Using Advanced Approaches in Urban Design Researches

Author(s):  
Amir Shakibamanesh ◽  
Mahshid Ghorbanian

A lot of scientific studies have investigated virtual reality, the technological phenomenon of the modern world. However, there is no comprehensive study about the practical use of this technology in the urban design field. The aim of this chapter is to investigate this subject. The first step is to outline the 3D digital models discussed as a context for the formation of virtual reality. Then summarizing experts view in the field of virtual reality technology; the study presents components, conditions and requirements necessary to create a virtual environment in its real scientific sense. Since the chapter aims at utilizing virtual reality in the context of urban design studies, it focuses on virtual reality applications in urban design projects, and advantages and limitations of this technique in this area. Finally, at the end of this chapter most common devices needed for equipping a VR Lab and experiencing the sense of presence in virtual environment have been studied in three main categories including non-immersive, immersive, and full-immersive.

Author(s):  
Amir Shakibamanesh ◽  
Mahshid Ghorbanian

A lot of scientific studies have investigated virtual reality, the technological phenomenon of the modern world. However, there is no comprehensive study about the practical use of this technology in the urban design field. The aim of this chapter is to investigate this subject. The first step is to outline the 3D digital models discussed as a context for the formation of virtual reality. Then summarizing experts view in the field of virtual reality technology; the study presents components, conditions and requirements necessary to create a virtual environment in its real scientific sense. Since the chapter aims at utilizing virtual reality in the context of urban design studies, it focuses on virtual reality applications in urban design projects, and advantages and limitations of this technique in this area. Finally, at the end of this chapter most common devices needed for equipping a VR Lab and experiencing the sense of presence in virtual environment have been studied in three main categories including non-immersive, immersive, and full-immersive.


2013 ◽  
Vol 321-324 ◽  
pp. 1971-1976
Author(s):  
Pu Liu ◽  
Zheng Hong Peng

Virtual reality technology is a hot research topic in computer science and the introduction of virtual roaming to the field of urban planning provides a new means for urban design. This paper first analyzes the development, features and technology of virtual reality technology and the virtual city roaming and its applications and advantages in urban planning with focus on how to implement a virtual city roaming system by means of the scene development software Vega and finally concludes the importance of virtual city roaming in urban planning.


2020 ◽  
pp. 147807712095754
Author(s):  
Tomohiro Fukuda ◽  
Marcos Novak ◽  
Hiroyuki Fujii ◽  
Yoann Pencreach

Virtual reality (VR) has been proposed for various purposes such as design studies, presentation, simulation and communication in the field of computer-aided architectural design. This paper explores new roles for VR; in particular, we propose rendering methods that consist of post-processing rendering, segmentation rendering and shadow-casting rendering for more-versatile approaches in the use of data. We focus on the creation of a dataset of annotated images, composed of paired foreground-background and semantic-relevant images, in addition to traditional immersive rendering for training deep learning neural networks and analysing landscapes. We also develop a camera velocity rendering method using a customised segmentation rendering technique that calculates the linear and angular velocities of the virtual camera within the VR space at each frame and overlays a colour on the screen according to the velocity value. Using this velocity information, developers of VR applications can improve the animation path within the VR space and prevent VR sickness. We successfully applied the developed methods to urban design and a design project for a building complex. In conclusion, the proposed method was evaluated to be both feasible and effective.


2012 ◽  
Vol 21 (4) ◽  
pp. 423-434
Author(s):  
Marta Ferrer-García ◽  
Olaya García-Rodríguez ◽  
Irene Pericot-Valverde ◽  
Jin H. Yoon ◽  
Roberto Secades-Villa ◽  
...  

Cue exposure treatment (CET) consists of controlled and repeated exposure to drug-related stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the relation between several individual variables and self-reported craving in smokers exposed to VR environments. Forty-six smokers were exposed to seven complex virtual environments that reproduce typical situations in which people smoke. Self-reported craving was selected as the criterion variable and three types of variables were selected as the predictor variables: related to nicotine dependence, related to anxiety and impulsivity, and related to the sense of presence in the virtual environments. Sense of presence was the only predictor of self-reported craving in all the experimental virtual environments. Nicotine dependence variables added predictive power to the model only in the virtual breakfast at home. No relation was found between anxiety or impulsivity and self-reported craving. Virtual reality technology can be very helpful for improving CET for substance use disorders. However, the use of virtual environments would make sense only insofar as the sense of presence was high. Otherwise, the effectiveness of exposure might be affected.


2013 ◽  
Vol 427-429 ◽  
pp. 2855-2858
Author(s):  
Yu Ping Qin

The virtual construction is achieved in the virtual environment, and the virtual reality technology is the core technology in the virtual construction system. The virtual reality technology is a high-tech information technology which integrates the artificial intelligence, the computer graphics, the man-machine interface technology, multi-media industrial architecture technology, the network technology, the electronics technology and the mechanical technology. The technology aims to utilize computer hardware, software and various sensors to create a virtual environment integrating vision, hearing, touch and smelling, which makes users immersive in the environment. The operators are immersive in the environment and interact with it, obtain sensory stimulation through various media, and gain clear and intuitional understanding of the problems to be solved.


Foods ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 89
Author(s):  
James H. Oliver ◽  
James H. Hollis

In this manuscript, we describe a new approach to study the effect of the eating environment on food intake and eating behavior using virtual reality technology. Fifteen adults consumed pizza rolls in two virtual reality (VR) environments: a restaurant and a table in an empty room. The participants’ food intake, eating parameters (e.g., masticatory parameters and eating rate), and their sensory evaluation of the test food was measured. The participants’ sense of presence (the feeling of being in the virtual environment) and markers of arousal were also measured. There was no statistical significant difference in food intake or the sensory evaluation of the test food. In the restaurant condition, participants used fewer masticatory cycles before swallowing but there was no effect on eating rate or maximum bite force. Participants experienced a greater sense of presence when they were in the pizza restaurant scene. Moreover, their heart rate and skin temperature were higher in the restaurant condition. This study suggests that VR could be developed as a new tool to study the effect of the eating environment on food intake and eating behavior.


Author(s):  
Nicolay Dudakov

Virtual reality technology (VR) is a comprehensive technology that allows you to immerse a person in an immersive virtual world using specialized devices (virtual reality helmets). Virtual reality provides a complete immersion in the computer environment surrounding the user and responding to his actions in a natural way, manipulating objects and programmable events in the virtual environment. Virtual reality constructs a new artificial world transmitted to man through his sensations: vision, hearing, touch and others. A person can interact with a 3D, computerized environment, as well as manipulate objects or perform specific tasks by gaining user experience. Virtual reality is an evolving technology for the transfer of user experience (User Experiment: UI) from person to person. Currently, at the stage of information systems design, the use of induced virtual environment technology in dynamic interaction systems leads to the need to analyze the effectiveness of visual perception and transfer to the human neocortex. Visual perception represents a fundamental scientific task and is studied in many areas of science: neurophysiology, psychophysics, psychology, computer graphics and virtual environment, computer vision, computer science theory.


2012 ◽  
Vol 562-564 ◽  
pp. 1870-1873
Author(s):  
Bao Zhang ◽  
Zhi Feng Liu ◽  
Guang Fu Liu

Virtual Reality, Automobile Model, Ergonomics, Aesthetics Abstract. In the process of design development for vehicles, Virtual Reality (VR) technology is the inevitable trend in future. The paper explores the foundation of automobile model based on VR technology. The automobile ergonomic analysis in virtual environment and the aesthetic utilization of VR technology in automobile design are also discussed in paper.


2019 ◽  
Vol 11 (9) ◽  
pp. 168781401987832
Author(s):  
Hwa Jen Yap ◽  
Chee Hau Tan ◽  
Sin Ye Phoon ◽  
Kan Ern Liew ◽  
Sivadas Chandra Sekaran

The adoption of virtual reality in manufacturing system simulation had proved its effectiveness in bridging up to the gap between different areas of expertise, especially in product design and manufacturing. Virtual reality had enclosed human–machine interface by enabling the user to be immersed into the virtual environment and experience real-time interaction with the virtual objects. In this article, an implementation of virtual reality in cellular manufacturing system simulation is presented. By utilizing the features of visualization and real-time interaction of virtual reality technology, the manufacturing process of a product had been visualized while the real-time control on the product traveling path based on the user’s input was performed and the corresponding activities that related to the change of traveling path had been predicted in the virtual environment. Through the study, simulation of the manufacturing system in virtual reality showed its potential as a powerful decision support system in process planning and scheduling. Various process planning and schedules can be planned through the virtual environment, while the product traveling distance can be obtained from the developed system.


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.


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