Browsing by Subject "Virtual reality"
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Item Open Access The aid of colour on visuospatial navigation of elderly people in a virtual polyclinic environment(John Wiley and Sons, 2018) Kumoğlu-Süzer, Özge; Olguntürk, NilgünIt is well documented that elderly people often have difficulties in finding their way in unfamiliar environments. In this study, we aimed to explore the usage of colour as visuospatial navigation tool for elderly people by testing in a virtually simulated polyclinic environment. We compared neutral, warm and cool coloured experiment settings to find out the effect of different colours on elderly people's visuospatial navigation performances. We conducted our experiment with 90 participants in two phases, each with a specific task (Route Replication and Picture Classification). The findings showed that neutral coloured setting affected participants' visuospatial navigation performances negatively compared to warm and cool coloured settings. However, there was no significant performance difference between warm and cool coloured environments. In addition to that, when they were asked to reach to the destination point, male participants spent shorter time, did fewer wrong turns, experienced fewer hesitations and traveled shorter distances compared to female participants. Currently, due to the increase in the elderly population, designing well-functioning interior spaces for the elderly has become a more pressing matter. We believe that the findings of this study will provide important clues for both interior designers and environmental psychologists.Item Open Access Camera-based virtual environment interaction on mobile devices(Springer, 2006-11) Çapin, Tolga; Haro, A.; Setlur, V.; Wilkinson, S.Mobile virtual environments, with real-time 3D and 2D graphics, are now possible on smart phone and other camera-enabled devices. Using computer vision, the camera sensor can be treated as an input modality in applications by analyzing the incoming live video. We present our tracking algorithm and several mobile virtual environment and gaming prototypes including: a 3D first person shooter, a 2D puzzle game and a simple action game. Camera-based interaction provides a user experience that is not possible through traditional means, and maximizes the use of the limited display size. © Springer-Verlag Berlin Heidelberg 2006.Item Open Access A derivation of Lovász' theta via augmented lagrange duality(E D P Sciences, 2003) Pınar, M. Ç.A recently introduced dualization technique for binary linear programs with equality constraints, essentially due to Poljak et al. [13], and further developed in Lemar´echal and Oustry [9], leads to simple alternative derivations of well-known, important relaxations to two well-known problems of discrete optimization: the maximum stable set problem and the maximum vertex cover problem. The resulting relaxation is easily transformed to the well-known Lov´asz θ number.Item Open Access Dual-finger 3D interaction techniques for mobile devices(Springer U K, 2013) Telkenaroglu, C.; Capin, T.Three-dimensional capabilities on mobile devices are increasing, and the interactivity is becoming a key feature of these tools. It is expected that users will actively engage with the 3D content, instead of being passive consumers. Because touch-screens provide a direct means of interaction with 3D content by directly touching and manipulating 3D graphical elements, touch-based interaction is a natural and appealing style of input for 3D applications. However, developing 3D interaction techniques for handheld devices using touch-screens is not a straightforward task. One issue is that when interacting with 3D objects, users occlude the object with their fingers. Furthermore, because the user's finger covers a large area of the screen, the smallest size of the object users can touch is limited. In this paper, we first inspect existing 3D interaction techniques based on their performance with handheld devices. Then, we present a set of precise Dual-Finger 3D Interaction Techniques for a small display. Finally, we present the results of an experimental study, where we evaluate the usability, performance, and error rate of the proposed and existing 3D interaction techniques. © Springer-Verlag London Limited 2012.Item Restricted Düşler ve gerçekler(1995) Oktay, AhmetItem Open Access E-museum: web-based tour and information system for museums(IEEE, 2006) Baştanlar, Y.; Altıngövde, İsmail Şenol; Aksay, A.; Alav, O.; Çavuş, Özge; Yardımcı, Y.; Ulusoy, Ozgur; Güdükbay, Uğur; Çetin, A. Enis; Akar, G. B.; Aksoy, SelimA web-based system - consisting of data entrance, access and retrieval modules - is constructed for museums. Internet users that visit the e-museum, are able to view the written and visual information belonging to the artworks in the museum, are able to follow the virtual tour prepared for the different sections of the museum, are able to browse the artworks according to certain properties, are able to search the artworks having the similar visual content with the viewed artwork. © 2006 IEEE.Item Open Access Editing heightfield using history management and 3D widgets(IEEE, 2009-09) Yalçın, M. Aydın; Çapin, Tolga K.In virtual environments, terrain is generally modeled by heightfield, a 2D structure. To be able to create desired terrain geometry, software editors for this specific task have been developed. The graphics hardware, data structures and rendering techniques are developing fast to open up new possibilities to the user and terrain editor functionalities are following such improvements (such as real-time lighting updates during editing operations and multi-texture blending). Yet, current terrain editors mostly fail to give the user feedback about their actions and also fail to help the users understand and undo the editing operations on the terrain. The aim of this study is to investigate the 3d-widget based visualization of possible editing (sculpturing) actions on terrain and to help user undo previous operations. © 2009 IEEE.Item Open Access Enhancing sustainable behavior via a serious game: the role of biophilic design in real and virtual settings(2024-09) Özgen Turan, Dilay SedaTraditional sustainable design efforts often fail to significantly influence human behavior towards sustainability. This gap highlights the need for innovative approaches to encourage environmentally responsible actions in built environments. The aim of this thesis is to explore the potential of biophilic design—an architectural approach that integrates natural elements into built environments—to foster sustainable behaviors. Additionally, the study introduces the use of serious games as a novel tool to simulate real-world scenarios and influence behavior towards sustainability. Serious games can bridge the gap between awareness and action, offering a unique opportunity to reshape attitudes toward sustainability. The research involved 162 participants and was conducted in four distinct environments: two real-world settings, a non-immersive computer environment, and an immersive virtual reality (VR) setting. The study compared behaviors in biophilic and non-biophilic environments, and examined the role of serious games in enhancing sustainable behaviors in these different contexts. Findings reveal that biophilic design in real environments positively influences sustainable behaviors more than non-biophilic environments. Moreover, integrating biophilic design into serious games further enhances these behaviors, especially when experienced in an immersive virtual reality (VR) setting. The study underscores the potential of combining biophilic design with serious games as a powerful strategy to promote sustainable behaviors, offering insights into how digital tools can reconnect individuals with nature and encourage environmentally responsible actions.Item Unknown The influence of virtual reality on design process creativity in basic design education(2019-09) Obeid, SamahCreativity is an integral part of a design process. Recently, creativity supporting tools become very common in research. This study examines the influence of immersive and non-immersive virtual design environments on design process creativity in the first year basic design studio, through observing factors related to creativity as the flow state and motivation. Consequently, an experiment was conducted to investigate the relationships between spatial ability, flow state and motivation in immersive and non-immersive virtual design environments. Forty-two first year undergraduate basic design students joined the experiment. The data analysis demonstrated that the immersive virtual design environment facilitates participants’ design process creativity. Also, the findings indicated a positive weak correlation between spatial ability and flow state, and a positive strong correlation between motivation and flow state. Study results contributed to a greater understanding of implementing immersive virtual reality as a creativity supporting tool.Item Unknown The influence of virtual reality on design process creativity in basic design studios(Taylor&Francis, 2020) Obeid, Samah; Demirkan, HalimeWith the recent advancements in digital technologies, the design studios are transformed to virtual environments that offer both to design students and instructors a broader perspective in understanding the design process. As an integral part of design process, the supporting virtual tools enhance creativity in basic design studios. This study examines the influence of immersive and non-immersive virtual design environments on design process creativity in the first year basic design studio, through observing the factors related to creativity as the flow state and motivation. Consequently, an experiment is conducted to investigate the relationships between spatial ability, flow state and motivation in immersive and non-immersive virtual design environments. Forty-two first-year undergraduate basic design students participated in the experiment. The data analysis demonstrated that the immersive virtual design environment facilitates participants’ design process creativity more than the non-immersive one. Also, the findings indicated a positive strong correlation between motivations and flow state and a positive weak correlation between spatial ability and flow state. Study results contributed to a greater understanding of implementing immersive virtual reality as a creativity supporting tool.Item Unknown A perceptional model to understand immersion(2009) Alper, C. ArmağanThe aim of this study is to offer a new model for the concept of immersion based on the process of perception in humans. The motivation behind the study is that although the concept of immersion points to an important experience both in various media and daily life, current approaches to the concept do not provide an analytical framework needed for understanding it. This study offers a cognitive and parameter based model which is based on the perception theory put forward by Henri Bergson in his book Matter and Memory. The model makes possible the analysis of the concept of immersion in terms of various cognitive and physical factors.Item Unknown Proposal for improving computer aid in architectural design(Taylor & Francis, 1994) Şenyapılı, B.; Özgüç, B.Based on various factors that influence the role of computers in architectural design, techniques are discussed aiming at the creation of a highly interactive environment where designers can model not only the physical building they are working on, but the procedures, methods and techniques they use during the design process.Item Unknown The relationship between preference utilizing VR and synoptic thermal evaluation the case of public square of Amirkabir, Arak(2022-12) Taghavi Araghi, Seyed MahziarPublic Open Spaces (POS) have been proven to have a positive effect on people’s life and overall well-being. As also suggested by the existing literature, the success of a POS can be interrelated with the number of individuals using it. However, the occurrence of Urban Heat Island (UHIs) has increased in recent years as a consequence of climate change which can significantly affect the presence of people in POSs and their usage pattern. Urban green spaces on the other hand can provide shade that covers outdoor environments, attenuating the effects of UHIs. In addition, urban inhabitants can benefit from psycho-physiological advantages of urban green spaces. Meanwhile, Amirkabir square as the first environment with the main concentration on pedestrians rather than vehicles in the city of Arak, needs urgent improvements in both aesthetics and thermal condition. To accomplish this aim, alongside thermal sensitive decision making, the use of virtual reality (VR) as a participatory means can offer a unique opportunity to ensure the positive effects of local interventions. This method and the integrative mergence between these two issues, and how they can frame an initial guidance for local design- oriented action, are interlinked contemporary factors that need to be addressed. As a result, the study's primary objective is to provide interdisciplinary recommendations for architects and urban designers on how to effectively approach the alternation of POSs for enhanced greenery design to approach both thermal comfort and psychological expectations. Hence, this study investigated people's preferences in four greenery design scenarios using VR techniques, then compared them to thermal comfort situations to determine whether the preferred scenario chosen by Araki inhabitants is the same scenario in which people performed best or not. People’s preferences were studied using VR technology and SPSS software for data interpretation. The quantitative thermal microclimatic conditions of Amirkabir urban square were obtained through the application and comparison of energy-based model thermal indices. These indices were the Physiologically Equivalent Temperature (PET) and the modified PET (mPET) through the use of biometeorological RayMan pro model. To facilitate the representation of the results, the Climate Tourism/transfer Information Scheme (CTIS) software was utilized. This innovative methodology revealed in the case of Arak, that the scenario preferred by people (Scenario D, p<.05), is different from the scenario with better thermal performance (Scenario A), and that people’s preferences and thermal outcome on different design scenarios are not necessarily parallel, which draws on local design and planning orientated professionals that shape cities to work in an interdisciplinary manner whilst addressing such crucial aspects. Through such a perspective, the modification of the urban fabric can be made to better ensure the long-term triumph of urban projects.Item Unknown Three-dimensional television: consumer, social, and gender issues(Springer, 2008) Özaktaş, Haldun M.; Özaktaş, Haldun M.; Onural, LeventThis chapter is based on a series of discussions which were planned and carried out within the scope of the Integrated Three-Dimensional Television—Capture, Transmission, and Display project, which is a Network of Excellence (NoE) funded by the European Commission 6th Framework Information Society Technologies Programme. The project involves more than 180 researchers in 19 partner institutions from 7 countries throughout Europe and extends over the period from September 2004 to August 2008.Item Unknown Usability of virtual reality for basic design education: a comparative study with paper-based design(Springer, 2019) Özgen, Dilay Seda; Afacan, Yasemin; Sürer, E.Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design education is one of them. Design education, an important part of the curriculum of architecture students who aim to conceptualize problem-solving, is still taught using traditional methodologies with touches of digital technologies. Thus, there is limited research into the implementation of VR. This study proposes using VR in basic design education and focuses on the usability of VR, especially for problem-solving activities. It presents the literature on basic design education of digital approaches, VR technologies, usability criteria and the technology acceptance model. In order to analyse the usability of VR, we conducted an experimental study with 20 first-year interior architecture and architecture students. We found that, statistically, there is a significant difference in terms of ‘the intention to use’ and ‘the perceived enjoyment’ between the VR group and the paper-based group. Moreover, there is, statistically, a difference in effectiveness within the paper-based group and the VR-based group when one compares the success of two types of design problems in the same group. Thus, one can summarize that using VR can strongly enhance problem-solving activities in interior architecture and for architecture students and that one can consider it to be a promising and complementary tool in basic design education.Item Unknown A virtual garment design and simulation system(IEEE, 2007-07) Durupınar, Funda; Güdükbay, UğurIn this paper, a 3D graphics environment for virtual garment design and simulation is presented. The proposed system enables the three dimensional construction of a garment from its cloth panels, for which the underlying structure is a mass-spring model. The garment construction process is performed through automatic pattern generation, posterior correction, and seaming. Afterwards, it is possible to do fitting on virtual mannequins as if in a real life tailor's workshop. The system provides the users with the flexibility to design their own garment patterns and make changes on the garment even after the dressing of the model. Furthermore, rendering alternatives for the visualization of knitted and woven fabric are presented. © 2007 IEEE.Item Unknown Virtual human representation and communication in VLNet(Institute of Electrical and Electronics Engineers, 1997) Capin, T. K.; Noser, H.; Thalmann, D.; Pandzic, I. S.; Thalmann, N. M.Using virtual humans to represent participants promotes realism in networked VEs. Different message types used to animate the human body and face impose varying network requirements, as analyzed here.Item Unknown Virtual sculpting with advanced gestural interface(2013) Kılıboz, Nurettin ÇağrıIn this study, we propose a virtual reality application that can be utilized to design preliminary/conceptual models similar to real world clay sculpting. The proposed system makes use of the innovative gestural interface that enhances the experience of the human-computer interaction. The gestural interface employs advanced motion capture hardware namely data gloves and six-degrees-of-freedom position tracker instead of classical input devices like keyboard or mouse. The design process takes place in the virtual environment that contains volumetric deformable model, design tools and a virtual hand that is driven by the data glove and the tracker. The users manipulate the design tools and the deformable model via the virtual hand. The deformation on the model is done by stuffing or carving material (voxels) in or out of the model with the help of the tools or directly by the virtual hand. The virtual sculpting system also includes volumetric force feedback indicator that provides visual aid. We also offer a mouse like interaction approach in which the users can still interact with conventional graphical user interface items such as buttons with the data glove and tracker. The users can also control the application with gestural commands thanks to our real time trajectory based dynamic gesture recognition algorithm. The gesture recognition technique exploits a fast learning mechanism that does not require extensive training data to teach gestures to the system. For recognition, gestures are represented as an ordered sequence of directional movements in 2D. In the learning phase, sample gesture data is filtered and processed to create gesture recognizers, which are basically finite-state machine sequence recognizers. We achieve real time gesture recognition by these recognizers without needing to specify gesture start and end points. The results of the conducted user study show that the proposed method is very promising in terms of gesture detection and recognition performance (73% accuracy) in a stream of motion. Additionally, the assessment of the user attitude survey denotes that the gestural interface is very useful and satisfactory. One of the novel parts of the proposed approach is that it gives users the freedom to create gesture commands according to their preferences for selected tasks. Thus, the presented gesture recognition approach makes the human-computer interaction process more intuitive and user specific.Item Unknown Visual perception of the built environment in virtual reality: a systematic characterization of human aesthetic experience in spaces with curved boundaries(American Psychological Association, 2022-07-04) Boz, Tuğçe Elver; Demirkan, Halime; Ürgen, Burcu AyşeVisual perception of architectural spaces and human aesthetic experience in these spaces have recently received considerable interest in cognitive science. However, it has been difficult to construe a common understanding of aesthetic experience for architectural space, since different studies use different scales to measure aesthetic experiences. In this interdisciplinary study spanning cognitive science and architecture, we aim to provide an empirically driven systematic characterization of human aesthetic experience and investigate what aspects of the architectural spaces affect aesthetic experience. To this end, we manipulated various architectural variables including the shape of the curvilinear boundaries of architectural spaces as well as their size, light, texture, and color in virtual reality. We then had people evaluate these spaces by exhausting a large list of commonly used scales in the literature and applied principal component analysis to reveal the key dimensions of aesthetic experience. Our findings suggest that human aesthetic experience can be reduced to 3 key dimensions, namely familiarity, excitement, and fascination. Each of these dimensions are differentially affected by the various architectural variables revealing their differences. In sum, our study provides a comprehensive framework to characterize human aesthetic experience in virtual architectural spaces with curved boundaries.Item Unknown Visualization of virtual architecture(IEEE, 1997) Şenyapılı, BurcuThis study constitutes a framework, a justification and a proposal for the opportunity to improve the use and efficiency of visualization of architecture in the virtual environment. It seeks a new platform to define architectural design communication. The design process depends upon creation of models and virtual environment offers the medium of exchange where the design model can be shared and criticized by people other than the designer; various analysis can be applied and the results of both can be used to change or improve the design. Possibilities offered by visualization do not fit into the paper-based way of architectural thinking. In order to benefit from the potential of visualization it is required to redefine architecture, architectural design process and architectural terms with respect to the virtual environment. This study introduces a transitional solution between the paper-based and the future ways of thinking in architecture by enabling the designers customize the visualization software according to their purposes.