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Facilitating effective virtual reality for architectural design.

机译:促进建筑设计的有效虚拟现实。

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摘要

A key goal in virtual reality (VR) is to provide the user with a first-person perspective of a virtual environment that feels every bit as real as the world around them. Achieving this goal is of great interest to fields such as architecture, where it would allow both the architect and their client to explore a space they are designing before it is built, and use its realistic presentation to aid in the decision making process. Careful attention has to be paid, however, to ensure that the virtual representation is faithfully portraying the same sense of space as the real world. Unfortunately, research has uncovered that using an egocentric point of view within virtual environments results in the users experiencing errors in their spatial judgment [1]. Specifically, from a user's perspective, objects in the virtual environment will appear closer than they really are. This poses a serious problem for using virtual environments as veridical representations, as the mismatches occurring between perceived virtual spaces and finalized designs would compromise any conclusions being made within the virtual reality system.;This dissertation presents work that explores this misjudgment problem from a cognitive sense, one where we evaluate the effect that a user's sense of presence has in the virtual environment. Our experiments are grounded with an initial study, which finds that placing a user within a virtual environment that matches the real, physical space they occupy does not generate the same errors found in previous studies. Further experiments build off this discovery by exploring the beneficial aspects of co-location of the virtual space with the physical, and delving into the possible cues used in high-fidelity replicas that aid in a user's increased accuracy. In addition, we present work on how to increase the user's spatial accuracy in remote locations, which is the true goal of virtual reality. This research focuses on giving users additional feedback in the virtual world, through the use of full-bodied virtual avatars. With these additional cues, we grant the user the ability to form a better cognitive model of the virtual space, and start making significant headway into eliminating the distance compression problem.
机译:虚拟现实(VR)的一个主要目标是为用户提供虚拟环境的第一人称视角,使他们感受到与周围世界一样真实的事物。实现这一目标对于诸如建筑等领域非常感兴趣,在该领域中,建筑师和他们的客户都可以在构建之前探索他们正在设计的空间,并使用其逼真的呈现方式来辅助决策过程。但是,必须小心注意,以确保虚拟表示忠实地描绘出与真实世界相同的空间感。不幸的是,研究发现,在虚拟环境中使用以自我为中心的观点会导致用户的空间判断出现错误[1]。具体而言,从用户的角度来看,虚拟环境中的对象看起来会比实际看起来更近。这给使用虚拟环境作为垂直表示提出了一个严重的问题,因为在感知的虚拟空间和最终设计之间发生的不匹配会损害虚拟现实系统中得出的任何结论。;本论文提出了从认知意义上探索这个错误判断问题的工作。 ,我们在其中评估用户的存在感在虚拟环境中产生的影响。我们的实验基于一项初步研究,该研究发现将用户放置在与其所占用的真实物理空间相匹配的虚拟环境中不会产生与先前研究相同的错误。进一步的实验通过探索虚拟空间与物理空间并置的有益方面,并深入研究高保真复制品中可能使用的线索,以帮助提高用户的准确性,从而奠定了这一发现的基础。此外,我们还介绍了如何提高远程位置用户的空间精度的工作,这是虚拟现实的真正目标。这项研究的重点是通过使用功能强大的虚拟化身为用户提供虚拟世界中的其他反馈。通过这些额外提示,我们使用户能够形成更好的虚拟空间认知模型,并开始在消除距离压缩问题方面取得重大进展。

著录项

  • 作者

    Ries, Brian Thomas.;

  • 作者单位

    University of Minnesota.;

  • 授予单位 University of Minnesota.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 169 p.
  • 总页数 169
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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