scholarly journals Immersive virtual reality as a tool for lighting design: applications and opportunities

2021 ◽  
Vol 2042 (1) ◽  
pp. 012125
Author(s):  
Michelangelo Scorpio ◽  
Roberta Laffi ◽  
Ainoor Teimoorzadeh ◽  
Sergio Sibilio

Abstract Immersive virtual reality offers a wide range of applications. Immersive virtual reality in particular can play an important role in lighting design, thanks to its ability to allow a quick assessment between different design choices based on spaces, colours and light. However, immersive virtual reality has to guarantee a correct reproduction of light behaviour from photometric and visual points of view, in order to be effectively used for lighting analysis. This paper presents a literature review aimed to analyse the activities of the research groups operating in this field that have addressed, with different approaches and points of view, the issue of iVR applications in the reproduction of environments illuminated by either daylight or electric lighting, as well as a combination of them.

2018 ◽  
Vol 127 ◽  
pp. 252-266 ◽  
Author(s):  
Zhenan Feng ◽  
Vicente A. González ◽  
Robert Amor ◽  
Ruggiero Lovreglio ◽  
Guillermo Cabrera-Guerrero

Energies ◽  
2020 ◽  
Vol 13 (15) ◽  
pp. 3809 ◽  
Author(s):  
Michelangelo Scorpio ◽  
Roberta Laffi ◽  
Massimiliano Masullo ◽  
Giovanni Ciampi ◽  
Antonio Rosato ◽  
...  

More and more cities are evolving into smart cities, increasing their attractiveness, energy efficiency, and users’ satisfaction. Lighting systems play an important role in the evolution process, thanks to their ability to affect city life at night along with people’s mood and behaviour. In this scenario, advanced lighting design methods such as virtual reality (VR) became essential to assess lighting systems from different points of view, especially those linked with the city users’ expectations. Initially, the review highlights a list of objective and subjective parameters to be considered for the lighting design of three main city areas/applications: roads, green areas and buildings. Besides, the state-of-art in using VR for outdoor lighting design is established. Finally, the Unreal game engine is used to analyse the ability of VR to take into account the lighting parameters, not yet investigated in current literature and to highlight the VR potential for augmenting lighting design. The results confirm the benefit of using VR in lighting design, even if further investigations are needed to establish its reliability, especially from the photometrical point of view.


2020 ◽  
Author(s):  
Eduardo Gabriel Queiroz Palmeira ◽  
Victor Biagiotti Saint Martin ◽  
Victor Barbosa Gonçalves ◽  
Ígor Andrade Moraes ◽  
Edgard Afonso Lamounier Júnior ◽  
...  

Many teachers consider vocabulary acquisition a low intellectual activity. However, substantial time is needed for teachers and learners, in this subject, since there are vast numbers of words to be learned. In this context, it is expected that vocabulary acquisition assisted by Immersive Virtual Reality (IVR) can be a powerful learning method. Therefore, this paper aims to summarize the state-of-the-art concerning the use of IVR in vocabulary acquisition through a systematic literature review. Results pointed out that IVR enables autonomous learning with an increase in the speed of the educational process, and its use has shown higher effectiveness, positive attitudes, engagement, and motivation on the part of students.


Author(s):  
Mariana Sampaio ◽  
Maria Vicenta Navarro Haro ◽  
Bruno De Sousa ◽  
Wilson Vieira Melo ◽  
Hunter G. Hoffman

Before COVID-19, most therapists had concerns about telepsychology, and only treated patients in person. During the COVID-19 lockdown, patients still needed therapy, but in-person therapy sessions became unsafe. The current study measured how many therapists are using online therapy before vs. during COVID-19, how much training they have received, and their knowledge about legal restrictions on using telepsychology. A sample of 768 U.S.A. mental health professionals completed a 29-item online survey. Results show that before COVID-19, most therapists only saw their patients in person (e.g., at the therapists office), but during the COVID-19 pandemic, nearly all therapists used a wide range of telecommunication technologies to communicate with their quarantined patients, including texting, telephones, video conferences, and even virtual reality. According to within-subject related samples comparisons, 39% of survey respondents used telepsychology before COVID-19, vs. 98% during COVID-19 (χ2 = 450.02, p < 0.001). Therapists reported high treatment effectiveness using telepsychology (7.45 on 0–10 scale). However, overall, on a 0–10 scale, therapists reported a significant increase in feeling burned out during the COVID-19 pandemic, Mean = 3.93 (SD = 1.93) before vs. 6.22 (SD = 2.27) during the pandemic (Z = −18.57, p < 0.001). Although the APA ethics guidelines encourage therapists to use telepsychology with their patients during the crisis, gaps in respondents' knowledge identify a need for increased specialized training and education. Although the current study showed that virtual reality is rarely used by the therapists surveyed, virtual reality is a promising new telepsychology technology. Billions of dollars are currently being invested in mass producing immersive virtual reality systems. In the future, as networked immersive Virtual Reality becomes more widely available, therapists and patients in physically different locations will be able to “meet” in a shared computer-generated world designed for therapy sessions, potentially including group sessions. Telepsychology and virtual reality have the potential to be increasingly valuable tools to help therapists mitigate the consequences of COVID-19. Research, development and training is recommended.


2020 ◽  
Vol 20 (1) ◽  
pp. 1-20 ◽  
Author(s):  
Heni Cherni ◽  
Natacha Métayer ◽  
Nicolas Souliman

This study represents a systematic literature review in which we explored the locomotion techniques in virtual reality between 2012 and 2019. We analysed and compared 22 locomotion methods that we have identified in 26 papers included in our review. The objective is to better understand relevant locomotion techniques and their impact on the user experience. The review of the literature has shown a wide range of different locomotion techniques which each technique is characterized by different advantages and drawbacks, but classic locomotion techniques such as joystick outperformed all the proposed technique in the reviewed studies. We also proposed a taxonomy and two types of evaluation for locomotion techniques in virtual environment. These elements provide guidelines that may help researchers to choose the most adapted locomotion technique according to the aim of their study.


2022 ◽  
pp. 103998
Author(s):  
Michelangelo Scorpio ◽  
Roberta Laffi ◽  
Ainoor Teimoorzadeh ◽  
Giovanni Ciampi ◽  
Massimiliano Masullo ◽  
...  

Author(s):  
Ajay Karthic B. Gopinath Bharathi ◽  
Conrad S. Tucker

The objective of this paper is to test the hypothesis that immersive virtual reality environments such as those achievable through the head-mounted displays, enhance task performance in online engineering design activities. In this paper, task performance is measured by the time to complete a given engineering activity. Over the last decade, a wide range of virtual reality applications have been developed based on non-immersive and immersive virtual reality systems for educational purposes. However, a major limitation of non-immersive virtual reality systems is the lack of an immersive experience that not only provides content to students, but also enables them to interact and learn in a completely 360 degree immersive environment. The authors of this work have developed a replica of a physical engineering laboratory in an interactive virtual learning environment. This research measures the difference in task performance between i) students exposed to an immersive virtual reality system and ii) students exposed to a non-immersive virtual reality system, in the interactive virtual environment developed by the research team. This research seeks to explore whether statistically significant differences in performance exist between these groups. Knowledge gained from testing this hypothesis will inform educators about the value and impact of immersive virtual reality technologies in enhancing online education. A case study involving 54 students in a product functional analysis task is used to test the hypothesis.


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