18,228 research outputs found

    V-Sphere Rubik's Bookcase Interface for Exploring Content in Virtual Reality Marketplace

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    In this work, we developed a new interface concept for content exploring in immersing Virtual Reality environments. In our shopping interface, we represent products as true 3D shapes with global illumination effects. This representation can provide more realistic and consistent Virtual Reality experience. Our shopping interface is really a giant spherical Rubik’s cube that consists of closed loops of book-shelves or cabinets. Users, who are located inside of this spherical Rubik interface will feel like they are in front of a spherical bookcase that consists of an infinite number of rows and columns. They can view the products by simply sliding rows horizontally and by sliding columns vertically. Further more, we discovered additional scenarios where users can grab the products by distance and examine their suitability by placing them into real environment. This new 3D interface concept can help to develop more realistic 3D interactive shopping framework in the future

    V-Sphere Rubik's Bookcase Interface for Exploring Content in Virtual Reality Marketplace

    Get PDF
    In this work, we developed a new interface concept for content exploring in immersing Virtual Reality environments. In our shopping interface, we represent products as true 3D shapes with global illumination effects. This representation can provide more realistic and consistent Virtual Reality experience. Our shopping interface is really a giant spherical Rubik’s cube that consists of closed loops of book-shelves or cabinets. Users, who are located inside of this spherical Rubik interface will feel like they are in front of a spherical bookcase that consists of an infinite number of rows and columns. They can view the products by simply sliding rows horizontally and by sliding columns vertically. Further more, we discovered additional scenarios where users can grab the products by distance and examine their suitability by placing them into real environment. This new 3D interface concept can help to develop more realistic 3D interactive shopping framework in the future

    The effects of belongingness on the Simultaneous Lightness Contrast: A virtual reality study

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    Simultaneous Lightness Contrast (SLC) is the phenomenon whereby a grey patch on a dark background appears lighter than an equal patch on a light background. Interestingly, the lightness difference between these patches undergoes substantial augmentation when the two backgrounds are patterned, thereby forming the articulated-SLC display. There are two main interpretations of these phenomena: The midlevel interpretation maintains that the visual system groups the luminance within a set of contiguous frameworks, whilst the high-level one claims that the visual system splits the luminance into separate overlapping layers corresponding to separate physical contributions. This research aimed to test these two interpretations by systematically manipulating the viewing distance and the horizontal distance between the backgrounds of both the articulated and plain SLC displays. An immersive 3D Virtual Reality system was employed to reproduce identical alignment and distances, as well as isolating participants from interfering luminance. Results showed that reducing the viewing distance resulted in increased contrast in both the plain- and articulated-SLC displays and that, increasing the horizontal distance between the backgrounds resulted in decreased contrast in the articulated condition but increased contrast in the plain condition. These results suggest that a comprehensive lightness theory should combine the two interpretations

    Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design

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    Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario

    Emotional Qualities of VR Space

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    The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a user study in a six-sided projected immersive display that utilized equivalent design attributes of brightness, color and texture in order to assess to which extent the emotional response in a simulated environment is affected by the same parameters affecting real environments. Since emotional response depends upon the context, we evaluated the emotional responses of two groups of users: inactive (passive) and active (performing a typical daily activity). The results from the perceptual study generated data from which design principles for a virtual living space are articulated. Such a space, as an alternative to expensive built dwellings, could potentially support new, minimalist lifestyles of occupants, defined as the neo-nomads, aligned with their work experience in the digital domain through the generation of emotional experiences of spaces. Data from the experiments confirmed the hypothesis that perceivable emotional aspects of real-world spaces could be successfully generated through simulation of design attributes in the virtual space. The subjective response to the virtual space was consistent with corresponding responses from real-world color and brightness emotional perception. Our data could serve the virtual reality (VR) community in its attempt to conceive of further applications of virtual spaces for well-defined activities.Comment: 12 figure

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

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    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

    Get PDF
    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models
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