113,575 research outputs found

    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

    Presence and task performance:an approach in the light of cognitive style

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    The paper highlights the relationship between each of four bi-polar dimensions of personality cognitive style, such as extraversion–introversion, sensing–intuition, thinking–feeling and judging–perceiving, and the level of sense of presence experienced. Findings indicate that individuals who are more sensitive, more feeling or more introverted experience a higher level of presence. While not reaching statistical significance, differing cognitive styles appear to impact on task performance. The apparent negative relationship discovered between sense of presence and task performance should be considered in the light of task characteristics. We discuss the implications of these findings and how they contribute to an understanding of the complex relationship that exists between presence and task performance and how this subsequently ought to influence the design of virtual environments

    Modelling virtual urban environments

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    In this paper, we explore the way in which virtual reality (VR) systems are being broadened to encompass a wide array of virtual worlds, many of which have immediate applicability to understanding urban issues through geocomputation. Wesketch distinctions between immersive, semi-immersive and remote environments in which single and multiple users interact in a variety of ways. We show how suchenvironments might be modelled in terms of ways of navigating within, processes of decision-making which link users to one another, analytic functions that users have to make sense of the environment, and functions through which users can manipulate, change, or design their world. We illustrate these ideas using four exemplars that we have under construction: a multi-user internet GIS for Londonwith extensive links to 3-d, video, text and related media, an exploration of optimal retail location using a semi-immersive visualisation in which experts can explore such problems, a virtual urban world in which remote users as avatars can manipulate urban designs, and an approach to simulating such virtual worlds through morphological modelling based on the digital record of the entire decision-making process through which such worlds are built

    The Effects of Task, Task Mapping, and Layout Space on User Performance in Information-Rich Virtual Environments

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    How should abstract information be displayed in Information-Rich Virtual Environments (IRVEs)? There are a variety of techniques available, and it is important to determine which techniques help foster a user’s understanding both within and between abstract and spatial information types. Our evaluation compared two such techniques: Object Space and Display Space. Users strongly prefer Display Space over Object Space, and those who use Display Space may perform better. Display Space was faster and more accurate than Object Space for tasks comparing abstract information. Object Space was more accurate for comparisons of spatial information. These results suggest that for abstract criteria, visibility is a more important requirement than perceptual coupling by depth and association cues. They also support the value of perceptual coupling for tasks with spatial criteria

    Perception, cognition, and action in hyperspaces: implications on brain plasticity, learning, and cognition

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    We live in a three-dimensional (3D) spatial world; however, our retinas receive a pair of 2D projections of the 3D environment. By using multiple cues, such as disparity, motion parallax, perspective, our brains can construct 3D representations of the world from the 2D projections on our retinas. These 3D representations underlie our 3D perceptions of the world and are mapped into our motor systems to generate accurate sensorimotor behaviors. Three-dimensional perceptual and sensorimotor capabilities emerge during development: the physiology of the growing baby changes hence necessitating an ongoing re-adaptation of the mapping between 3D sensory representations and the motor coordinates. This adaptation continues in adulthood and is quite general to successfully deal with joint-space changes (longer arms due to growth), skull and eye size changes (and still being able of accurate eye movements), etc. A fundamental question is whether our brains are inherently limited to 3D representations of the environment because we are living in a 3D world, or alternatively, our brains may have the inherent capability and plasticity of representing arbitrary dimensions; however, 3D representations emerge from the fact that our development and learning take place in a 3D world. Here, we review research related to inherent capabilities and limitations of brain plasticity in terms of its spatial representations and discuss whether with appropriate training, humans can build perceptual and sensorimotor representations of spatial 4D environments, and how the presence or lack of ability of a solid and direct 4D representation can reveal underlying neural representations of space.Published versio

    Telepresence and the Role of the Senses

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    The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to bridge the theoretical with the empirical. We discuss theories of perception with an emphasis on Heidegger, Merleau-Ponty and Gibson, the role of the senses and the Spinozian belief procedure. The aim is to contribute to our understanding of this phenomenon. A telepresence-study that included the affordance concept is used to empirically study how players report sense-reactions to virtual sightseeing in two cities. We investigate and explore the interplay of the philosophical and the empirical. The findings indicate that it is not only the visual sense that plays a role in this experience, but all senses

    Evaluating rules of interaction for object manipulation in cluttered virtual environments

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    A set of rules is presented for the design of interfaces that allow virtual objects to be manipulated in 3D virtual environments (VEs). The rules differ from other interaction techniques because they focus on the problems of manipulating objects in cluttered spaces rather than open spaces. Two experiments are described that were used to evaluate the effect of different interaction rules on participants' performance when they performed a task known as "the piano mover's problem." This task involved participants in moving a virtual human through parts of a virtual building while simultaneously manipulating a large virtual object that was held in the virtual human's hands, resembling the simulation of manual materials handling in a VE for ergonomic design. Throughout, participants viewed the VE on a large monitor, using an "over-the-shoulder" perspective. In the most cluttered VEs, the time that participants took to complete the task varied by up to 76% with different combinations of rules, thus indicating the need for flexible forms of interaction in such environments
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