6 research outputs found

    Multi-Sensory Virtual Environments for Investigating the Past

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    [EN] A human depends on all five senses: visuals, audio, smell, taste and touch to perceive an environment. It is not only the individual senses, but also their interaction that plays a key role in enabling us to understand the world around us. Virtual archaeology is being increasingly used to investigate the past. Failure to consider all senses in these reconstructions runs the very real danger of misrepresenting ancient environments and how they may have been perceived by our ancestors. This paper describes Real Virtuality: true high-fidelity multi-sensory virtual environments, and shows how such an approach may give historians a more valid means of considering the past.[ES] Los seres humanos dependemos de los cinco sentidos: vista, oído, olfato, gusto y tacto para percibir el medio ambiente. Estos sentidos y la interacción que se produce entre ellos es lo que desempeña un papel clave en la comprensión del mundo que nos rodea. La Arqueología virtual cada vez se utiliza más para investigar el pasado. Por ello si no tomamos en consideración todos los sentidos a la hora de realizar reconstrucciones virtuales corremos el peligro real de tergiversar los entornos antiguos y la forma en la que estos entornos pudieron haber sido percibidos por nuestros antepasados. Este artículo describe la Virtualidad Real: entornos virtuales multi-sensoriales de gran fidelidad, y muestra cómo este enfoque puede proporcionar a los historiadores un medio más válido para estudiar el pasado.Chalmers, A.; Zányi, E. (2010). Multi-Sensory Virtual Environments for Investigating the Past. Virtual Archaeology Review. 1(1):13-16. https://doi.org/10.4995/var.2010.4750OJS131611AGGLETON, J., AND WASKETT, L. (1999): "The ability of odours to serve as state-dependent cues for real-world memories: Can Viking smells aid the recall of Viking experiences? British Journal of Psychology 90, 1-7. http://dx.doi.org/10.1348/000712699161170BRIDAULT F., ROUSSELLE F., RENAUD C., LEBLOND M. (2006): "Real-time Animation of Various Flame Shapes." In Proceedings of the 7th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage, VAST 2006.CHALMERS, A., DEBATTISTA, K., MASTOROPOULOU, G., AND DOS SANTOS, L. (2007): "There-Reality: Selective Rendering in High Fidelity Virtual Environments "The International Journal of Virtual Reality 6, 1, 1-10.CHALMERS A., GREEN C. and HALL M. (2000): "Firelight: Graphics and Archaeology", SIGGRAPH 2000 Electronic Theatre.CHALMERS A., ROUSSOS I., LEDDA P. (2006): "Authentic Illumination of Archaeological Site Reconstructions." In CGIV'2006: IS&T 3rd European conference on color in graphics, imaging and vision, Leeds.FOULIAS AM. (2004): The Church of our Lady Angeloktisti at Kiti, Larnaka, Nicosia.A. GONÇALVES A., MAGALHÃES L., MOURA J. AND CHALMERS A. (2008): "Accurate Modelling of Roman Lamps in Conimbriga using High Dynamic Range." In Proceedings of the 9th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage, VAST 2008.KAHNERT F. (2003): "Reproducing the optical properties of fine desert dust aerosols using ensembles of simple model particles", In Journal of Quantitative Spectroscopy and Radiative Transfer , vol. 85, 231-249. http://dx.doi.org/10.1016/S0022-4073(03)00227-9HOWARD, D., AND ANGUS, J. (2006): Acoustics and psychoacoustics. 3rd Ed., Oxford: Focal Press.IWATA, H., YANO, H., UEMURA, T., AND MORIYA, T (2003). "Food simulator." In ICAT'03: Proceedings of the 13th International Conference on Artificial Reality and Telexistence, IEEE Press.MACK, A., AND ROCK, I. (1998): Inattentional Blindness. Massachusetts Institute of Technology Press.MARTINEZ P. (2001): "Digital realities and archaeology: a difficult relationship or a fruitful marriage?" In Proceedings of the 1st International Symposium on Virtual Reality, Archaeology, and Cultural Heritage VAST 2001, 9-16. http://dx.doi.org/10.1145/584993.584995MILLER P., AND RICHARDS J. (1994): "The good, the bad and the downright misleading: archaeological adoption of computer visualization." Computer Applications and Quantitative Methods in Archaeology, 19-22.PEERS G. (2004): Sacred shock: Framing visual experience in Byzantium, Pennsylvania State University Press.ROBSON BROWN K., CHALMERS A., SAIGOL T., GREEN C. AND D'ERRICO F. (2001): "An automated laser scan survey of the Upper Palaeolithic rock shelter of Cap Blanc." Journal of Archaeological Science, 28, 283-289. http://dx.doi.org/10.1006/jasc.2000.0574SADDIK, A. (2007): "The potential of haptic technologies." In IEEE Instrumentation & Measurement Magazine 10, 31, 10-17. http://dx.doi.org/10.1109/MIM.2007.339540SUNDSTEDT V., CHALMERS A. AND MARTINEZ P. (2004): "High Fidelity Reconstruction of the Ancient Egyptian Temple of Kalabsha." In AFRIGRAPH 2004, ACM SIGGRAPH, November.WRIGHT G. (1972): Kalabsha: The preserving of the temple. Gebr. Mann Verlag, Berlin, 1972.ZÁNYI E., CHRYSANTHOU Y., BASHFORD-ROGERS T., AND CHALMERS A. (2007a): "High dynamic Range Display of Authentically Illuminated Byzantine Art from Cyprus". In Proceedings of the 8th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage, VAST2007.ZÁNYI E., SCHROER C., MUDGE M. AND CHALMERS A. (2007b): "Light and Byzantine Glass Tesserae", EVA London: Electronic Information, the Visual Arts and Beyond, Londo

    A High-Fidelity Virtual Environment for the Study of Paranoia

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    Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants ( = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists

    A high-fidelity virtual environment for the study of paranoia

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    Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (η = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists
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