scholarly journals Virtual reality as a tool to investigate and predict occupant behaviour in the real world: the example of wayfinding

2021 ◽  
Vol 26 ◽  
pp. 286-302
Author(s):  
Ian J. Ewart ◽  
Harry Johnson

The use of virtual reality (VR) is expanding within the AEC sectors, commonly in design and pre-construction decision-making, including as a tool to test and predict the behaviours of building occupants. The implicit assumption is the experience of an immersive Virtual Reality Environment is representative of the Real Environment, and understanding this prior to construction reduces the likelihood and significance of design errors. However, there are very few studies that have validated this basic assumption, and even fewer that have made a direct comparison between Virtual and Real building use. One behaviour that influences design is wayfinding, and the acknowledged effect of familiarity with the layout of a building, which is the subject of this study. We produced an accurate immersive VR model of part of an existing University building and asked participating students to complete a wayfinding task in both the Real and VR buildings. The results show a quantitative improvement in the route and time taken to complete the task, but highlight differences in behaviours in each environment, including subtleties of head movement, a tendency to experiment and seek amusement, and a range of responses to the technology from enjoyment to suspicion. Further research is required to explore in more detail the effect of VR technologies on participants’ behaviour, and the limitations and potentials of VR as a decision-making tool beyond the example of wayfinding that we use. In conclusion, we need to adopt a cautious approach when designing by VR and recognise that the results of experiments such as ours should complement design decisions, rather than act as their sole justification.

2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker ◽  
Sven Bilen ◽  
Janis Terpenny ◽  
Chimay Anumba

Immersive virtual reality systems have the potential to transform the manner in which designers create prototypes and collaborate in teams. Using technologies such as the Oculus Rift or the HTC Vive, a designer can attain a sense of “presence” and “immersion” typically not experienced by traditional CAD-based platforms. However, one of the fundamental challenges of creating a high quality immersive virtual reality experience is actually creating the immersive virtual reality environment itself. Typically, designers spend a considerable amount of time manually designing virtual models that replicate physical, real world artifacts. While there exists the ability to import standard 3D models into these immersive virtual reality environments, these models are typically generic in nature and do not represent the designer’s intent. To mitigate these challenges, the authors of this work propose the real time translation of physical objects into an immersive virtual reality environment using readily available RGB-D sensing systems and standard networking connections. The emergence of commercial, off-the shelf RGB-D sensing systems such as the Microsoft Kinect, have enabled the rapid 3D reconstruction of physical environments. The authors present a methodology that employs 3D mesh reconstruction algorithms and real time rendering techniques to capture physical objects in the real world and represent their 3D reconstruction in an immersive virtual realilty environment with which the user can then interact. A case study involving a commodity RGB-D sensor and multiple computers connected through standard TCP internet connections is presented to demonstrate the viability of the proposed methodology.


2021 ◽  
Vol 9 (4) ◽  
pp. 198
Author(s):  
Tzuling Liu

<p>There is a basic assumption in the field of economics, which is people are rational. It might be taught in the first class of the principle of economics. However, this assumption could hardly be applied to the real world since people can be affected easily sometimes, especially when they cope with their assets. Thus, with combination of psychology and academic finance, behavioural finance aims to understand the effects influencing investors’ decision-making. This paper will discuss some effects which can be commonly seen in the real world, overconfidence, loss aversion, and herd behaviour included.</p>


Author(s):  
Shiguang Qiu ◽  
Xu Jing ◽  
Xiumin Fan ◽  
Qichang He ◽  
Dianliang Wu

In the case that a real operator drives a virtual human in real-time using the motion capture method and performs complex products assembling and disassembling simulation, a very high driven accuracy is needed to meet the quality requirements of interactivity and simulation results. In order to improve the driven accuracy in virtual reality environment, a method is put forward which analyzes the influence factors of virtual human real-time driven accuracy and optimize the factors. A systematical analysis of factors affecting the accuracy is given. The factors can be sorted into hardware factors and software factors. We find out that the software factors are the main ones affecting the accuracy, and it is very hard to analyse their influence separately. Therefore, we take the virtual human kinematic system as a fuzzy system and improve the real-time driven accuracy using an optimization method. Firstly, a real-time driven model is built on dynamic constraints and body joint rotation information and supports personalized human driven. Secondly, a function is established to describe the driven error during interactive operations in the virtual environment. Then, based on the principle of minimum cumulative error, we establish an optimization model with a specified optimization zone and constraints set according to the standard Chinese adult dimensions. Next, the model is solved using genetic algorithm to get the best virtual human segment dimensions matching the real operator. Lastly, the method is verified with an example of auto engine virtual assembly. The result shows that the method can improve the driven accuracy effectively.


2015 ◽  
Vol 137 (3) ◽  
Author(s):  
Vijitashwa Pandey ◽  
Zissimos P. Mourelatos

This paper shows how reliability block diagrams can be used as a decision making tool. The premise behind the idea is that classical decision analysis (DA), while very powerful, does not provide much tractability in assessing utility functions and their use in making decisions. Our recent work has shown that a reliability block diagram which is a visual representation of systems, can be used to describe a decision situation. In decision making, we called these block diagrams decision topologies (DTs). We show that DTs can be used to make engineering decisions just as DA. The paper also proves that in the limit, using DTs is entirely consistent with DA for both single attribute and multi-attribute cases. The main advantages of the proposed method are that (1) it provides a visual representation of a decision situation, and (2) accommodates continuous and binary attributes together, as well as the tradeoff between them. The paper details the theoretical basis of the proposed method and highlights its benefits. An example is used to demonstrate how DTs can be used in practice.


Author(s):  
Milton César García Castiblanco

ABSTRACTThis report is part of the experience as a teacher for five years, the subject of simulation programs Systems Engineering. The simulation is to build computer models that describe the essential part of the behavior of a system of interest. As well as designing and conducting experiments with such models in order to draw conclusions from their results to support decision-making. A typical question of students to the knowledge received from many of the issues during his career is: What is the actual use can give this issue? In the case of simulation this situation is more complex because the basics needed to make the most of this course are acquired in the first semester, in different subjects and not generally work transversely. In my experience I have found that the best way with which the student can understand the use that can give you the knowledge acquired is to face real situations, not just cases of typical study such as business, but situations that happen in your environment real, at the moment of learning. This document will not only reference to based on realities but also to the real problems which have achieved together with my students apply the knowledge acquired learning.RESUMENEste informe hace parte de las experiencias como docente durante cinco años, de la asignatura de simulación en programas de Ingeniería de Sistemas. La simulación consiste en construir modelos informáticos que describen la parte esencial del comportamiento de un sistema de interés. Así como en diseñar y realizar experimentos con tales modelos con el fin de extraer conclusiones de sus resultados para apoyar la toma de decisiones. Una pregunta típica de los estudiantes ante el conocimiento recibido de los temas durante su carrera es: ¿Cuál es el uso real que puedo darle? Para la simulación esta situación es más compleja dado que los conceptos básicos necesarios para esta asignatura son adquiridos en los primeros semestres, en asignaturas diferentes y que no se trabajan transversalmente. En mi experiencia he encontrado que la mejor forma para que el estudiante entienda el uso que le puede dar a su conocimiento, es enfrentarse a situaciones reales, no solo a casos de estudio típico, sino a situaciones que suceden en su entorno real, en el momento actual de su aprendizaje. Este documento no solo hará referencia al aprendizaje basado en realidades sino también a los problemas reales trabajados con mis estudiantes aplicando el conocimiento adquirido. Contacto principal: [email protected]


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