3D Modeling of Cities for Virtual Environments

Author(s):  
Calvin Davis ◽  
Jaired Collins ◽  
Joshua Fraser ◽  
Haoxiang Zhang ◽  
Shizeng Yao ◽  
...  
Author(s):  
Thomas D. Fincannon ◽  
Tim Smoker ◽  
Michael Pate

The purpose of this study was to examine various levels of anthropomorphism on perceived intensities of emotion with 3D computer images. Previous research has indicated that less attention to detail in virtual environments and lower levels of anthropomorphism in images result in greater levels of presence and social presence respectively. Images were designed to be happy, sad, or neutral in both high and low anthropomorphic conditions. Participants observed the images and rated the intensity of the expressed emotion on a 7-point Likert Scale. The intensity of expressed emotion for happy and sad conditions was averaged for each participant. Using this average, the low anthropomorphic condition reported significantly greater intensities of emotion than the high anthropomorphic condition. There were no significant differences between high and low anthropomorphic conditions of the neutral face.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

Author(s):  
Stephen R. Ellis ◽  
Katerina Mania ◽  
Bernard D. Adelstein ◽  
Michael I. Hill
Keyword(s):  

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