Adequacy of Immersive Virtual Reality for the Perception of Daylit Spaces: Comparison of Real and Virtual Environments
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Our brain constantly receives and integrates a flow of sensory and motor information that shapes the way our body is represented. Several experimental approaches have been proposed to alter the body representation, by manipulating exteroceptive or interoce ...
In this study, we explore the use of virtual reality to subjectively evaluate the visual quality of point cloud contents. To this aim, we develop the PointXR toolbox, a set of Unity applications that can host experiments under variants of interactive and p ...
Daylight provision to the indoor space is affected by different building elements that cannot be fully controlled by the users, such as the window size of a space. The dimensions of the fenestration not only affect the lighting levels, but they also affect ...
Cybersickness continues to be one of the main barriers for mainstream adoption of Virtual Reality (VR). Despite the wealth of research available on this topic, it is still an unsolved problem. This paper explores the potential influence of cybersickness ov ...
IEEE2020
The profound impact of daylight on occupants is broadly recognized in the fields of architecture and lighting. In particular, the façade and its interplay with light is a central design element, while the diversity of daylight in space is widely acknowledg ...
Many rivers in the Balkan Peninsula are recognised at the European level for the biodiversity they host and their strong cultural heritage. However, they are experiencing significant anthropogenic changes, where their biodiversity and cultural values are o ...
This paper presents the results of a study performed in order to evaluate whether a navigation technique, based on scaling the user’s avatar, impacts the user’s ability to correctly assess the size of virtual objects in a virtual environment. This study wa ...
A computer-implemented method for inducing an Out of Body Experience (OBE) in a user through an augmented/virtual reality (AR/VR) system, the OBE including an exit state and a disembodiment state, the method comprising the steps of (a) changing the user vi ...
Virtual reality (VR), the interactive experience of being immersed in a simulated environment, has seen a tremendous development in the last years. Numerous applications came into being, ranging from flight simulators through a virtual ascent of Mount Ever ...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of a 3D character that participants control in real time and perceive as being their avatar in the virtual environment. A strong Sense of Embodiment (SoE) for ...