14 research outputs found

    Virtual Reality

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    At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    Sustainability: paradigm, dilemma, or problem in urban policy

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    Tiled projector displays are a common choice for training simulators, where a high resolution output image is required. They are cheap for the resolution that they can reach and can be configured in many different ways. Nevertheless, such kinds of displays require geometric and color correction so that the composite image looks seamless. Display correction is an even bigger challenge when the projected images include dark scenes combined with brighter scenes. This is usually a problem for railway simulators when the train is positioned inside a tunnel and the black offset effect becomes noticeable. In this paper, a method for fast photometric and geometric correction of tiled display systems where dark and bright scenes are combined is presented. The image correction is carried out in two steps. First, geometric alignment and overlapping areas attenuation for brighter scenes is applied. Second, in the event of being inside a tunnel, the brightness of the scene is increased in certain areas using light sources in order to create the impression of darkness but minimizing the effect of the black offse

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Evaluation of the new Design Summer Year weather data using parametrical buildings

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    The Charted Institution of Building Services Engineers (CIBSE) updated the near extreme weather (Design Summer Year – DSY) for all 14 locations in the UK in 2016. This new release attempts to address the underlying shortcomings of the previous definition where the averaged dry bulb temperature was the sole metric to choose DSY among source weather years. The aim of this research is to evaluate whether the new definition of the probabilistic DSYs can consistently represent near extreme condition. London historical weather data and their correspondent DSYs were used in this research. Dynamic thermal modelling using EnergyPlus was carried out on large number single zone offices (parametric study) which represent a large portion of cellular offices in the UK. The predicted indoor warmth from the sample building models show that these new definitions are not always able to represent near extreme conditions. Using multiple years as DSY is able to capture different types of summer warmth but how to use one or all of these DSYs to make informed judgement on overheating is rather challenging. The recommended practice from this research is to use more warm years for the evaluation of overheating and choose the near extreme weather from the predicted indoor warmt

    Age composition and survival of public housing stock in Hong Kong

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    Emerging notably in more developed regions, building stock ageing which is characterised by shrinking new completions and falling “mortality” has been posing challenges to various stakeholders in built environment. To find way out of this transition, we need to know how long buildings will last these days and the factors leading to their “mortality”. By using data from 1950s till to date, a comprehensive investigation is conducted to analyse the age composition and life expectancy of public housing stock in Hong Kong. What comes after are survival analysis and empirical analysis of those demolished to identify the key factors leading to demolition. Presented in this paper are the preliminary findings as well as the research agenda on the theme to model age composition and survival of both private and public building stocks in Hong Kong and other similar cities in Asia Pacific Rim such as Adelaide and Singapore, together with research activities to formulate policies for sustainable urban management
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