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CURIOSITY, MEMORY, AND THE PLACE

Abstract

This study delves into how building layouts influence visitor emotions and motivation, examining their impact on curiosity and memory in three distinct phases. First, it explores how a spatial environment's organization correlates with curiosity. Second, it investigates how curiosity influences spatial memory. Finally, it analyzes how the layout of a space affects memory retention. The methodology involves participants experiencing three different environments using head-mounted devices within a virtual reality setting. The isovist method quantifies visual elements, assessing the openness of each space. Behavioral data, including movement patterns, exploration duration, and attentional focus, is collected during this VR exploration. This data is captured using Unity programming in C# and the Tobii eye-tracking feature of the Vive Pro Eye headset. Additionally, neural data is recorded using fNIRS to identify potential patterns in dopamine-rich brain areas and memory systems, particularly regarding the interaction between curiosity and memory. The underlying hypothesis posits that an ideal environment strikes a balance between openness and mystery, enhancing both curiosity and spatial memory. The study's outcomes reveal compelling insights: semi-open plans evoke what's termed "distributed curiosity," leading to increased memorability and perceived liveliness. Conversely, compartmentalized layouts with limited visual information prove to be confusing, uninteresting, and least memorable. These varying levels of openness evoke different types of curiosity, referred to as "compacted" and "distributed" curiosity, impacting memorability based on the available visual information for cognitive mapping. In essence, the study highlights the importance of spatial layouts in evoking curiosity and enhancing memory formation. By understanding how openness and mystery influence curiosity types and subsequent memory recall, it offers valuable insights for creating more engaging and memorable environments.

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