scholarly journals RadVR: A 6DOF Virtual Reality Daylighting Analysis Tool

2021 ◽  
Vol 125 ◽  
pp. 103623
Author(s):  
Mohammad Keshavarzi ◽  
Luisa Caldas ◽  
Luis Santos
Author(s):  
Mary Lynne Dittmar ◽  
Joseph P. Hale

The Architectural Space Questionnaire (ASQ) was developed and employed in order to assess subjects' impressions of four different environments (two real and two virtual rooms) at the NASA Marshall Space Flight Center. The ASQ consists of 18 adjectivepairs, arrayed in a 7-point, Likert scale format. Subjects first participated in avariety of distance estimation tasks in the Spacelab Payload Control Room and the Simulation Control Room and in their virtual reality (VR) analogs. After their experience in each room, subjects responded to the ASQ, selecting one value on each adjective pair continuum which best described their impression of the room they were in. The results indicated that the ASQ is sensitive to structural differences between real rooms. Differences between virtual rooms were minimal., possibly due to the absence of visual cues such as lighting and texture in that environment. Implications for the use of VR as a design tool are explored.


2010 ◽  
Vol 19 (4) ◽  
pp. 281-290 ◽  
Author(s):  
Nicolas Vignais ◽  
Richard Kulpa ◽  
Cathy Craig ◽  
Benoit Bideau

In order to use virtual reality as a sport analysis tool, we need to be sure that an immersed athlete reacts realistically in a virtual environment. This has been validated for a real handball goalkeeper facing a virtual thrower. However, we currently ignore which visual variables induce a realistic motor behavior of the immersed handball goalkeeper. In this study, we used virtual reality to dissociate the visual information related to the movements of the player from the visual information related to the trajectory of the ball. Thus, the aim is to evaluate the relative influence of these different visual information sources on the goalkeeper's motor behavior. We tested 10 handball goalkeepers who had to predict the final position of the virtual ball in the goal when facing the following: only the throwing action of the attacking player (TA condition), only the resulting ball trajectory (BA condition), and both the throwing action of the attacking player and the resulting ball trajectory (TB condition). Here we show that performance was better in the BA and TB conditions, but contrary to expectations, performance was substantially worse in the TA condition. A significant effect of ball landing zone does, however, suggest that the relative importance between visual information from the player and the ball depends on the targeted zone in the goal. In some cases, body-based cues embedded in the throwing actions may have a minor influence on the ball trajectory and vice versa. Kinematics analysis was then combined with these results to determine why such differences occur depending on the ball landing zone and consequently how it can clarify the role of different sources of visual information on the motor behavior of an athlete immersed in a virtual environment.


2018 ◽  
Vol 10 (1-2) ◽  
pp. 119-132
Author(s):  
Massoud Sokouti ◽  
Ramin Sadeghi ◽  
Saeid Pashazadeh ◽  
Saeed Eslami Hasan Abadi ◽  
Moshen Sokouti ◽  
...  

Author(s):  
Joseph P. Hale ◽  
Mary Lynne Dittmar

One class of Virtual Reality (VR) applications is as a Human Factors design analysis tool for work areas and other architectural spaces. A study was conducted to compare subjects' qualitative and quantitative judgments of two “real” world control rooms at the Marshall Space Flight Center (MSFC) and their corresponding virtual counterparts. The overall Independent Variables (IVs) were World (Real/Virtual) and Room (PCR/SIM) with Gender and World Order (Virtual-Real/Real-Virtual) as blocking variables. Nested within Room were range and relative range estimations. Range estimations were comprised of two IVs: 1) Item (Object/Surface) and 2) the Item's Range from the observer (Near/Far). The relative range estimations were comprised of two IVs: 1) Field-of-View (FOV) (Same/Different, i.e., whether or not the subject can see both objects simultaneously in the same FOV) and 2) the objects' Distance from the observer (Close/Away). There appears little difference between real and virtual worlds in one's ability to differentiate and estimate gross distances and to discriminate small relative range differentials within the same FOV. For different FOVs, this discrimination ability starts to deteriorate in the real world and is lost in the virtual world. There is also a clear World main effect of increased time to make judgments in the virtual world. The different perceptions, and the longer response times, point to a level of filtering occurring in the virtual environment that must be carefully considered when deciding where and how to use VR as a Human Factors analytical tool.


2020 ◽  
Vol 9 (2) ◽  
pp. 215
Author(s):  
Sri Hartini ◽  
Cathleya Anglelyn ◽  
Sukaris Sukaris

The development of Indonesia's tourist destinations when supported by technological advances. With a destination, technology can be known and visited. One influence of technology is a virtual reality in the context of destinations. Virtual reality is a technology that allows users to interact with the environment in a virtual world that is simulated by a computer, so users feel they are in that environment. Focus on consumer behavior in choosing tourist destinations associated with virtual reality. Specifically, the research objective is to determine the effect of presence in virtual reality, on perceived enjoyment, attitude toward Virtual reality, and intention to visit destinations. The study population was tourists in East Java, with a purposive sampling method. Samples were asked to play virtual reality in destinations that had never been visited, then they answered questionnaires related to their experiences using virtual reality. The analysis tool uses SEM-PLS. The results show five proposed hypotheses, four hypotheses were accepted and one hypothesis was rejected. Presence influences perceive enjoyment, but presence does not affect attitudes toward virtual reality. Perceive enjoyment influences attitudes toward virtual reality and intention to visit tourist destinations. Attitudes toward virtual reality affect the intention to visit tourist attractions


2021 ◽  
Vol 2 ◽  
Author(s):  
Lora Appel ◽  
Eva Appel ◽  
Erika Kisonas ◽  
Zain Pasat ◽  
Khrystyna Mozeson ◽  
...  

Background: Many veterans with dementia placed in long term care exhibit responsive behaviours such as physical and verbal responsiveness (e.g., shouting, hitting, biting, grabbing). Responsive behaviours lead to negative clinical outcomes, staff burnout, contribute to absenteeism, low engagement, and an elevated risk of abuse or neglect. Virtual Reality (VR) has shown great promise in relieving stress and improving quality of life in frail older adults and has been increasingly explored as a non-pharmacological therapy for people with dementia. Ongoing studies are evaluating the clinical outcomes of VR-therapy for this population, but the challenges and learnings of the healthcare providers who administer VR-therapy remain under-reported.Objective: Capture the experiences of Recreational Therapists (RTs) who conducted study sessions and administered VR-therapy to residents with dementia as part of a clinical trial that took place at the Perley and Rideau Veterans’ Health Centre. We collected: RTs’ feedback on the process of conducting research, specifically with respect to technical, environmental and personal challenges, learnings, and recommendations.Methods: In-depth interviews were conducted with all seven RTs who administered VR-therapy and collected data for a trial that took place from January-December 2019. Interviews were audio-recorded, transcribed, anonymized, and imported into the NVivo analysis tool, where two independent researchers coded the interviews into themes.Results: RTs reported ease in learning to use the VR-technology, main challenges were unfamiliarity with, and insufficient time allocated to, conducting research. Scheduled VR-therapy sessions were physically and emotionally easier for the RTs to administer. Despite RTs hesitations to place the VR-equipment on frail individuals in distress, RTs reported positive impacts on managing responsive behaviours during these few targeted sessions, especially for participants for whom the trigger was related to physical pain rather than emotional distress. Staff have continued to offer scheduled VR-therapy sessions beyond the duration of the study.Conclusion: The experience of using VR in the veteran resident population is generally positive. Areas for improvements including better support to the RTs regarding to novel interventions and research method. Feedback received from RTs in this study provides critical information to support successful, sustainable implementation of VR-therapy, both for further evaluation and as a regular activity program. Failure to consider the experiences of these vital stakeholders when developing novel interventions contributes to the gap between efficacy in research and effectiveness in practice.


Author(s):  
Melen McBride

Ethnogeriatrics is an evolving specialty in geriatric care that focuses on the health and aging issues in the context of culture for older adults from diverse ethnic backgrounds. This article is an introduction to ethnogeriatrics for healthcare professionals including speech-language pathologists (SLPs). This article focuses on significant factors that contributed to the development of ethnogeriatrics, definitions of some key concepts in ethnogeriatrics, introduces cohort analysis as a teaching and clinical tool, and presents applications for speech-language pathology with recommendations for use of cohort analysis in practice, teaching, and research activities.


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