[sci.virtual-worlds] Visual Environments and Health

cyberoid@milton.u.washington.edu (Robert Jacobson) (12/08/90)

Last night I had the opportunity to hear Dr. Roger Ulrich, associate
dean of research at Texas A&M and a social psychologist, discuss the
meaning of the visual environment for health.  He and his colleagues
use various empirical measurements (like blood pressure, recovery
from surgery, hospital visits, etc.) to understand how the visual
environment affects the physiology and, by implication, the psychology
of human beings.

Ulrich states that the research is almost incontrovertible that
exposure to "nature," even in a representational form (as on a poster),
is absolutely essential to human health.  People don't get sick as
often, and get well quicker (even from such traumatic procedures as
major heart surgery), if they can visually experience natural scenes.
In Sweden, where much of Ulrich's work is done and where his primary
collaborators are located, this research is resulting in the redesign
of hospitals and other health institutions, as well as larger habitats,
to incorporate more natural scenes.  (Such has always been an intuitive
part of Scandinavian landscape design.)

Two very interesting anecdotes:  First, abstract art in hospitals is
often physically attacked by mental health patients and, if placed in
proximity to other patients, may retard recovery; art depicting
nature is never attacked and seems to improve recovery.  Second, at
Stanford Medical Center, where an architect somehow failed to include
windows in the Intensive Care Unit (which are required by building
codes), the management tried to slip by with an "artificial window."
This artificial window is a computer-generated image of a natural
scene, with even the sun's procession across the sky simulated by a
chip.  The manufacturers of this window (no doubt some whizzes at
Stanford), which retails for $20,000, tried to get Ulrich to validate
the usefulness of the artificial window as a substitute for the real
thing.  "They had dollar signs in their eyes," said Ulrich, "but all
that would have meant would be more buildings built without windows."

In designing virtual worlds, once they're not just for our own
enjoyment, we may need to be more careful to consider their effects
on other people.  I know that Virtual Seattle was well received,
perhaps more so than other virtual worlds that have been created
(like all the very playful, but very abstract worlds created by VPL),
because it offered people an ordered alternative to reality.  All
the creative fervor engendered by virtual technology may be fine for
expressive art -- just as Picasso and Mondrian created great art for
the general population -- but the consequences of abstract virtual
worlds, like abstract art, for vulnerable populations should be kept
in mind.

Bob Jacobson
Human Interface Technology Lab            Moderator, sci.virtual-worlds