Research on Correlation Between Underground Squares’ Interface Morphology and Spatial Experience Based on Virtual Reality

Author(s):  
Liang Sun ◽  
Le Feng ◽  
Yiyun Zhang ◽  
Xiang Ji ◽  
Han Wong ◽  
...  

Underground square, as a recreation and activity place for citizens, represents the underground space quality of a city, so its spatial experience is of great significance. This research discussed the influence and effects of underground squares’ interface morphology on spatial experience. By field research of ten large-scale urban underground spaces, the basic elements and related numerical interval of underground squares’ interface morphology were summarized, and on basis of this, underground square virtual models with different interface morphology were built. Based on the platform of immersive virtual reality system (IVRS), combing the isovist method and the SD method, this paper made a quantitative analysis on the relevance between interface morphology and spatial experience, and the relevant compliance indicators of interface morphology were summarized. The experimental results show that the spatial experience is good at the interface density of 0.402 and interface opening’s aspect ratio of 2–3. This can provide reference and foundation for urban underground spatial design in future.

2016 ◽  
Vol 34 (1) ◽  
pp. 51-82 ◽  
Author(s):  
Manuela Chessa ◽  
Guido Maiello ◽  
Alessia Borsari ◽  
Peter J. Bex

2021 ◽  
Author(s):  
Panagiotis Kourtesis ◽  
Simona Collina ◽  
Leonidas A. A. Doumas ◽  
Sarah E. MacPherson

There are major concerns about the suitability of immersive virtual reality (VR) systems (i.e., head-mounted display; HMD) to be implemented in research and clinical settings, because of the presence of nausea, dizziness, disorientation, fatigue, and instability (i.e., VR induced symptoms and effects; VRISE). Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The Virtual Reality Neuroscience Questionnaire (VRNQ) was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for the study. They participated in 3 different VR sessions until they felt weary or discomfort and subsequently filled in the VRNQ. Our results demonstrated that VRNQ is a valid tool for assessing VR software as it has good convergent, discriminant, and construct validity. The maximum duration of VR sessions should be between 55 and 70 min when the VR software meets or exceeds the parsimonious cut-offs of the VRNQ and the users are familiarized with the VR system. Also, the gaming experience does not seem to affect how long VR sessions should last. Also, while the quality of VR software substantially modulates the maximum duration of VR sessions, age and education do not. Finally, deeper immersion, better quality of graphics and sound, and more helpful in-game instructions and prompts were found to reduce VRISE intensity. The VRNQ facilitates the brief assessment and reporting of the quality of VR software features and/or the intensity of VRISE, while its minimum and parsimonious cut-offs may appraise the suitability of VR software for implementation in research and clinical settings. The findings of this study contribute to the establishment of rigorous VR methods that are crucial for the viability of immersive VR as a research and clinical tool in cognitive neuroscience and neuropsychology.


2005 ◽  
Vol 8 (3) ◽  
pp. 194-197 ◽  
Author(s):  
Lei Li ◽  
Maojun Zhang ◽  
Fangjiang Xu ◽  
Shaohua Liu

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