scholarly journals Multi-Detailed 3D Architectural Framework for Sound Perception Research in Virtual Reality

2021 ◽  
Vol 7 ◽  
Author(s):  
Josep Llorca-Bofí ◽  
Michael Vorländer

The presentation of architectural design in simulation environments demands strong 3D modeling abilities. Architects usually demonstrate presentation skills that mostly address researchers in the building simulation field. However, there is still a gap between the architect’s deliverable and the contextual scenario for overarching research purposes, mainly caused by the lack of knowledge in the areas where research disciplines overlap. This dilemma is particularly present in the practice of 3D modeling for sound perception research in virtual reality since the building modelers must also gather diverse pieces of knowledge into a contained scenario: ranging from sound sources, sound propagation models to physically based material models. Grounded on this need, this article presents a comprehensive framework, defined by the visual and acoustic cues—geometries, materials, sources, receivers, and postprocessing—on one side and three levels of detail on the other. In this way, very specific research application needs can be covered, as well as a modular concept for future modeling demands. The interconnection between every model element is particularly designed, enabling the assembly among different modalities at different levels of detail. Finally, it provides targeted modeling strategies for architects, depicted in one indoor and one outdoor demonstration for auditory-visual research.

Author(s):  
Jihun Park

This paper presents a method of simulating sound propagation and reconstruction for the virtual reality applications. The algorithm being developed in this paper is based on a ray sound theory. If we are given 3 dimensional geometry input as well as sound sources as inputs, we can compute sound effects over the entire boundary surfaces. In this paper, we present two approaches to compute sound field: The first approach, called forward tracing, traces sounds emanating from sound sources, while the second approach, called geometry based computation, computes possible propagation routes between sources and receivers. We compare two approaches and propose a geometry-based sound computation method for outdoor simulation. This approach is computationally more efficient than the forward sound tracing. The physical environment affects sound propagation simulation by impulse- response. When a sound source waveform and numerically computed impulse in time is convoluted, a synthetic sound is generated. This technique can be easily generalized to synthesize realistic stereo sounds for the virtual reality applications. At the same time, the simulation result can be visualized using VRML.


2021 ◽  
Vol 11 (7) ◽  
pp. 3090
Author(s):  
Sangwook Yoo ◽  
Cheongho Lee ◽  
Seongah Chin

To experience a real soap bubble show, materials and tools are required, as are skilled performers who produce the show. However, in a virtual space where spatial and temporal constraints do not exist, bubble art can be performed without real materials and tools to give a sense of immersion. For this, the realistic expression of soap bubbles is an interesting topic for virtual reality (VR). However, the current performance of VR soap bubbles is not satisfying the high expectations of users. Therefore, in this study, we propose a physically based approach for reproducing the shape of the bubble by calculating the measured parameters required for bubble modeling and the physical motion of bubbles. In addition, we applied the change in the flow of the surface of the soap bubble measured in practice to the VR rendering. To improve users’ VR experience, we propose that they should experience a bubble show in a VR HMD (Head Mounted Display) environment.


2005 ◽  
Vol 277-279 ◽  
pp. 318-323
Author(s):  
Yang Hee Nam

Architectural design is one of those areas that have actively employed interactive design tools such as CAD/CAM software. In order to add a realistic view of the design results in the 3D work process, there have been several recent attempts to employ a virtual reality technology that allows architects to explore design in 3D space. However, VR’s weakness is that common interaction tasks, such as navigation and selection, are still not supported conveniently in 3D space. In addition, VR devices are generally unfamiliar to the average person and are too expensive to use. This paper presents a VR framework that makes the design task easily achieved by employing a PDA interface for a VR interaction applied to street-view emotional color design problems.


Fast track article for IS&T International Symposium on Electronic Imaging 2021: Imaging and Multimedia Analytics in a Web and Mobile World 2021 proceedings.


2018 ◽  
Vol 41 ◽  
pp. 05005
Author(s):  
Luhur Sapto Pamungkas ◽  
Cinthyaningtyas Meytasari ◽  
Hendro Trieddiantoro

Studios. This ability gained through visual design thinking. The spatial experience honed by three dimensional thinking from the medium diversity. The spatial experience learned through a room layout, proportion, and composition. This research used an experimental method and the primary data obtained by a “Likert” scale questionnaire. The Respondents are 50 students of the Architectural Design Studio. Moreover, the analysis focuses on the VR for spatial experience. The result was a descriptive explanation of the effectiveness of Virtual Reality for a spatial experience of architecture students at Technology University of Yogyakarta.


Author(s):  
Ewa Lach ◽  
Iwona Benek ◽  
Krzysztof Zalewski ◽  
Przemysław Skurowski ◽  
Agata Kocur ◽  
...  

2021 ◽  
Author(s):  
◽  
James Holth

<p>Architects work within the medium of digital space on a day-to-day basis, yet never truly get to experience the spaces they are creating until after they’re built. This creates a disconnect in the design process that can lead to unexpected and unwanted results. Human perception is a powerful instrument and Virtual Reality (VR) technologies, coupled with more complex digital environments, could enable designers to take advantage of this. Through virtually inhabiting the space they are creating while they are creating it, designers can pre-visualise spatial qualities. These digital tools are experiencing a shift from technology still in development to a fully-fledged research instrument. With a growing level of technical literacy within the architectural discipline they could have the same revolutionary impact that the introduction of computers had in the late-twentieth century.  This thesis explores the potential of VR technology for processes of architectural design by assessing their combined ability to analyse a user’s perception of spatial qualities; in particular the sensation of people density within the work environment. Starting with a review of current literature in architecture and perception based science. A framework is proposed by which to assess the impacts of spatial characteristics within an Immersive Virtual Environment (IVE). This is followed by a design-led series of iterative framework developments centred on increasing user immersion within digital space. Through this methodology a greater understanding is obtained of users perceptions of spatial characteristics and of the process required to design iteratively within an IVE framework.</p>


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