当前位置: X-MOL 学术Journal of Interior Design › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Virtual Reality Versus Real-World Space: Comparing Perceptions of Brightness, Glare, Spaciousness, and Visual Acuity
Journal of Interior Design ( IF 1.2 ) Pub Date : 2021-11-24 , DOI: 10.1111/joid.12209
Xu Jin 1 , Jason Meneely 1 , Nam‐Kyu Park 1
Affiliation  

Virtual reality (VR) headsets exhibit great potential for conducting interior design research in immersive digital settings; however, additional studies are needed to map out limitations for their use to simulate real-world settings. We investigated how participant perceptions of a single interior environment varied among a real-world space (R) and two surrogate VR spaces (one made with 360° spherical photography and one made with 360° spherical digital rendering). A total of 42 undergraduate, interior design students were randomly assigned to one of two experiments, resulting in two groups of 21 students. Each participant completed a visual acuity task and evaluated perceived brightness, glare, and spaciousness within the real-world space and one of the two surrogate VR environments. Participants reported acceptable baseline levels of perceived realism in both VR environments. There was no significant difference between the rendered-VR simulation and real-world space for brightness, glare, and spaciousness, while the photographed-VR simulation was seen as significantly brighter and glaring. Performance on the visual acuity task was significantly lower in both VR simulations than in the real-world-approximating the difference between 20/20 and 20/60 vision. Implications and strategies for effective deployment of VR simulations in interior design research are discussed.

中文翻译:

虚拟现实与现实世界空间:比较亮度、眩光、空间和视力的感知

虚拟现实 (VR) 耳机在沉浸式数字环境中进行室内设计研究方面表现出巨大的潜力;但是,需要进行额外的研究来确定它们在模拟现实世界环境中的使用限制。我们调查了参与者对单个内部环境的感知如何在真实世界空间 (R) 和两个替代 VR 空间(一个使用 360° 球面摄影制作,一个使用 360° 球面数字渲染制作)之间变化。共有 42 名本科室内设计专业的学生被随机分配到两个实验中的一个,结果分为两组,每组 21 名学生。每个参与者都完成了一项视敏度任务,并评估了现实世界空间和两个替代 VR 环境之一中的感知亮度、眩光和宽敞度。参与者报告了在两种 VR 环境中感知真实感的可接受基线水平。渲染的 VR 模拟与真实世界空间在亮度、眩光和宽敞度方面没有显着差异,而拍摄的 VR 模拟被认为明显更亮和更刺眼。在两种 VR 模拟中,视力任务的表现都明显低于现实世界中的表现——近似于 20/20 和 20/60 视力之间的差异。讨论了在室内设计研究中有效部署 VR 模拟的意义和策略。在两种 VR 模拟中,视力任务的表现都明显低于现实世界中的表现——近似于 20/20 和 20/60 视力之间的差异。讨论了在室内设计研究中有效部署 VR 模拟的意义和策略。在两种 VR 模拟中,视力任务的表现都明显低于现实世界中的表现——近似于 20/20 和 20/60 视力之间的差异。讨论了在室内设计研究中有效部署 VR 模拟的意义和策略。
更新日期:2021-11-24
down
wechat
bug