Graph-based analysis of work-from-home layouts and affective responses in virtual reality

This study examines a graph-based learning framework for modelling associations between work-from-home (WFH) furniture layouts and users' affective responses in immersive virtual reality (VR). Forty-three participants evaluated two layout conditions-self-arranged and researcher-arranged-in a controlled 4.2 × 4.2 m room environment, yielding 85 valid layout cases. Layouts were reconstructed in Unity and rated on six outcomes: perceived visual complexity, satisfaction, concentration, sense of control, inclination to use the workspace, and perceived performance. Each layout was represented as a spatial graph, with furniture and architectural elements encoded as nodes and proximity-based relationships encoded as edges. A GraphSAGE model with attention pooling jointly predicted the six outcomes under weighted MSE, achieving a mean absolute error of 0.684 and variance-weighted R² of approximately 0.659 in five-fold cross-validation. Compared with non-graph baseline models, the graph-based model showed lower prediction error in this dataset while also providing interpretable node- and edge-level importance patterns. GNNExplainer highlighted desk-related relationships, including desk-window, desk-door, and desk-storage configurations, as influential subgraphs. Rather than establishing a general theory of space-emotion interaction, the study demonstrates the methodological value of graph-based representation for evaluating how object-level spatial relationships in WFH layouts are associated with user experience.

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Publication Details

Journal
Scientific Reports
Published
2026-06-29
DOI
https://doi.org/10.1038/s41598-026-60168-8
Primary Topic
Building Energy and Comfort Optimization
Type
article
Field-Weighted Citation Impact
0.00

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article

Graph-based analysis of work-from-home layouts and affective responses in virtual reality

So Yeon Park, Sung-Bin Yoon
Scientific Reports
Building Energy and Comfort Optimization
article

Graph-based analysis of work-from-home layouts and affective responses in virtual reality

So Yeon Park, Sung-Bin Yoon
article en

Abstract

This study examines a graph-based learning framework for modelling associations between work-from-home (WFH) furniture layouts and users' affective responses in immersive virtual reality (VR). Forty-three participants evaluated two layout conditions-self-arranged and researcher-arranged-in a controlled 4.2 × 4.2 m room environment, yielding 85 valid layout cases. Layouts were reconstructed in Unity and rated on six outcomes: perceived visual complexity, satisfaction, concentration, sense of control, inclination to use the workspace, and perceived performance. Each layout was represented as a spatial graph, with furniture and architectural elements encoded as nodes and proximity-based relationships encoded as edges. A GraphSAGE model with attention pooling jointly predicted the six outcomes under weighted MSE, achieving a mean absolute error of 0.684 and variance-weighted R² of approximately 0.659 in five-fold cross-validation. Compared with non-graph baseline models, the graph-based model showed lower prediction error in this dataset while also providing interpretable node- and edge-level importance patterns. GNNExplainer highlighted desk-related relationships, including desk-window, desk-door, and desk-storage configurations, as influential subgraphs. Rather than establishing a general theory of space-emotion interaction, the study demonstrates the methodological value of graph-based representation for evaluating how object-level spatial relationships in WFH layouts are associated with user experience.

Scientific Reports
Seoul National University of Science and Technology (KR), Joongbu University (KR)
National Research Foundation of Korea
Sustainable cities and communities
Openalex Percentile: Top 10%
Building Energy and Comfort Optimization
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