6 research outputs found

    Evaluating the effectiveness of spatial information in EIA reports from a public participation perspective : case study of selected projects in South Africa

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    Abstract: The aim of this study was to evaluate the effectiveness of spatial information used and presented during EIA processes, public participation process (PPP) and inside Environmental Impact Assessment Reports (EIARs) from a public participation perspective. To achieve this aim, the spatial information in 25 EIARs was evaluated on how it was utilised and presented for proposed renewable energy projects in the Northern Cape province. Such spatial representations help stakeholders to understand the geographical location of the proposed projects, their environmental feasibility, spatial extent, anticipated environmental and socio-economic impacts and how such information catered to the needs of stakeholders. Thus, the research identified the different uses of spatial representations and their varying degrees of visual realisms. The results revealed different types of spatial illustrations along with their degrees of visual realism. Furthermore, this study indicated different dimensions of PP and how the issues and concerns that were documented related to the use and depiction of spatial information. These dimensions (notification methods, participation method, venue, language used and type of participants) were evaluated alongside the issues and concerns that were raised by the EIA stakeholders. Lastly, a number of recommendations have been suggested for improved quality of spatial information provided during EIA processes. Keywords: Environmental impact assessment, public participation process, spatial information, categories of spatial information, visual realism and dimensions of public participation.M.Sc. (Environmental Management

    Human Perception of Visual Realism for Photo and Computer-Generated Face Images

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    Computer-generated (CG) face images are common in video games, advertisements, and other media. CG faces vary in their degree of realism, a factor that impacts viewer reactions. Therefore, efficient control of visual realism of face images is important. Efficient control is enabled by a deep understanding of visual realism perception: the extent to which viewers judge an image as a real photograph rather than a CG image. Across two experiments, we explored the processes involved in visual realism perception of face images. In Experiment 1, participants made visual realism judgments on original face images, inverted face images, and images of faces that had the top and bottom halves misaligned. In Experiment 2, participants made visual realism judgments on original face images, scrambled faces, and images that showed different parts of faces. Our findings indicate that both holistic and piecemeal processing are involved in visual realism perception of faces, with holistic processing becoming more dominant when resolution is lower. Our results also suggest that shading information is more important than color for holistic processing, and that inversion makes visual realism judgments harder for realistic images but not for unrealistic images. Furthermore, we found that eyes are the most influential face part for visual realism, and face context is critical for evaluating realism of face parts. To the best of our knowledge, this work is a first realism-centric study attempting to bridge the human perception of visual realism on face images with general face perception tasks

    Video game graphics and players’ perception of subjective realism.

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    This work explores how people who play and develop video games perceive realism. ‘Realism’ is a very broad term and has different meanings for different people, therefore in this project the terms 'realism’ and ‘visual fidelity’ are used to refer to the visuals and their appearance in video games. This helps define what is perceived as believable and close to real-life by consumers as well as developers. Realism can clearly be noticed in the artistic aspect of games; accordingly, this project focuses on this side of the subject. In order to understand why visual fidelity is an important factor in game development, this work provides a brief summary of the history of video games. As Physically Based Rendering is commonly used nowadays, the project aims to understand the contribution of PBR31 to achieving realism. The project aims to investigate how game developers achieve visual fidelity and realistic environments. It will consider what is needed to create visuals that are perceived as realistic and what distinguishes the realistic aesthetic from other art styles in video games. Lighting, texture maps, workflows and other terms are discussed, in conjunction with exploring consumer opinion on the subject. The project employs a qualitative research method through asking game developers and gamers for their opinions on themes regarding the subject to help establish whether there is a different understanding of the term in the different groups. To understand better why visuals are sometimes perceived as ‘creepy’ and as part of the ‘uncanny valley’, related psychological aspects and influences are taken into account. This work also investigates how other aspects of the development process (design, animation, narrative, sound, etc.) assist the visual art with conveying realism to the customers. This also aids the formation of a hypothesis of whether true realism in video games will ever be accomplished
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