REFERENCE WHITE IN A COMPLEX VIRTUAL REALITY ENVIRONMENT

2021 ◽  
Author(s):  
C. Wu ◽  
L. Ou

This study aims to investigate what a reference white really means in a complex scene setting in a virtual environment, specifically whether a reference white is determined by the brightest white object in the entire environment, or is it determined by the brightest white object in the field of view. To achieve the aim, three psychophysical experiments were conducted, one situated in a real room and the other two in virtual reality. Experimental results show that colour appearance in VR is comparable to colour appearance in a real space. Regarding reference white, the brightest white object is not necessarily regarded as the reference white especially when it is located far away from the test colour. The brightest white object needs to be located within the viewing field for the test colour in order to be regarded as the reference white.

1995 ◽  
Vol 4 (2) ◽  
pp. 121-129 ◽  
Author(s):  
Trina M. Roy ◽  
Carolina Cruz-Neira ◽  
Thomas A. DeFanti

Developing graphic interfaces to steer high-performance scientific computations has been a research subject in recent years. Now, computational scientists are starting to use virtual reality environments to explore the results of their simulations. In most cases, the virtual reality environment acts on precomputed data; however, the use of virtual reality environments for the dynamic steering of distributed scientific simulations is a growing area of research. We present in this paper the initial design and implementation of a distributed system that uses our virtual reality environment, the CAVE, to control and steer scientific simulations being computed on remote supercomputers. We discuss some of the more relevant features of virtual reality interfaces, emphasizing those of the CAVE, describe the distributed system developed, and present a scientific application, the Cosmic Worm, that makes extensive use of the distributed system.


Author(s):  
Masashi Okubo ◽  
Tomio Watanabe

In this paper, a collaboration support system for 3D shape evaluation by using network virtual reality is proposed on the basis of both studies in 3D shape evaluation and communication support in virtual space. Collaboration mainly consists of two tasks; one is each partner’s task that is performed by the individual, the other is communication with each other. Both of them are very important objectives for all the collaboration support system. The proposed system provides the two viewpoints for each task. One is the viewpoint of back side of user’s own avatar for the smooth communication. The other is that of avatar’s eye for 3D shape evaluation. Switching the viewpoints satisfies the task conditions for 3D shape evaluation and communication. The system basically consists of PC, HMD and sensors, and users can share the embodied interaction by observing interaction between their avatars in virtual space. However, the HMD and magnetic sensors, which are put on the users, would restrict the nonverbal communication. Then, we have tried to compensate the loss of nodding of partner’s avatar by introducing the speech-driven embodied interactive actor InterActor. Sensory evaluation by paired comparison of 3D shapes in the collaborative situation in virtual space and in real space and the questionnaire are performed. The result demonstrates the effectiveness of InterActor’s nodding in the collaborative situation.


Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


2016 ◽  
Vol 15 (2) ◽  
pp. 3-17 ◽  
Author(s):  
J. Cecil ◽  
Miguel Pirela-Cruz

In this paper we discuss the creation of an information centric framework to develop a virtual reality environment for micro surgery. An information model of micro surgery was built through interactions with an expert micro surgeon using the engineering Enterprise Modeling Language (eEML). The overall approach and architecture of the micro surgical environment is discussed. An enterprise level surgical manager, surgical planner and other components work together to enable the functioning of the virtual environment for micro surgery. Such virtual environments are essential to educating / training young budding surgeons..


2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Raquel Gil Rodríguez ◽  
Florian Bayer ◽  
Matteo Toscani ◽  
Dar’ya Guarnera ◽  
Giuseppe Claudio Guarnera ◽  
...  

AbstractVirtual reality (VR) technology offers vision researchers the opportunity to conduct immersive studies in simulated real-world scenes. However, an accurate colour calibration of the VR head mounted display (HMD), both in terms of luminance and chromaticity, is required to precisely control the presented stimuli. Such a calibration presents significant new challenges, for example, due to the large field of view of the HMD, or the software implementation used for scene rendering, which might alter the colour appearance of objects. Here, we propose a framework for calibrating an HMD using an imaging colorimeter, the I29 (Radiant Vision Systems, Redmond, WA, USA). We examine two scenarios, both with and without using a rendering software for visualisation. In addition, we present a colour constancy experiment design for VR through a gaming engine software, Unreal Engine 4. The colours of the objects of study are chosen according to the previously defined calibration. Results show a high-colour constancy performance among participants, in agreement with recent studies performed on real-world scenarios. Our studies show that our methodology allows us to control and measure the colours presented in the HMD, effectively enabling the use of VR technology for colour vision research.


Author(s):  
Scott W. Osborn ◽  
Judy M. Vance

Abstract This paper describes the development of a virtual reality environment which facilitates the design of spherical four-bar mechanisms. The virtual environment allows the user to naturally interact with the input data and specify the design parameters while operating in a three-dimensional environment. We see this development as a logical extension of existing graphics-based spatial design software. The need for a three-dimensional design space is driven by the difficulty in specifying design inputs and constraints for a spatial problem using a two-dimensional interface. In addition, once the mechanism has been created, the virtual environment provides the opportunity for the user to visually verify that the mechanism will perform the desired three-dimensional motion.


2020 ◽  
Vol 2020 (15) ◽  
pp. 260-1-260-5
Author(s):  
Halina C. Cwierz ◽  
Francisco Diaz-Barrancas ◽  
Pedro J. Pardo ◽  
Angel Luis Perez ◽  
Maria Isabel Suero

Color deficiency tests are well known all over the world. However, there are not applications that attempt to simulate these tests with total color accuracy in virtual reality using spectral color computing. In this work a study has been made of the tools that exist in the market in VR environments to simulate the experience of users suffering from color vision deficiencies (CVD) and the VR tools that detect CVD. A description of these tools is provided and a new proposal is presented, developed using Unity Game Engine software and HTC Vive VR glasses as Head Mounted Display (HMD). The objective of this work is to assess the ability of normal and defective observers to discriminate color by means of a color arrangement test in a virtual reality environment. The virtual environment that has been generated allows observers to perform a virtual version of the Farnsworth-Munsell 100 Hue (FM 100) color arrangement test. In order to test the effectiveness of the virtual reality test, experiments have been carried out with real users, the results of which we will see in this paper.


Author(s):  
Max M. North ◽  
Sarah M. North

The study of sense of presence experienced in virtual reality environments has become an important area of research. The continued advancement of immersive technology offers more opportunities to examine how a subject becomes immersed in and interacts with a variety of virtual environments. The primary purpose of this research is to study the sense of presence while interacting with a traditional Virtual Reality Environment (Helmet-based system with a Head-tracking device) and compare it with a virtual reality environment using an Immersive Environment (Spherical-based Visualization environment). Two empirical experiments were investigated in this study, each consisting of thirty-five subjects. A virtual airplane scenario was created and simulated for the participants of both environments. Participants were given several questionnaires after completing the simulation. This study mainly focused on question 9 and 10 of that survey, which dealt with how much the participant felt present in the virtual environment, and if the presence of the real world could still be experienced while in the virtual environment. We found that the subjects felt more involved with the virtual environment while using the Immersive Environment simulation versus using the traditional helmet-based Virtual Reality Environment. There was a statistically significant difference in questions 9 and 10 between the Immersive Environment and traditional Virtual Reality Environment when those questions are considered in isolation. However there was not a significant difference in the total sense of presence between the two environments after analyzing the questions together. The primary differences between the questions were analyzed using the overall mean and the standard deviation. The Immersive Environment has a smaller deviation than the traditional Virtual Reality Environment, implying that the sense of presence response is more concentrated. However, the overall results demonstrate that both environments are almost equally effective, with the Immersive Environment having several slight advantages.


i-Perception ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 204166952110239
Author(s):  
Junjun Zhang ◽  
Xiaoyan Yang ◽  
Zhenlan Jin ◽  
Ling Li

The experience in virtual reality (VR) is unique, in that observers are in a real-world location while browsing through a virtual scene. Previous studies have investigated the effect of the virtual environment on distance estimation. However, it is unclear how the real-world environment influences distance estimation in VR. Here, we measured the distance estimation using a bisection (Experiment 1) and a blind-walking (Experiments 2 and 3) method. Participants performed distance judgments in VR, which rendered either virtual indoor or outdoor scenes. Experiments were also carried out in either real-world indoor or outdoor locations. In the bisection experiment, judged distance in virtual outdoor was greater than that in virtual indoor. However, the real-world environment had no impact on distance judgment estimated by bisection. In the blind-walking experiment, judged distance in real-world outdoor was greater than that in real-world indoor. On the other hand, the virtual environment had no impact on distance judgment estimated by blind-walking. Generally, our results suggest that both the virtual and real-world environments have an impact on distance judgment in VR. Especially, the real-world environment where a person is physically located during a VR experience influences the person’s distance estimation in VR.


Author(s):  
Jason A. Parker ◽  
Alexandra D. Kaplan ◽  
William G. Volante ◽  
Julian Abich ◽  
Valerie K. Sims

A virtual reality (VR) training system’s effectiveness is determined by how well the knowledge-and skills-gained in the virtual environment transfers to real-world performance. The purpose of this study was to examine the efficacy of virtual reality training by comparing semantic memorization in congruent (e.g., memorization task in VR and recognition task in VR) versus incongruent environments (e.g., memorization task in VR and recognition task in the real word). In the present study, we semi replicated Godden and Baddeley’s 1980 study on context-dependent recognition memory by using a photorealistic virtual reality environment in place of the underwater, scuba environment. Results revealed participants that learned semantic information in the virtual environment performed highly on the memory recognition task in the material, real-world environment (and vice versa). These findings replicate and extend Godden and Baddeley’s original results and provide evidence for the use of VR training to support semantic-based knowledge transfer.


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