Design and Virtual Reality

Virtual reality (VR) technology is a sophisticated high-tech form of ICT that has recently been enthusiastically promoted as having a great potential benefit to both design activity and design education. VR is a computer-generated visualized form of communication in which participants visit a fantastic world where they feel a sense of presence and interact with each other through the use of first-person perspective screen representations known as avatars. It is often thought that VR is created by computers, but it is in fact a creation of the humans who program computers with their own ontological assumptions, especially about cause and effect relationships. In other words, VR is not an accurate representation of reality. It may – as in VR games – be a gross distortion of reality. Unlike the real world, VR is not independent of human control, and it is nowhere near as complex as everyday life experiences. Therefore, the use of VR for educational purposes remains dubious, especially in regard to the transference of the behaviour of avatars in VR to the understanding users of the technology in real life. So too is the use of VR technology questionable for the work of design, for the simple reason that it does not provide accurate and thorough representations of reality. When VR is compared to the visual representations that human beings make by the mysterious co-ordination of brain and eye and hand, they fall far short of realizing their grandiose claim of being “virtually” real.

2020 ◽  
Vol 4 (1) ◽  
pp. 36-50
Author(s):  
Alp Karaca

Due to the developing economic and technological opportunities, our structural environment and living spaces vary. In line with the increasing supply and demands of human beings, technological developments are increasing day by day, and they are trying to meet the expectations. The technological developments that started with the French Revolution show themselves in our living spaces, in every environment, where human beings exist and play the first-order factor in our lives. There is a process where living spaces and designs change and technological developments restructure the social environment of human beings. Technology, which developed rapidly, especially after 1990, is no longer a necessity but has become an indispensable part of our social life. Today, our relations with each other are now in a direct connection with technology. While our living spaces are being renewed and changed so rapidly, today’s adequacy of architectural education should be questioned. Has the education given in architectural education been able to meet the rapidly increasing demands of human beings? Have technological opportunities been a part of architectural education and can they use it effectively? The answer to these questions will be tried to be answered within the scope of architectural education, which is the focus of the research. In particular, the extent to which architectural design, which has a great place in the virtual reality environment, is supported during the university education process will be explored and the relationship between technological developments and design education will be revealed. In addition to the resource and data analyses to be carried out at all universities that provide architectural education accredited by YOK throughout Northern Cyprus, the research will also include observation methods and reports.   Keywords: Architectural education, technology, living spaces, virtual reality, design, North Cyprus.


Sensors ◽  
2020 ◽  
Vol 20 (21) ◽  
pp. 6045 ◽  
Author(s):  
Iulia-Cristina Stanica ◽  
Florica Moldoveanu ◽  
Giovanni-Paul Portelli ◽  
Maria-Iuliana Dascalu ◽  
Alin Moldoveanu ◽  
...  

As life expectancy is mostly increasing, the incidence of many neurological disorders is also constantly growing. For improving the physical functions affected by a neurological disorder, rehabilitation procedures are mandatory, and they must be performed regularly. Unfortunately, neurorehabilitation procedures have disadvantages in terms of costs, accessibility and a lack of therapists. This paper presents Immersive Neurorehabilitation Exercises Using Virtual Reality (INREX-VR), our innovative immersive neurorehabilitation system using virtual reality. The system is based on a thorough research methodology and is able to capture real-time user movements and evaluate joint mobility for both upper and lower limbs, record training sessions and save electromyography data. The use of the first-person perspective increases immersion, and the joint range of motion is calculated with the help of both the HTC Vive system and inverse kinematics principles applied on skeleton rigs. Tutorial exercises are demonstrated by a virtual therapist, as they were recorded with real-life physicians, and sessions can be monitored and configured through tele-medicine. Complex movements are practiced in gamified settings, encouraging self-improvement and competition. Finally, we proposed a training plan and preliminary tests which show promising results in terms of accuracy and user feedback. As future developments, we plan to improve the system’s accuracy and investigate a wireless alternative based on neural networks.


Author(s):  
Margherita Peruzzini ◽  
Maura Mengoni ◽  
Michele Germani

The promise of Virtual Reality in design environments is to facilitate the interaction with digital models and to enhance the results of design activity. Design education is one of the most recent and interesting applications. Thanks to technological advances in human-computer interfaces, Virtual Reality represents a new way to stimulate design students and to develop innovative teaching methods. The paper explores the impact of Virtual Reality technologies on design learning, with particular attention to mechanical product design. It is focused on the analysis of cognitive and technical aspects of learning processes and the definition of a proper evaluation protocol. The protocol is based on the classification of the most meaningful activities in mechanical engineering teaching and the identification of a set of metrics that enable to objectively evaluate the learning process. Assessing how VR supports design education, an experimental study is proposed. It is based on the comparison of three different approaches performed by two-dimensional drawings, by 3D CAD models and, finally, by virtual reality technologies.


Author(s):  
Grace Baptie ◽  
Jackie Andrade ◽  
Alison M. Bacon ◽  
Alyson Norman

Due to the unpredictable nature of traumatic events, prospective research into trauma relies upon laboratory methods utilising distressing film scenes to act as a trauma analogue measuring vulnerability factors and testing interventions applied to posttraumatic stress disorder (PTSD). This is the first study to test whether Virtual Reality (VR) provides a more effective trauma analogue than traditional on-screen presentation by direct comparison of the same real-life trauma film. Participants viewed footage of a staged car accident either presented in VR (N = 31) or on-screen (OS) (N = 30). Both groups recorded sense of presence, pre- and post-film mood and state anxiety. After the film, some participants (VR: n = 18; OS: n = 12) reported involuntary intrusions of the film and recorded the emotionality of these. VR presentation evoked a greater sense of presence, yet both VR and OS presentation elicited negative mood and involuntary intrusions. Although intrusions were more vivid in the VR condition, there were no significant differences in frequency or distress. However, a greater sense of presence, regardless of medium, was predictive of increased emotional reaction to the film and greater intrusion frequency and distress. Therefore, implementing a VR paradigm could be directly beneficial for TFP research concerning sense of presence or vividness of intrusions. The association between enhanced sense of presence and stress response suggests that an effective trauma analogue should be immersive, and VR presentation is a useful medium to elicit a greater sense of immersion.


2019 ◽  
Vol 5 (1) ◽  
pp. 529-547 ◽  
Author(s):  
Peter Scarfe ◽  
Andrew Glennerster

Virtual reality (VR) is becoming an increasingly important way to investigate sensory processing. The converse is also true: in order to build good VR technologies, one needs an intimate understanding of how our brain processes sensory information. One of the key advantages of studying perception with VR is that it allows an experimenter to probe perceptual processing in a more naturalistic way than has been possible previously. In VR, one is able to actively explore and interact with the environment, just as one would do in real life. In this article, we review the history of VR displays, including the philosophical origins of VR, before discussing some key challenges involved in generating good VR and how a sense of presence in a virtual environment can be measured. We discuss the importance of multisensory VR and evaluate the experimental tension that exists between artifice and realism when investigating sensory processing.


Author(s):  
Dadan Sumardani ◽  
Ida Midaraeni ◽  
Nur Ichsan Sumardani

The Global Education Census 2018 shows that Indonesian students are the highest technology users in the world. Unfortunately, the level of Indonesian science education is at a low level indicated by the Program of International Student Assessment 2015. The Learning physics science is ideally done through the experiments, but the theory of special relativity is difficult to understand. It is difficult because the theory has not happened in real life and no technology has advanced at the speed of light. To understand the theory, Virtual Reality is able to visualize the real concept of relativity by presenting an artificial world to the students. In its development, many virtual reality have been developed in the field of education by the experts because of the students' interest in this application. Virtual reality is more easily developed because it is supported by Google technology. Based on this, the researchers are interested in designing Virtual Reality applications as a Learning Media for Relativity on Android Smartphones. This Research and Development uses the Lee and Owens Model which consists of analysis, design, development, implementation, and evaluation. This research specializes in the development process which includes pre-production, production, and post-production. The application content explains the journey of human beings traveling at the speed of light and feeling the effects of the special theory of relativity. This application was developed using Unity 5.6.2f1 software and Google VR Cardboard. The Tests on the gyroscope and accelerometer concluded that the sensitivity level of the application is very good so that the rotation of the application is the same as the user's rotation. The development of virtual reality technology is carried out systematically, easily and effectively. The development of Virtual Reality using Unity and Google Cardboard on smartphones can be an effective solution, because of Unity 5.6.2f1 applications are free and unity operation is relatively easy for new developers. Hopefully researchers with the existence of this research, other developers can have a guide article in developing virtual reality.


This survey of research on psychology in five volumes is a part of a series undertaken by the ICSSR since 1969, which covers various disciplines under social science. Volume One of this survey, Cognitive and Affective Processes, discusses the developments in the study of cognitive and affective processes within the Indian context. It offers an up-to-date assessment of theoretical developments and empirical studies in the rapidly evolving fields of cognitive science, applied cognition, and positive psychology. It also analyses how pedagogy responds to a shift in the practices of knowing and learning. Additionally, drawing upon insights from related fields it proposes epithymetics–desire studies – as an upcoming field of research and the volume investigates the impact of evolving cognitive and affective processes in Indian research and real life contexts. The development of cognitive capability distinguishes human beings from other species and allows creation and use of complex verbal symbols, facilitates imagination and empowers to function at an abstract level. However, much of the vitality characterizing human life is owed to the diverse emotions and desires. This has made the study of cognition and affect as frontier areas of psychology. With this in view, this volume focuses on delineating cognitive scientific contributions, cognition in educational context, context, diverse applications of cognition, psychology of desire, and positive psychology. The five chapters comprising this volume have approached the scholarly developments in the fields of cognition and affect in innovative ways, and have addressed basic as well applied issues.


Author(s):  
Yu-Sheng Yang ◽  
Alicia M. Koontz ◽  
Yu-Hsuan Hsiao ◽  
Cheng-Tang Pan ◽  
Jyh-Jong Chang

Maneuvering a wheelchair is an important necessity for the everyday life and social activities of people with a range of physical disabilities. However, in real life, wheelchair users face several common challenges: articulate steering, spatial relationships, and negotiating obstacles. Therefore, our research group has developed a head-mounted display (HMD)-based intuitive virtual reality (VR) stimulator for wheelchair propulsion. The aim of this study was to investigate the feasibility and efficacy of this VR stimulator for wheelchair propulsion performance. Twenty manual wheelchair users (16 men and 4 women) with spinal cord injuries ranging from T8 to L2 participated in this study. The differences in wheelchair propulsion kinematics between immersive and non-immersive VR environments were assessed using a 3D motion analysis system. Subjective data of the HMD-based intuitive VR stimulator were collected with a Presence Questionnaire and individual semi-structured interview at the end of the trial. Results indicated that propulsion performance was very similar in terms of start angle (p = 0.34), end angle (p = 0.46), stroke angle (p = 0.76), and shoulder movement (p = 0.66) between immersive and non-immersive VR environments. In the VR episode featuring an uphill journey, an increase in propulsion speed (p < 0.01) and cadence (p < 0.01) were found, as well as a greater trunk forward inclination (p = 0.01). Qualitative interviews showed that this VR simulator made an attractive, novel impression and therefore demonstrated the potential as a tool for stimulating training motivation. This HMD-based intuitive VR stimulator can be an effective resource to enhance wheelchair maneuverability experiences.


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