Virtual reality in lighting research: Comparing physical and virtual lighting environments

2019 ◽  
Vol 51 (6) ◽  
pp. 820-837 ◽  
Author(s):  
Y Chen ◽  
Z Cui ◽  
L Hao

In the study of lighting, as the construction of a physical test room is costly and time-consuming, researchers have been actively looking for alternative media to present physical environments. Virtual reality, photo and video are the most commonly used approaches in the lighting community, and they have all been used by researchers around the world. Most such studies have been conducted without discussing what gives the subjects a better sense of realism, presence, etc., and which type of media is closer to the ideal, the physical lighting environment. In this paper, we aim to select the optimal alternative media that can present physical lighting environments. We compare a human’s subjective feeling towards a physical lighting environment and three alternative reproduction technologies, namely, virtual reality reproduction, video reproduction and photographic reproduction. We also discuss the feasibility of using virtual reality in representing lighting environments. The selection of the most optimal media is based on the perceptual attributes of lighted space, and the findings are only related to these criteria. The main results of this study are the following: (a) The order of the overall presentation-ability of the media is physical space > virtual reality reproductions > video reproductions > photo reproductions. (b) In terms of subjective rating, virtual reality lighting environments are rated closest to the physical lighting environments, and the order of the approximate coefficient of the media is physical space (1) > VR reproductions (0.886) > video reproductions (0.752) > photo reproductions (0.679). (c) Virtual reality can present lighting attributes of open/close, diffuse/glaring, bright/dim and noisy/quiet consistent with the physical environment. (d) Human subjects are most satisfied with VR reproductions.

2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


Author(s):  
David Philip Green ◽  
Mandy Rose ◽  
Chris Bevan ◽  
Harry Farmer ◽  
Kirsten Cater ◽  
...  

Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF by mainstream audiences, we need to be aware of challenges relating to the discovery of content and bear in mind the cost, inaccessibility and known limitations of consumer VR technology. However, we also need to set these issues within the context of the wider relationships between technology, society and the media, which have influenced the uptake of new media technologies in the past. To address this work, this article provides accounts by members of the public of their responses to VRNF as experienced within their households. We present an empirical study – one of the first of its kind – exploring these questions through qualitative research facilitating diverse households to experience VRNF at home, over several months. We find considerable enthusiasm for VR as a platform for non-fiction, but we also find this enthusiasm tempered by ethical concerns relating to both the platform and the content, and a pervasive tension between the platform and the home setting. Reflecting on our findings, we suggest that VRNF currently fails to meet any ‘supervening social necessity’ (Winston, 1996, Technologies of Seeing: Photography, Cinematography and Television. British: BFI.) that would pave the way for widespread domestic uptake, and we reflect on future directions for VR in the home.


2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
Mi Kyoung Jin ◽  
Hui Jeong Yun ◽  
Hye Sun Lee

In the field of technology education, virtual reality (VR) training has received significant attention in terms of its efficacy in use. Given its many advantages, there is a specific need to emphasize concrete measures for the implementation of VR training in the field of tech education. VR training based on mobile environments has been touted as a means of not only enhancing presence, flow, and learning authenticity, but also of minimizing spatial and temporal constraints. The present study has developed an evaluation tool for VR training contents, including those based on mobile environments. After categorizing VR training contents in the field of tech education into structure comprehension type, procedure learning type, and equipment experiment type contents, we constructed items for each evaluation area. The considered areas included learning, media, and content quality. By conducting Delphi surveys with a panel of experts, we confirmed that the derived evaluation items differed in number across different types of content. Under the learning area, satisfaction was found to be adequate for all content types. Items such as flow, interactivity, and learning effects were found to be adequate for procedure learning and equipment experiment type contents. The media area indicated marked variability in item adequacy depending on the content type. Usability was found to be adequate only for procedure learning type content. For equipment experiment type content, items such as presence, usability, and manipulability were all found to be adequate. All evaluation items under the content design area were found to be adequate across all content types. Thus, regardless of the type of content, it is necessary to fulfil the basic elements within the content design area in order to establish the efficacy of VR training as educational content in the field of tech education.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


bionature ◽  
2020 ◽  
Vol 21 (1) ◽  
Author(s):  
Erpi Nurdin ◽  
Gaby Maulida Nurdin

Abstract. In the growth of microorganisms such as fungi, it is necessary to grow a medium that can provide nutrients and as an energy source. Other alternative carbohydrate sources include potatoes, breadfruit, sago, and cassava, which is a distinctive and easy to find food companion. This type of research is descriptive with cross sectional design that aims to determine the difference in alternative media variation from various sources of carbohydrate to Candida albicans. The samples were then made to be the treatment for the creation of alternative media from various carbohydrate sources that further carried out the growth test against Candida albicans. The results of the study are the average growth of colonies on alternative media from Potato carbide sources, namely 655 colonies, breadfruit 1380 colonies, cassava 862 colonies, 372 sago colonies, and semi-synthetic media as a control of 874 colonies. This indicates there is growth of Candida albicans on all alternative media so that it can be used as an alternative medium of fungi growth, as well as the best growth of Candida albicans found in the media Breadfruit Dextrose Agar. Keywords: alternative media, carbohydrate sources, Candida albicans


2021 ◽  
Author(s):  
Michael Smilovitch

BirdQuestVR is a cross-platform asymmetric communication game between one player in Virtual Reality and another on a mobile device. The game explores asymmetric co-operative gaming in a shared physical space, taking the physical surroundings of the VR user into account in its design. Asymmetric games feature different rules, abilities, or objectives for different players, generating unique and nuanced game experiences. Multiplayer asymmetric games in particular have been shown to increase teamwork and a collaborative mindset even after a play session has ended. Asymmetric design is commonplace in both digital and analog games but has yet to see widespread adoption in the emerging Virtual Reality (VR) gaming space. BirdQuestVR seeks to leverage the affordances of current consumer-grade VR headsets to build asymmetric gameplay around communication, embodied performance, and physical humour. Keywords: Asymmetric, Virtual Reality, Cross-Platform, Social Play, Avatar Embodiment


PLoS ONE ◽  
2021 ◽  
Vol 16 (10) ◽  
pp. e0258103
Author(s):  
Andreas Bueckle ◽  
Kilian Buehling ◽  
Patrick C. Shih ◽  
Katy Börner

Working with organs and extracted tissue blocks is an essential task in many medical surgery and anatomy environments. In order to prepare specimens from human donors for further analysis, wet-bench workers must properly dissect human tissue and collect metadata for downstream analysis, including information about the spatial origin of tissue. The Registration User Interface (RUI) was developed to allow stakeholders in the Human Biomolecular Atlas Program (HuBMAP) to register tissue blocks—i.e., to record the size, position, and orientation of human tissue data with regard to reference organs. The RUI has been used by tissue mapping centers across the HuBMAP consortium to register a total of 45 kidney, spleen, and colon tissue blocks, with planned support for 17 organs in the near future. In this paper, we compare three setups for registering one 3D tissue block object to another 3D reference organ (target) object. The first setup is a 2D Desktop implementation featuring a traditional screen, mouse, and keyboard interface. The remaining setups are both virtual reality (VR) versions of the RUI: VR Tabletop, where users sit at a physical desk which is replicated in virtual space; VR Standup, where users stand upright while performing their tasks. All three setups were implemented using the Unity game engine. We then ran a user study for these three setups involving 42 human subjects completing 14 increasingly difficult and then 30 identical tasks in sequence and reporting position accuracy, rotation accuracy, completion time, and satisfaction. All study materials were made available in support of future study replication, alongside videos documenting our setups. We found that while VR Tabletop and VR Standup users are about three times as fast and about a third more accurate in terms of rotation than 2D Desktop users (for the sequence of 30 identical tasks), there are no significant differences between the three setups for position accuracy when normalized by the height of the virtual kidney across setups. When extrapolating from the 2D Desktop setup with a 113-mm-tall kidney, the absolute performance values for the 2D Desktop version (22.6 seconds per task, 5.88 degrees rotation, and 1.32 mm position accuracy after 8.3 tasks in the series of 30 identical tasks) confirm that the 2D Desktop interface is well-suited for allowing users in HuBMAP to register tissue blocks at a speed and accuracy that meets the needs of experts performing tissue dissection. In addition, the 2D Desktop setup is cheaper, easier to learn, and more practical for wet-bench environments than the VR setups.


2014 ◽  
Vol 2 (1) ◽  
pp. 222-237
Author(s):  
Muhammad Edy Susilo

AbstrakPemilihan umum merupakan salah satu Peristiwa penting yang akan menentukan arah perjalanan sebuahnegara. Ada 12 parti politik yang bertanding dalam pemilihan umum 2014. Pelaksanaan pemilihan umumtidak dapat dipisahkan dengan media,kerana media menjadi salah satu cara bagi parti politik untukmendapatkan pemilih. Di Indonesia, hubungan antara politik dengan media menjadi lebih rumit keranasebahagian besar ahli politik parti juga merupakan pemilik media massa nasional. Sudah menjadi sifatmedia, untuk selalu akan menyuarakan kepentingan pemiliknya. Namun, pada pemilihan umum 2014ada fenomena yang menarik iaitu luasnya penggunaan media sosial, seiring dengan meningkatnyapenggunaan internet di Indonesia. Maka, kempen politik bergeser dari ruang fizik menuju ruang maya.Jika pada pemilihan umum sebelum ini kempen politik selalu melibatkan massa yang besar, pawai atauorasi di tempat, terbuka, namun kali ini kempen yang dilakukan adalah lebih bersifat individu. Kempendilakukan melalui telefon pintar, komputer riba dan gajet yang lain. Dengan media sosial, masyarakatbukan lagi penonton yang pasif tetapi aktif. Masyarakat boleh menjadi penyampai maklumat dan bukanhanya sebagai penonton, sehingga dominasi media massa konvensional runtuh. Salah satu fenomenayang menonjol adalah munculnya Tokoh Joko Widodo, yang popular dengan nama Jokowi, sebagai salahsatu calon presiden dari Parti Demokrasi Indonesia Perjuangan. Jokowi berjaya menggunakan mediasosial untuk bekempen, walaupun partinya tidak memiliki media massa. Abstract General election is one of the crucial moments that will determine the development of a country. Thereare 12 political parties competing in the 2014 Indonesian national elections. The elections cannot beseparated with the media, because political parties use media in their campaign to influence voters. InIndonesia, the relationship between politics and the media becomes more complicated because most ofthe party’s political elites are also the owner of the national mass media. It is the nature of media, to alwaysbe voicing the interests of its owner. However, in the 2014 elections there is an interesting phenomenon:the increasing use of social media, along with the increasing penetration of the Internet in Indonesia. Thus,the political campaign shifted from physical space to the virtual space. If in the previous elections, politicalcampaigns always involve huge masses and rhetorics in the open space; in this election the campaigncarried more personal. Now, campaigns are conducted through smart phones, laptops and other gadgets.With social media, people are no longer passive but active audience. People can be a message producerand not just as an audience, so the conventional media dominance collapsed. One of the prominentphenomenon is the rising popularity of the president candidates from the Partai Demokrasi IndonesiaPerjuangan, Joko Widodo, who is popularly known as Jokowi. Jokowi has successfully used social mediafor the campaign, even though his political party does not have the mass media.


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