6 research outputs found

    The sense of direction in virtual environments

    Get PDF
    Cataloged from PDF version of article.Improvements in the computer technology lead people to investigate the potential of the virtual environments. The spatial factors, that are significant for spatial navigation in real- world environments, are important also in virtual environments. Performances of people during navigation through a virtual environment may be influenced by the individual differences as well as the learning method of the layout. In this experiment, sense of direction as an important spatial ability has been investigated considering the influence of gender and learning methodology in the virtual environments (VEs). The analysis of the experiment showed that sense of direction has a positive effect on the performances of the independent viewpoint participants in misaligned questions. Apart from this, contrary to the earlier bias, no significant difference was found related to gender and sense of direction ability as well as the learning performances of the participants in the VE.Kutlu, Z GözdeM.S

    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

    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

    Manual asymmetries in the kinematics of reach-to-grasp actions

    Get PDF
    xiv, 121 leaves : ill. ; 29 cmThe purpose of this thesis was to investigate manual asymmetries in the reach-to-grasp movement based on two hypotheses: 1) manual asymmetries are resultant from asymmetries in the dorsal vision-for-action system; and 2) manual asymmetries are contingent on task difficulty. Participants grasped glasses of water under different visual-feedback conditions. Demand was manipulated by varying the level of the water contained in the glass. Hand asymmetries of the reach-to-grasp movement were studied through kinematic analyses. Visual feedback availability and task demand affected all kinematic measures. Manual asymmetries were found in peak velocity, movement time, and variability of maximum grip aperture. Consistent with reach-to-point literature, reach-to-grasp actions were faster and more accurate when performed with the right hand and when guided by the dorsal vision-for-action system. The results of the thesis provide support for a theory of left-hemisphere specialization for the visual control of actions

    Factors Affecting the Perception of Interobject Distances in Virtual Environments

    No full text
    Two experiments explored four factors that may influence people's judgments of exocentric (interobject) distances in virtual environments. Participants freely navigated in a simple virtual environment and repeatedly made magnitude estimations of exocentric distances. Distances were generally overestimated. An exponential model (Steven's power law) fit the data and exponent estimates were generally less than unity. Geometric field of view and the presence of feedback were found to have the strongest effect on accuracy. Display type (head-mounted vs. desktop) and the presence of additional perspective cues were less influential. Distance perception in VE's 3 . 1. Introduction In the last few years, major claims have been made about the potential efficacy of virtual environments (VE's) for training knowledge and skills (see Seidel & Chatelier, 1997; Winn, 1998). These applications generally require trainees to learn the spatial characteristics of a computer-generated environment and the..
    corecore