoo, the need for convenient food pickup among people travelling through the city, and the dining and leisure needs of local residents and park users, it proposes an “Auto Garden Restaurant” as a mixed-use programme. Working with the existing car park and retained building, the proposal layers underground parking, ground-floor automotive services and garden dining above, organising vehicular and pedestrian activities across different levels. Elevated platforms, landscaped stairs and rooftop gardens connect spaces for dining, rest and social interaction. Site conditions and functional needs thus inform the spatial organisation, creating a public place that accommodates both efficient movement and opportunities to stay and meet.
设计以“集约、科技、绿色”为线索,将南京建邺的社区公共服务、商业交流与低空经济展示及孵化功能分层整合。以统一模数的伞状结构单元组织空间,结合装配式构件与屋顶无人机平台,探索社区中心在新技术条件下的复合使用方式。针对南京夏热冬冷的气候特征,通过日照与照度分析推敲响应式遮阳系统,并以参数化砖墙、机器人建造和建筑光伏一体化的设计探索,将空间组织、环境调节与建造方式相互结合。Guided by compact planning, smart technology and environmental design, the project brings together community services, commercial spaces, and exhibition and incubation facilities for the low-altitude economy in Nanjing’s Jianye District. Modular umbrella-shaped structural units organise the building, while prefabricated components and a rooftop drone platform support a mix of uses. In response to Nanjing’s hot summers and cold winters, solar and illuminance analyses inform a responsive shading system. Explorations of parametric brickwork, robotic fabrication and building-integrated photovoltaics connect spatial organisation with environmental control and construction methods.


















以竹编交错与锁接的关系为原型,方案在 1 公顷场地中建立 8m 模数网格,将约 1000m³ 的居住单元与水平廊道、竖向交通相互编织,通过对角连接形成连续的邻里网络。结合光照条件组织高低错落的体量与局部退台,为采光和通风预留空隙;居住单元连接不同标高的室外平台,使交通路径与可停留、可交往的共享空间相互结合,在整体肌理与个体居住之间建立联系。Inspired by the interlacing and interlocking of bamboo weaving, the proposal establishes an 8 m modular grid across a one-hectare site. Dwelling units of approximately 1,000 m³ are woven together with horizontal walkways and vertical circulation, while diagonal connections form a continuous neighbourhood network. Staggered heights and local setbacks respond to daylight conditions and leave openings for light and ventilation. Outdoor platforms at different levels connect the dwellings, combining everyday circulation with shared places to pause and meet, and linking the overall neighbourhood fabric to individual domestic spaces.





















设计以苏州高新区原污水处理厂地块为对象,保留有价值的工业构筑物,结合原有高差组织半地下停车与立体步行系统,引入博物馆、亲子互动和特色商业等功能。通过连桥、室外平台与滨水绿地串联新旧空间,将工业生产场地转化为向城市开放的水岸公共空间。The proposal regenerates a former wastewater treatment plant site in Suzhou High-tech District. It retains industrial structures of value, uses existing level changes to organise semi-basement parking and a multi-level pedestrian network, and introduces museum, family activity and distinctive commercial uses. Bridges, outdoor terraces and waterfront green spaces connect old and new elements, transforming an industrial site into a publicly accessible waterfront.







































面向徐州中心商圈的高密度环境,设计以“光筒”和“绿谷”重塑超高层中庭,将生态体验与商业、办公等业态串联。通过遗传算法推敲中庭形态与采光关系,并结合分段钢结构、木构网架和多层公共空间,探索垂直复合空间的组织方式。Responding to the density of central Xuzhou, the proposal reworks a supertall atrium through a light shaft and a green valley, connecting ecological experiences with retail and office uses. A genetic algorithm informs the relationship between atrium geometry and daylight, while segmented steel structures, timber lattices and shared spaces at multiple levels explore the organisation of a vertical mixed-use environment.
以徐州民俗博物馆二进西跨院北房为对象,通过现场测量与图纸整理,记录建筑平面、立面、剖面及梁架关系,并结合门窗、瓦当、滴水等构件详图和分解轴测,呈现传统建筑的空间组织与构造细节。This survey documents the north building of the western side courtyard within Xuzhou Folk Museum’s second courtyard complex. Field measurements and measured drawings record its plans, elevations, sections and timber roof framing. Details of doors, windows, tile ends and drip tiles, together with exploded axonometrics, describe the building’s spatial arrangement and construction.
将历史情境、空间探索与纪念参与组织为连续的 VR 体验,检验其作为纪念空间前期设计评价方法的运行可行性,并探索不同空间原型下的情感反应。An interactive VR protocol brings historical context, spatial exploration and commemorative participation into one experience, testing its operational feasibility for early-stage design evaluation and exploring affective responses across spatial prototypes.
投稿期刊:Submitted to: Journal of Asian Architecture and Building Engineering
查看论文记录View manuscript record创伤纪念馆的展陈空间既要照顾观众的情感需求,也要保留历史叙事的严肃性。这一要求在参观序列末端尤为突出:观众接触历史见证后,即将结束参观,尾厅需要为反思与纪念留下空间,使离场过程与前面的展览内容保持联系。本研究因此聚焦于侵华日军南京大屠杀遇难同胞纪念馆史实厅尾厅(57–60 展区)的设计评价。Trauma-memorial exhibitions need to accommodate visitors’ emotional needs while preserving the gravity of the history presented. This is particularly important at the end of the exhibition sequence: after encountering historical testimony, visitors prepare to leave. The tail-hall provides a setting for reflection and remembrance, connecting the closing stage of a visit to the preceding narrative. This study therefore focuses on evaluating designs for the tail-hall, Areas 57–60, of the Memorial Hall of the Victims in the Nanjing Massacre by Japanese Invaders.
环境心理学与神经建筑研究为理解空间形态、围合、材料及光照如何关联情感和感知恢复性提供了基础。沉浸式 VR 进一步使尚未建成的方案能够被体验和比较。但相关评价主要集中于办公、医疗、教育和自然环境;在创伤纪念馆中,观众的探索、纪念参与及对历史的理解共同构成体验,不能仅以环境是否令人愉悦来衡量。Environmental psychology and neuroarchitecture provide a basis for examining how geometry, enclosure, materials and illumination relate to affect and perceived restorativeness. Immersive VR allows proposed environments to be experienced and compared before construction. Much of this work, however, concerns offices, healthcare, education and natural settings. In trauma memorials, exploration, commemorative participation and engagement with history form part of the experience, so pleasantness alone is an insufficient criterion.
这里还存在一项实施层面的挑战:如何让参与者按自己的节奏探索空间,并完成有场所意义的纪念行动,同时维持支持生理记录的实验条件?相较于以被动观看为主的暴露方式,本研究将手柄导航与虚拟献花纳入坐姿 VR 流程。在开展更大规模的方案比较之前,先检验这一流程能否顺利运行并获得可分析的数据。This creates a practical methodological challenge: how can participants explore at their own pace and perform a meaningful commemorative action within conditions that support physiological recording? The study incorporated controller navigation and virtual flower placement into a seated VR protocol, extending the experience beyond passive viewing. Before larger comparisons of spatial designs, the pilot examined whether this sequence could be completed and yield usable data.
研究的首要目标是评估运行可行性,包括实验流程能否完成、问卷与脑电指标是否能够获取,以及实施过程中有哪些环节需要完善。为此,研究将自主探索、献花触发点灯、可穿戴脑电记录和暴露后问卷整合到同一流程中,并使用操作员平台监控实验与管理参与者数据。The primary objective was operational feasibility: whether participants could complete the protocol, whether questionnaire and EEG-index data could be obtained, and which implementation issues required refinement. The protocol combined self-paced exploration, flower-triggered lighting, wearable EEG recording and post-exposure questionnaires, supported by an operator dashboard for monitoring and participant-level data management.
在此基础上,研究对三个多属性空间原型进行次级探索性比较,描述体验结束后的正负性情感、状态焦虑、感知恢复性及整段会话脑电指标。原型比较用于提出后续建筑设计问题,自评与脑电指标的关联则为下一步测量选择提供线索。这些分析服务于方法和原型迭代,结论保留先导研究的范围。Secondary exploratory analyses then described positive and negative affect, state anxiety, perceived restorativeness and whole-session EEG indices across three multi-attribute spatial prototypes. Prototype comparisons identified questions for later architectural studies, while associations between self-report and EEG indices informed future measurement choices. These analyses supported refinement of the method and prototypes within the scope of a pilot study.
三个尾厅原型依据馆方授权的 CAD 图纸在 Rhinoceros 中建模,并在 Unity 中实现为同一应用内的交互场景,部署至 PICO 4 Ultra Enterprise 头显。各方案围绕空间界面形态与材料、纪念性交互区围合、顶部界面以及交互结果的呈现方式组织对比。Three tail-hall prototypes were modeled in Rhinoceros using museum-authorized CAD drawings, implemented as interactive scenes in a single Unity application, and deployed to a PICO 4 Ultra Enterprise headset. They contrasted combinations of interface geometry and material, enclosure of the commemorative interaction area, overhead-plane condition and the displayed interaction outcome.

原型 1 采用棱角木质界面,纪念性交互区围合,上方设带采光开口的顶部界面,呈现个体纪念结果。原型 2 采用开敞的棱角石质界面,无顶部界面,呈现预设的集体排列。原型 3 同样开敞、无顶部界面,但采用曲面石质界面并呈现个体结果。三个原型中的参与者操作保持一致:放置虚拟菊花后触发灯光响应。Prototype 1 used sharp-edged timber interfaces, an enclosed interaction area and an overhead plane with a skylight, displaying an individual outcome. Prototype 2 used an open, sharp-edged stone setting without an overhead plane and displayed a preconfigured collective arrangement. Prototype 3 was also open above but used curved stone interfaces and an individual outcome. The participant action was identical in all three: placing a virtual chrysanthemum triggered a lamp-lighting response.
这些原型用于比较设计组合,而非单独隔离某一空间属性。原型 2 与 3 的材料、围合和顶部条件相同,但界面形态与结果呈现同时变化;原型 1 的顶部界面也遮挡了部分共同环境光,使围合与场景亮度共同变化。理解这些组合关系,是解读后续结果的前提。The prototypes compared design configurations rather than isolating one spatial attribute. Prototypes 2 and 3 shared material, enclosure and overhead conditions, but differed in both geometry and outcome display. Prototype 1’s overhead plane also blocked part of the shared environmental illumination, coupling enclosure with scene brightness. These combined differences are central to interpreting the results.
先导实验于 2026 年 5 月 23–24 日在南京大学社会学院实验室开展。研究通过便利抽样招募 12 名心理学系学生,均无建筑、环境艺术、室内或美术专业背景。每人只体验一个原型,三组各 4 人,由实验员施测时分配,未使用预先生成的随机序列。The pilot took place on 23–24 May 2026 in a laboratory at the School of Social and Behavioral Sciences, Nanjing University. A convenience sample of 12 psychology students had no background in architecture, environmental art, interior design or fine arts. Each experienced one prototype, with four participants per group assigned by the operator at testing without a pregenerated randomization sequence.
每场实验单独进行。参与者在了解研究内容并提供口头知情同意后,保持坐姿佩戴脑电头环和 VR 头显。确认电极连接后,先观看约 30 秒灰色画面进行静息调适,再练习手柄移动、转向和交互,直至熟悉操作。自然头部运动控制观察方向,空间移动则由手柄完成。Sessions were conducted individually. After being briefed and providing verbal informed consent, participants remained seated while wearing the EEG headband and VR headset. Following electrode-contact checks, they viewed a gray screen for approximately 30 seconds, then practiced controller navigation and interaction until comfortable. Natural head movements controlled viewing direction, while the controller provided virtual movement.
随后,参与者在模拟前序展厅观看约 90 秒南京大屠杀历史影像,以近似前序展览形成的情感语境,再进入被分配的尾厅原型,自行决定移动、停留与观察的节奏。在交互装置处放置虚拟菊花后,灯光被点亮,出口长廊的空间化钟声提示完成并引导离场。实验员全程通过平台观察 VR 画面和位置,按需提供口头引导。Participants then viewed approximately 90 seconds of historical footage of the Nanjing Massacre in a simulated preceding exhibition hall, intended to approximate the affective context of the earlier exhibition. They entered the assigned tail-hall and chose when to move, pause and look around. Placing a virtual chrysanthemum at the installation triggered the light; a spatialized bell from the exit corridor signaled completion and guided departure. The operator monitored the VR view and position throughout, providing verbal guidance as needed.
上述五个阶段连续记录脑电。离场后,参与者摘下头显与脑电头环,立即通过实验平台完成三份问卷,构成第六阶段。问卷在头显外施测;论文分析对应这一 5 月实验流程。EEG was recorded continuously during these five stages. After departure, participants removed the headset and EEG headband and immediately completed three questionnaires through the dashboard as the sixth stage. Questionnaires were administered outside VR; the paper’s analyses refer to this May procedure.
自评测量从多个维度描述体验结束时的感受。正负性情感采用 20 项 PANAS,分别计算正性和负性情感得分;状态焦虑采用 20 项 STAI-S。感知恢复性使用一份面向纪念情境的 22 项探索性问卷,结合 PRS、ROS 的改编条目与作者新增条目,涵盖疲劳、匆忙、外界关注、恢复结果和感知恢复性。其五部分组织方式及作者定义的综合分仍需验证,不能等同于原量表已验证的因子结构。Self-report measures described several dimensions of the end-of-session experience. The 20-item PANAS yielded separate positive- and negative-affect scores, and the 20-item STAI-S measured state anxiety. Perceived restorativeness was assessed with a 22-item exploratory memorial-context questionnaire combining adapted PRS and ROS items with author-added items on fatigue, haste, external attention, recovery and restorativeness. Its five-part organization and author-defined composite require validation and do not represent the validated factor structure of either source scale.
生理测量使用消费级干电极脑电头环及厂商配套软件,每秒输出专注度、情绪和认知负荷三项专有指标。由于算法和底层原始脑电采样率未公开,研究将这些指标作为自评的补充,并按整段会话均值分析。最初的静息阶段无法可靠分离,因此未进行基线校正,结果同时涵盖历史诱导、空间探索与纪念交互。A consumer-grade dry-electrode EEG headband and its vendor software produced proprietary attention, emotion and cognitive-workload indices once per second. Because the algorithms and underlying raw-EEG sampling rate were not disclosed, these indices were treated as supplementary to self-report and analyzed as whole-session means. The initial settling period could not be reliably isolated, so no baseline correction was applied; the summaries cover historical induction, exploration and commemorative interaction together.

操作员平台实时接收 VR 视角及位置,承担实验监控、头显外问卷和逐参与者数据管理。脑电由独立软件采集,导出和离线处理后再关联至相应参与者与会话记录,因此只能进行参与者层面的数据关联。本次未采集心率变异(HRV)、皮肤电或眼动数据,平台中的相关面板标记为 MOCK,作为未来扩展的演示界面。The operator dashboard received the live VR view and position and supported monitoring, questionnaires outside VR and participant-level data management. EEG was acquired in separate software, exported and processed offline before being linked to the corresponding participant and session. This supported participant-level association only. Heart-rate variability (HRV), electrodermal activity and eye tracking were not collected; their dashboard panels were marked MOCK as demonstrations of planned extensions.
每组仅 4 人,因此统计分析重点是描述差异的方向与幅度。研究计算各组描述统计和经偏差校正的 Hedges’ g,并用 Spearman 等级相关探索自评与脑电指标之间的关联。后续样本量规划采用常规效应量情景,避免直接将不稳定的先导估计作为招募依据。With only four participants per group, statistical analysis emphasized the direction and magnitude of observed differences. The study reported descriptive statistics and bias-corrected Hedges’ g, and used Spearman rank correlations to explore associations between self-report and EEG indices. Future sample-size scenarios used conventional assumed effects rather than relying directly on unstable pilot estimates.

12 名参与者均完成实验流程,实验期间未发生设备故障,每人均获得可分析的问卷与脑电指标数据。轨迹记录显示,参与者在自主探索和纪念交互后均到达出口长廊。脑电记录持续 185–393 秒,平均约 285 秒(4.7 分钟),覆盖完整的 VR 阶段。All 12 participants completed the procedure without device failure and provided questionnaire and EEG-index data for analysis. Trajectory records showed that every participant reached the exit corridor after exploration and commemorative interaction. EEG recordings lasted 185–393 seconds, averaging approximately 285 seconds (4.7 minutes), and covered the complete VR sequence.
这些结果表明,自主节奏的坐姿探索、具有纪念意义的交互以及参与者层面的数据采集,可以在同一实验室流程中实施。实施过程也指出了进一步比较前需要完善的环节:部分参与者寻找交互装置时需要更多引导,操作员提示及阶段记录应更加一致。实验后的观察为非正式过程,本研究未正式评估晕动症或不良事件发生率。These findings demonstrate that self-paced seated exploration, meaningful commemorative interaction and participant-level data collection can operate within one laboratory procedure. Implementation also identified refinements needed before larger comparisons: some participants required more assistance in finding the installation, calling for more consistent guidance and stage-level recording. Post-session observations were informal, and cybersickness or adverse-event incidence was not formally assessed.

原型 1 的状态焦虑高于原型 2 和 3(Hedges’ g 分别为 0.91 和 1.17),负性情感也较高,整段会话脑电情绪指数则更低。这一反应特征伴随围合木质界面、顶部遮挡与较低场景亮度的组合出现,尚不能确定其中哪一项属性起主要作用。Prototype 1 showed higher state anxiety than Prototypes 2 and 3 (Hedges’ g = 0.91 and 1.17, respectively), higher negative affect and a lower whole-session EEG emotion index. This profile accompanied a combination of enclosed timber interfaces, an overhead plane and reduced scene brightness; it does not establish which attribute contributed most.
原型 3 相比原型 2,正性情感与感知恢复性均值更高,同时负性情感也更高,状态焦虑相近。以恢复性综合分为例,两组均值相差 12 分,但小于各自标准差(16.5 与 21.9),个体差异仍然明显。因而这些均值描述了一组值得进一步检验的反应特征,而非稳定的方案优劣排序。Compared with Prototype 2, Prototype 3 had higher mean positive-affect and perceived-restorativeness scores, alongside higher negative affect and similar state anxiety. The 12-point difference in the restorativeness composite was smaller than the groups’ standard deviations of 16.5 and 21.9, illustrating substantial individual variation. These means describe a response profile for further study rather than a stable ranking of the designs.
跨模态分析中,恢复性综合分与脑电情绪指数的 Spearman 相关为 r = 0.50,近似 95% 置信区间为 −0.1 至 0.8。该估计来自 15 项探索性相关分析,区间较宽;它为后续测量研究提出了检验对象,尚不足以确立生理验证关系。认知负荷指标变化很小,论文保留其描述统计,但不据此作实质性解释。Across modalities, the restorativeness composite and EEG emotion index had a Spearman correlation of r = 0.50, with an approximate 95% confidence interval of −0.1 to 0.8. This estimate emerged from 15 exploratory correlations and had a wide interval, identifying a relationship for further measurement research rather than establishing physiological validation. The workload index showed little variation; its descriptive values were retained without substantive interpretation.
本研究将空间如何被使用纳入设计评价:参与者能够在共同的体验序列中自行移动、停留和改变观看方向,并通过献花参与纪念。与仅记录空间视觉特征相比,这一流程为获取建成前的体验反馈提供了可实施的基础。自主探索与纪念交互本身对临场感、可用性和情感的影响,则仍需与匹配的被动观看条件进行比较。The study incorporated how a space is used into design evaluation: within a shared sequence, participants could move, pause and redirect their view, then take part in commemoration through flower placement. This offers an operational basis for collecting experiential feedback before construction alongside the assessment of visual qualities. The effects of exploration and commemorative interaction themselves on presence, usability and affect still require comparison with matched passive-viewing conditions.
纪念空间中的感知恢复性需要与正负性情感一并理解。原型 3 的结果提示,较高的恢复性评价可以与较强的负性情感并存;空间评价需要回应反思与纪念的意义,而非单独追求愉悦。对于建筑设计,下一步可分别考察空间界面形态与个体/集体结果呈现,以及围合、顶部界面和光照的不同组合。Perceived restorativeness in a memorial context needs to be understood alongside positive and negative affect. Prototype 3’s profile suggests that higher restorativeness ratings can coexist with stronger negative affect; evaluation should address reflection and remembrance as well as pleasantness. Subsequent architectural comparisons can distinguish geometry from individual or collective outcome display, and examine enclosure, overhead planes and illumination separately.
研究结论受到样本和设计范围的限制。12 人为背景相近的便利样本,且由实验员分组,结果向真实纪念馆访客推广仍需检验。多个属性同时变化,场景未进行光度校准,也限制了单一空间要素的因果解释。问卷仅在体验后完成,尚不能区分参与者原有差异与参观过程中的情绪变化;改编恢复性工具的结构与效度同样需要进一步评估。The findings are bounded by the sample and study design. The 12 participants formed a relatively homogeneous convenience sample with operator allocation, so transfer to actual memorial visitors requires testing. Simultaneous changes in attributes and the absence of photometric calibration also limit causal interpretation of individual spatial features. Post-exposure-only questionnaires cannot distinguish pre-existing differences from changes during the visit, and the adapted restorativeness instrument needs further structural and construct validation.
测量层面的下一步是建立共享时间戳、事件标记和分阶段时长记录,将历史诱导与尾厅探索、交互期间的反应区分开来,并采用可获取原始信号、处理过程透明的生理测量。结合更大且更多样的样本、一致的引导和更明确的变量控制,才能从本次运行可行性验证进一步推进到更有解释力的设计比较。The next measurement priority is shared timestamps, event markers and stage-level duration records to distinguish responses during historical induction from those during exploration and interaction, together with access to raw signals and transparent physiological processing. Larger and more diverse samples, consistent guidance and clearer control of design variables would allow this feasibility work to develop into more interpretable comparisons of spatial designs.
面向可导航、可交互的 VR 生理实验,集成第一人称视角画面、空间位置与头部朝向、实验阶段与事件标记,以及 EEG、HRV、EDA 等生理数据,实现实时接入、时间戳对齐、记录导出与统一管理。A platform for navigable, interactive VR physiological experiments, integrating first-person imagery, spatial position and head orientation, experimental phases and event markers, and physiological data including EEG, HRV and EDA for real-time acquisition, timestamp alignment, export and unified management.
在可自由导航和交互的 VR 空间实验中,参与者会自主选择移动路线、停留位置与交互时机。即使体验同一场景,不同个体接触空间刺激的顺序和持续时间也会不同,生理反应则随这一过程持续变化。将这些变化与当时的空间位置、实验阶段及具体事件对应,是开展分阶段比较与事件相关分析的基础。In VR spatial experiments that allow navigation and interaction, participants choose their own routes, stopping points and moments of interaction. Even within the same scene, the sequence and duration of exposure to spatial stimuli vary between individuals, while physiological responses change throughout the experience. Linking these changes to spatial position, experimental phases and specific events provides the context for phase-based comparisons and event-related analyses.
为连接空间刺激、行为过程与生理反应,我独立开发了这一平台,并将头显外主观问卷纳入同一工作流程。统一的被试与会话管理,使一次实验的记录能够完整关联,也减少了跨被试整理时反复匹配文件与时间信息的工作。I independently developed this platform to connect spatial stimuli, behaviour and physiological responses, incorporating questionnaires completed outside the headset into the same workflow. Shared participant and session records link the components of each experiment and reduce repeated matching of files and timing information when preparing data across participants.


平台将实验环境、感知接入、数据同步、存储管理与分析组织为五层,各模块通过会话标识和时间信息保持关联。从场景运行到数据导出,实验记录沿同一条数据流程传递,便于追溯不同设备与操作环节产生的信息。The platform organises the experimental environment, sensing, synchronisation, storage and analytics into five layers, linked by session identifiers and timing information. Records follow a continuous data flow from scene operation to export, allowing information from different devices and procedural steps to be traced to its source.


主控界面将头显第一人称画面、平面轨迹和阶段时间线并置,使操作员能够结合空间语境观察移动、转向、停留与交互过程。阶段转换与交互事件随会话保存;现场出现的动作、发声或设备异常也可人工标记,便于回看时定位需要核查的片段。The dashboard places the first-person headset view, plan-based trajectory and phase timeline together, allowing the operator to observe movement, turning, pauses and interactions in their spatial context. Phase transitions and interaction events are saved with the session. Movements, vocalisations or equipment issues observed on site can also be annotated to locate intervals for subsequent review.


平台实时接入并呈现 EEG、HRV、EDA 等生理数据,通过统一时间戳与 VR 行为和事件记录对齐。操作员可围绕同一时间片段查看不同通道的变化,将生理信号放回参与者实际经历的场景与交互过程之中,为后续指标提取和联合分析准备数据。The platform receives and displays EEG, HRV, EDA and other physiological data in real time, aligning them with VR behaviour and event records through a common timestamp framework. Operators can examine changes across channels over the same interval, relating physiological signals to the scene and interactions the participant experienced and preparing the data for feature extraction and joint analysis.
实验前,操作员登记被试、选择空间原型并建立会话,检查头显画面、空间位置与各生理通道的连接和记录状态,再按实验方案完成准备与操作熟悉。Before the experiment, the operator registers the participant, selects a spatial prototype and creates a session. The headset view, spatial position, and connection and recording status of the physiological channels are checked before preparation and familiarisation proceed according to the protocol.
施测时,以纪念馆尾厅场景为例,操作员跟踪参与者从历史影像观看、空间探索到纪念性交互与离场的过程,同时观察生理数据变化,并按需补充现场标记。During the experiment, using the memorial museum terminal hall as an example, the operator follows the participant from viewing historical footage through spatial exploration, commemorative interaction and departure, while monitoring physiological changes and adding annotations as needed.
结束后,参与者摘下头显填写网页问卷,回答与对应会话关联保存。操作员结合录像、阶段和事件记录核对实验过程,随后按场次导出数据并整理备份。After the experiment, the participant removes the headset and completes web questionnaires, with responses saved against the corresponding session. The operator reviews the recording alongside phase and event records, then exports and backs up the session data.


平台以被试、会话和空间原型组织记录,支持从单次实验回看过渡到跨被试数据汇总。在纪念空间 VR 先导研究中,空间轨迹用于观察不同原型中的移动与停留,主观问卷与 EEG 设备派生指标用于描述体验差异。将过程记录与结果指标关联,使后续比较能够回到具体的空间行为与实验语境。The platform organises records by participant, session and spatial prototype, supporting both individual-session review and aggregation across participants. In the memorial-space VR pilot, spatial trajectories were used to examine movement and pauses across prototypes, while questionnaire responses and device-derived EEG indicators described differences in experience. Linking process records with outcome measures allows subsequent comparisons to be considered in their spatial and experimental context.
——以侵华日军南京大屠杀遇难同胞纪念馆史实厅尾厅为例A case study of the terminal hall of the historical exhibition at the Memorial Hall of the Victims in Nanjing Massacre by Japanese Invaders
本研究聚焦纪念馆史实厅尾厅的参观、停留与纪念性交互,将观众空间偏好、个体情绪与行为测量、群体行为仿真相衔接,探索如何将体验研究转化为空间布局与交互设计的优化依据。This study focuses on visiting, pausing and commemorative interaction in the terminal hall of the museum’s historical exhibition. It connects spatial preferences, individual measures of emotion and behaviour, and crowd simulation to examine how research on visitor experience can inform spatial layout and interaction design.
研究缘起于鲁安东教授团队于 2019 年开展的纪念馆空间情感传达评估,以及我在 2025 年参与的空间、情绪与行为现场研究。史实厅尾厅承接前段历史叙事,既是参观流线的收束,也是观众停留、反思与表达纪念的场所,其空间组织关系到历史记忆如何过渡到对和平的思考。The study builds on assessments of emotional communication in the museum conducted by Professor Andong Lu’s team in 2019, and field research on space, emotion and behaviour in which I participated in 2025. The terminal hall concludes the historical exhibition and offers a place to pause, reflect and commemorate. Its spatial organisation shapes the transition from engaging with historical memory to reflecting on peace.
前期评估显示,尾厅部分展项与留言区域获得的关注和参与相对有限,而实际参与交互的观众呈现出较强的情绪反应。现场录像中还可观察到家庭共同参观、拍照、短暂停留与倚墙休息等行为;这些活动与观看展陈、通行和纪念性交互共享有限空间,形成了需要协调的使用需求。Earlier assessments found relatively limited attention to and participation in some exhibits and the message area, alongside stronger emotional responses among visitors who engaged in interaction. Field recordings also documented family visits, photography, brief pauses and resting against walls. These activities share limited space with exhibit viewing, circulation and commemorative interaction, creating competing demands that spatial design needs to address.
因此,研究从尾厅的具体使用问题出发,追问哪些空间条件影响观众的选择与体验,以及适合个体停留和交互的空间,在多人同时使用时能否兼顾通行、可达性与空间利用。The research therefore starts from the practical use of the terminal hall: which spatial conditions influence visitors’ choices and experiences, and can spaces that support individual pauses and interaction also accommodate circulation, accessibility and shared use?



研究以空间偏好筛选、VR 个体评估和群体智能体仿真构成连续的证据链。首先依据现场调研与文献提取空间属性,通过离散选择实验估计偏好及属性间的交互作用,再结合后续方案比较,筛选具有代表性的空间原型。The research links spatial preference elicitation, individual VR evaluation and agent-based crowd simulation. Site investigation and literature inform the spatial attributes; a discrete choice experiment estimates preferences and interactions between attributes, followed by further comparisons to select representative spatial prototypes.
随后计划将这些原型转化为可导航、可交互的 VR 场景,结合 EEG、HRV、EDA 等生理指标、移动与停留记录,以及体验结束后在头显外完成的问卷,比较个体的情绪与行为反应。在此基础上,利用实验获得的行为信息构建智能体模型,考察不同布局下的通行、停留、拥挤与空间利用。The selected prototypes will then be developed into navigable, interactive VR scenes. Physiological measures such as EEG, HRV and EDA, movement and dwell records, and questionnaires completed outside the headset after the experience will be used to compare individual emotional and behavioural responses. Behavioural information from the experiments will subsequently inform agent-based models of circulation, dwelling, congestion and spatial use across layouts.
个体体验与群体使用的证据最终汇合到设计层面,为纪念性交互单元的位置、数量、间距及流线组织提供优化建议,并通过仿真比较检视调整后的空间表现。Evidence on individual experience and collective use will inform recommendations for the location, number and spacing of commemorative interaction units and the organisation of circulation. Simulation comparisons will examine how these adjustments affect spatial performance.
以纪念馆平面与屋顶 CAD 图纸为基础,结合全景影像和现场照片,建立尾厅及相邻空间的数字模型。建模覆盖入口、留言区、和平主题展墙、廊桥及顶部界面,将现场的空间边界和主要构件转化为后续方案比较的共同基底。A digital model of the terminal hall and adjoining spaces was developed from the museum’s floor and roof CAD drawings, panoramic imagery and site photographs. It includes the entrance, message area, peace-themed display wall, bridge and overhead boundaries, providing a shared spatial base for subsequent comparisons.


在现场问题与文献梳理的基础上,将空间条件归纳为围合形式、顶部界面、互动姿态、整体布局、界面通透性、几何形态与材质肌理七类属性。D-optimal 实验设计从 648 种可能组合中选出 60 个方案,每个方案分别制作整体与近景视图,共形成 120 张灰模刺激图。Drawing on site observations and the literature, seven attributes describe enclosure, overhead boundaries, interaction posture, overall layout, visual permeability, geometry and material texture. A D-optimal design selects 60 alternatives from 648 possible combinations. Each alternative is rendered from an overall and a close-up viewpoint, producing 120 clay-render stimuli.
整体视图用于识别布局、通行与交互区的空间关系,近景视图呈现局部围合、装置和肌理。渲染统一视角、光照与色彩设置,材质差异以灰度肌理表达;声学因素另设问卷条目。Overall views show relationships between layout, circulation and the interaction area, while close-up views communicate local enclosure, the interaction installation and texture. Camera, lighting and colour settings are standardised, with material differences represented through grayscale textures. Acoustic factors are addressed in separate questionnaire items.

首轮问卷面向纪念馆现场观众,在参观情境中通过电子问卷呈现选择任务。每题包含“方案 A”“方案 B”与“都不愿意”三个选项,以整体和近景图配合展示空间差异;两个方案共有的属性在题面中弱化,便于观众聚焦真正需要权衡的条件。The first-round questionnaire is designed for visitors on site at the museum, using an electronic questionnaire to present choice tasks within the visit context. Each task offers Alternative A, Alternative B and neither, with overall and close-up images showing spatial differences. Shared attributes are visually deemphasised so visitors can focus on the conditions that differ between alternatives.
| 对比项Attribute | 方案 AAlternative A | 方案 BAlternative B |
|---|---|---|
| 围合方式Enclosure | 四面围合Enclosed on four sides | 四面围合Enclosed on four sides |
| 操作姿势Interaction posture | 站立平视操作Standing, eye-level interaction | 弯腰俯身操作Bending forward to interact |
| 隔断通透Partition transparency | 半透(竖向格栅)Semi-transparent (vertical slats) | 完全透明(玻璃)Fully transparent (glass) |
| 形状Shape | 方正、有棱角Rectilinear, with angular edges | 方正、有棱角Rectilinear, with angular edges |
| 材质Material | 木材材质Wood | 水泥材质Cement |
| 设备位置Installation layout | 两两一组Arranged in pairs | 靠墙布置Positioned along the wall |
| 头顶情况Overhead condition | 透光顶棚Light-transmitting canopy | 头顶完全开放(同现状)Fully open overhead (existing condition) |
60 个方案组成 30 道选择题,分为 6 组。每位参与者完成其中一组的 5 道题,其中 4 道用于模型估计,1 道为留出检验题。设计同时关注四组属性交互:围合形式与顶部界面、围合形式与界面通透性、整体布局与互动姿态,以及顶部界面与互动姿态,用于考察空间条件组合后如何共同影响选择。The 60 alternatives form 30 choice tasks arranged in six blocks. Each participant completes one block of five tasks: four for model estimation and one hold-out task. The design also examines four attribute interactions: enclosure with overhead boundaries, enclosure with permeability, layout with interaction posture, and overhead boundaries with interaction posture, to investigate how combinations of spatial conditions influence choice.
完整问卷依次包含知情同意与背景信息、空间选择任务、声学偏好、属性关注与当下情绪条目,并以创伤知情的方式收尾。题目采用“沉淀情绪”等中性措辞,避免预设观众应当感到愉悦或平静。现场数据收集完成后,将通过选择模型估计属性效用及交互作用,为后续原型筛选提供依据。The complete questionnaire covers informed consent and background information, spatial choice tasks, acoustic preferences, attribute attention and current emotional state, followed by a trauma-informed closing. Neutral wording such as “reflect on emotions” avoids assuming that visitors should feel happy or calm. Following field data collection, choice models will estimate attribute utilities and interactions to inform prototype selection.
场地基底模型、空间属性与选择任务设计、120 张灰模刺激图已完成。完整电子问卷及纪念馆现场工作材料均已备齐,待馆方批准后开展现场施测。The site model, spatial attributes, choice-task design and 120 clay-render stimuli are complete. The full electronic questionnaire and museum fieldwork materials are ready, with on-site administration awaiting museum approval.
下一步将进行现场数据收集与偏好分析,随后推进空间原型筛选、正式 VR 评估与群体仿真。已完成的交互式 VR 先导研究和自主开发的数据集成平台,为后续实验提供场景搭建、过程监控和数据管理方面的基础。The next steps are field data collection and preference analysis, followed by spatial prototype selection, formal VR evaluation and crowd simulation. The completed interactive VR pilot and independently developed data integration platform provide a foundation for scene development, experiment monitoring and data management.
2026年7月26日至29日,参加由清华大学建筑学院城市人因实验室与三七互娱联合主办的“Encoded Space 2026”学术研讨会,探讨数字时代空间建构的前沿发展。From 26 to 29 July 2026, I attended the “Encoded Space 2026” symposium, jointly organised by the Urban Ergonomics Lab, School of Architecture, Tsinghua University, and 37 Interactive Entertainment, exploring emerging developments in spatial construction in the digital age.


2025年5—7月,全程参与工作室开展的纪念馆“空间—情绪—行为”关联性验证研究,在不同展馆协助收集观众的主观情绪与行为问卷、客观视频观测资料、物理环境参数及全景影像。研究将观众自述、现场行为记录与空间环境信息相结合,为后续分析展馆空间与观众体验之间的关系建立资料基础。持续的现场调查也加深了我对纪念馆展陈组织、观众活动及实际参观情境的理解。From May to July 2025, I participated throughout the studio’s study of relationships among space, emotion and behaviour in a memorial museum. Across exhibition halls, I helped collect visitor questionnaires on emotions and behaviour, video observations, physical environmental measurements and panoramic images. Combining self-reports, observed behaviour and spatial information established a basis for analysing relationships between exhibition spaces and visitor experience. Sustained fieldwork also deepened my understanding of exhibition organisation, visitor activity and the actual context of museum visits.
围绕博物馆空间中的视觉、听觉、触觉等多感官线索,参与梳理其影响观众情绪与行为的理论基础和研究进展。综述将空间形态、展陈布置、光环境与感官体验联系起来,关注不同环境要素如何共同参与观众的感知、情绪反应和参观行为。这一工作为理解纪念空间中的多感官体验提供了理论积累,也为后续从空间环境、交互参与与情感体验的关系出发开展实证研究奠定了基础。I contributed to a review of the theoretical foundations and research on how visual, auditory and tactile cues in museum spaces relate to visitor emotion and behaviour. The review connects spatial form, exhibition layout and lighting with sensory experience, examining how environmental factors jointly shape perception, emotional responses and visiting behaviour. This work provided a theoretical foundation for understanding multisensory experience in memorial spaces and for subsequent empirical research into the relationships between spatial environments, interaction and emotional experience.

基于2025年现场研究收集的情绪状态与行为问卷,借助SPSS与AMOS开展验证性因子分析和结构方程模型分析,将展览感知质量、沉浸式观展行为及情绪—行为转化效能与不同类型的情绪体验联系起来。分析重点关注观众与展品互动等参与行为,以及这些行为与情感体验之间的关联。模型结果为理解纪念馆中的交互参与提供了数据依据,也为后续围绕具体空间条件和交互方式开展研究提供了线索。Using the emotion and behaviour questionnaires collected during the 2025 field study, I conducted confirmatory factor analysis and structural equation modelling with SPSS and AMOS. The analysis connected perceived exhibition quality, immersive viewing behaviour and the effectiveness of emotion-to-behaviour translation with different forms of emotional experience. It focused on participation, including interaction with exhibits, and its relationships with emotional experience. The model results informed the understanding of visitor interaction in the memorial museum and provided directions for subsequent research on specific spatial conditions and forms of interaction.
参与重点省份中华古城数字图谱“一城五图”的历史影像处理与空间校准。项目在老城历史卫星影像地图集编绘的基础上,结合历史遥感影像与现代卫星数据开展古今对照,以机器学习辅助风貌保护区识别,形成县域图、老城图、现状图、保护区建议图与历史风貌复原图,为古城的系统性保护提供数据基础。I contributed to historical imagery processing and spatial registration for the “One City, Five Maps” initiative in selected provinces. Building on atlases of historical satellite imagery of old cities, the project combines historical and contemporary satellite data for past–present comparison and uses machine learning to assist in identifying historic conservation areas. Its five map types—county, old city, current conditions, proposed conservation areas and historical townscape reconstruction—provide a data foundation for the systematic conservation of historic cities.
面向建筑中庭玻璃屋顶的遮阳与光伏利用,将折叠光伏板、滑轨和控制电路集成为可装配的屋顶模块。模块可在收纳与不同展开层级之间切换,并根据中庭不同位置的采光和遮阳需求分别调节,将屋顶发电构件与室内光环境调节相结合。The design integrates folding photovoltaic panels, guide rails and control circuitry into modular roof components for atrium glazing. Each module can switch between a stowed position and different deployment levels, with individual adjustment for daylight and shading conditions across the atrium, combining solar power generation with indoor light control.
将低空飞行器的停放、换电和物流转运功能与公交候车设施集成,通过舱体、升降停放平台与货物传送装置组织飞行器和包裹的进出流程。站台同时配置光伏供能、信息显示与照明设施,探索城市街道基础设施与低空物流节点的复合利用。The design combines aircraft parking, battery exchange and parcel transfer with a bus shelter. An enclosed cabin, lifting platforms and conveyor mechanisms organise aircraft access and parcel handling, while photovoltaic panels, information displays and lighting support the station’s shared role as street infrastructure and a low-altitude logistics node.
面向坡屋面光伏组件的展开、收纳与天气防护需求,采用折叠光伏板、滑轨、电控传动链条和铰接滑轮构成活动式装置。光伏板沿坡面由底部逐步展开,收纳时集中进入金属保护结构;多个模块可沿屋面联排布置,将光伏发电与坡屋面的构造条件相结合。Designed for deployment, stowage and weather protection on sloped roofs, the device combines folding photovoltaic panels, guide rails, electrically driven chains and articulated rollers. Panels unfold progressively up the slope from the lower edge and retract into a protective metal housing. Multiple units can be arranged side by side to integrate solar generation with pitched-roof construction.
关注传感技术如何量化室内多维人因反应,以及计算方法如何支持建筑环境分析。Examining how sensing technologies quantify multidimensional human responses indoors, and how computational methods support built-environment analysis.
参与传感技术量化室内人–建筑交互的系统综述与元分析,研究多维人因反应的测量。本人为第二作者;稿件正在 HSSC 返修修改中。Contributed to a systematic review and meta-analysis of sensing-based human–building interaction, focusing on multidimensional human responses. I am the second author; the manuscript is under revision for HSSC.
查看稿件记录View manuscript record参与基于 SST-DT 策略的建筑室外风环境自动预测研究。本人为第三作者,论文发表于 Buildings(2026)。Contributed to research on automated prediction of building outdoor wind environments using the SST-DT strategy. I am the third author; the paper was published in Buildings (2026).
查看已发表论文View published paper从石质建筑保护到历史空间数据整理,持续探索建筑研究与数字方法的结合。Connecting architectural research with digital methods, from stone conservation to historical spatial data.
2020–2022 年,在中国矿业大学期间主持乡土石砌民居病害与修复研究,参与徐海道署照壁石质劣化研究,涉及两项国家级大学生创新项目。During 2020–2022 at China University of Mining and Technology, I led research on deterioration and repair of vernacular stone-masonry dwellings and contributed to a stone deterioration study at the Xuhai Administration site, across two national undergraduate innovation projects.
2025 年参与南京大学“中华古城数字图谱”,使用 ArcGIS 进行历史影像处理与空间校准。Contributed to Nanjing University’s Digital Atlas of Ancient Chinese Cities in 2025, using ArcGIS for historical imagery processing and spatial calibration.
围绕建筑参数化设计的发展与应用开展研究,相关一作论文发表于《中华建设》(2023)。Studied the development and application of architectural parametric design, with a first-author paper published in China Construction (2023).
关注高密度街区中由沿街建筑界面、通道、小广场与口袋绿地组成的日常步行空间。Focusing on everyday walking spaces formed by building frontages, passages, small squares and pocket green spaces in high-density neighbourhoods.
拟使用可交互、可导航的 VR,考察建筑界面与绿化配置如何影响视觉暴露、短时压力恢复和自主步行选择。I aim to use interactive, navigable VR to examine how architectural interfaces and greenery affect visual exposure, short-term stress recovery and walking choices.
以上为正在构思的研究方案,尚非已完成的实验或验证结果。This is a research concept in development, not a report of completed experiments or validated results.