51 research outputs found

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

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    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

    A User-Based Look at Visualization Tools for Environmental Data and Suggestions for Improvement - An Inventory among City Planners in Gothenburg

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    With a growing interest in environmental data and the need to consider various environmental factors earlier in the planning processes, it becomes more important to disseminate this type of information to different target groups in a comprehensible way. To support easier decision making, many cities and municipalities are increasingly using digital city models where it is possible to integrate different types of information based on simulation and visualization of future scenarios. Such tools have high potential, but the visual representation of data still needs to be developed. In this paper, we investigate how professionals within urban planning currently use visualization to communicate environmental data, and what their needs are regarding tools and visual representation. We discuss challenges for representing environmental data in urban development processes, with the aim of contributing to a better understanding of these issues. We base our investigation on a literature study, an inventorying survey and a focus group discussion with professionals within urban planning. This study provides an end-user perspective among urban planners and valuable insights on tool usage and visualization. Results show that applications used for environmental visualization still can be improved regarding, e.g., user friendliness and information handling, which may increase their efficiency

    A Proposed Workflow for Conceptual Visualization Studies in Urban 3D-Models

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    Different types of invisible parameters, such as air quality and noise, are all affected by new constructions of infrastructure and buildings and should be considered as important aspects in the design of new urban environments. At the same time these parameters are difficult to communicate in a comprehensible way and their consequences can be difficult to grasp for non-experts. Effective visualization offers possibilities to include and create consensus among stakeholders in urban planning processes and thus contributes to a holistic view and more sustainable solutions. This paper presents and discusses a proposed method for conceptual explorations for visualizing environmental data, using a so-called sandbox model with fictitious data.\ua0 One question is in focus: How can a sandbox model be used for the development of visualization concepts in urban 3D-models? In this paper we demonstrate our methodology using noise pollution data applied in one of our research projects carried out together with the Swedish Transport Administration (Trafikverket). This project explores new solutions for visualization of environmental data in Trafikverket\u27s geographically large-scale 3D-models. In order to conduct design elaborations in an adapted environment a sandbox model was developed as part of the workflow. Here various concepts for visualization solutions were developed and tested in a series of user tests. Based on this developed methodology through application, we propose guidelines for conceptional elaborations in a sandbox model for visualization of data in urban 3D-models. This research approach contributes to developing new methodology for information visualization of environmental data in urban 3D-models

    SolVis: A pilot study to facilitate understanding of real-time solar energy production through energy visualizations in learning environments

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    The transition to a carbon neutral society requires actions on all levels of society. Hereby, renewable energy - especially considering the current European energy crisis – such as solar energy will play an increasing role. To promote a more extensive use of solar energy and thus contributing to a faster energy transition, it is valuable to engage all citizens, not least children. How can real-time visualization of solar energy production in learning environmentscontribute to increased understanding of energy production and consumption? Educational environments can be a powerful platform to cultivate an interest in more environmentally andsustainable behaviour at an early age. However, energy is intangible, abstract, and difficult to grasp for non-experts. Digital tools incorporating energy visualization may be able to facilitate an increased understanding of energy units and measurements. The City of Gothenburg, Sweden, has the ambition to place photovoltaics on all roofs of schools and kindergartens, a process that is already in progress. The solar energy production is measured in real-time and only used for building operation management. This paper presents a study that develops a concept for a digital and educational visualization tool for school children aged 9 to 12, with the goal to engage, facilitate a lasting learning outcome, and awaken curiosity in solar energy. A prototype of a real-time visualization tool was developed, which in a playful way visualises the solar electricity production of the school property and compares it to the energy consumption of everyday activities, displayed on a centrally placed screen in the school. It was installed in four pilot schools and evaluated with 233 pupils. Results indicate several potentials of the visualization: to communicate local solar energy production to pupils, triggering thoughts, ideas, and a will to continue to learn more about solar energy production

    Design considerations for virtual laboratories: A comparative study of two virtual laboratories for learning about gas solubility and colour appearance

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    Building a virtual laboratory for teaching and learning is a highly complex process, incorporating diverse areas such as interaction design, visualisation, and pedagogy. This article focuses on the production and implementation issues that were found in the comparison of two different virtual laboratory projects, and discuss which design considerations can be drawn from these observations. Two web-based virtual laboratories - the Gas Laboratory and the Virtual Colour Laboratory - were developed independently of each other within two different content areas. The laboratories share considerable overlaps in goals and production circumstances. Through a comparison of production and outcome, similar problems related to design, development and implementation were observed. The research uses a mixed method approach combining quantitative pre- and post-tests for assessments, qualitative surveys, and qualitative, ethnographic observations and interviews. By comparing the background material, five design challenges for developing virtual laboratories are identified: 1) how to balance ambitions with available resources; 2) how to balance intended levels of user interaction with exploratory freedom; 3) how to find appropriate levels of realism depending on target group; 4) how to choose between mimicking real world appearance and enhanced features; and 5) how to find the best learning situation for the virtual laboratory. To meet these challenges, the following design considerations are proposed: Guide the design work with a clear understanding of purpose and context; select appropriate technology to ensure efficient design and media usage; select level of realism considering purpose and end users; and provide learning guides before and after the virtual lab session

    Visualisering och auralisering av buller i stadsmilj\uf6

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    Inom dagens stadsplanering anv\ue4nds oftast 2D-kartor f\uf6r att visa ber\ue4knade v\ue4rden f\uf6r framtida bullerniv\ue5er. Dessa kartor kan ibland vara sv\ue5ra att tolka. F\uf6r att \uf6ka f\uf6rst\ue5elsen och underl\ue4tta kommunikationen mellan olika akt\uf6rer inom planeringsprocessen, har vi inom forskningsprojektet DemoVirPEN p\ue5 Chalmers och G\uf6teborgs universitet utvecklat en prototyp av ett verktyg f\uf6r visualisering och auralisering (ljudsimulering) av buller fr\ue5n v\ue4gtrafik i en stadsmodell

    An urban planning tool demonstrator with auralisation and visualisation of the sound environment

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    The paper presents findings from a recent project about the development of a demonstrator of an urban planning tool that includes auralised sounds as well as visualisations of sound propagation and facade noise levels linked to health impact. In urban development projects, the sound environment is one of the key elements, but often enters late in the planning process. As a result, even if the noise regulations are fulfilled, the potentially good sound environment may suffer unnecessary quality reductions. In addition, the standard ways of presenting and analysing the situations, using noise levels and noise maps, has potential for improvement, especially considering the transdisciplinary approaches to planning that are increasing in use. The tool aims to simplify the usage also at early stage planning, including scenario analysis, as well as to facilitate the urban planners\u27 understanding of the sound environment and its effects. The paper presents results from the development of the demonstrator, reflecting on auralisation as well as on multiple aspects of visualisation including grid noise maps, health-related facade noise levels and choice of colour scales

    Visualisation of traffic noise exposure and health impact in a 3D urban environment

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    It is becoming increasingly common to work with urban planning using 3D visualisation tools. In the project DemoVirPEN a research team with participation from different research fields cooperated to create a demonstration concept for visualising traffic noise and the associated health impact in a 3D graphics environment. The project included participation from the following fields; 3D modelling and mapping, traffic noise calculation, auralisation, urban planning and architecture and health impact of noise exposure. The final product of the project is summarised in a film clip that illustrates the main results by visualising and auralising traffic in different configurations from different perspectives. A few key points are visualising short time frames (single vehicle passage) versus yearly average (noise map), and impact of changes such as removing or modifying traffic flows and buildings
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