Browsing by Subject "virtual reality"
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Item A true virtual window(Texas A&M University, 2005-02-17) Radikovic, Adrijan SilvesterPrevious research from environmental psychology shows that human well-being suffers in windowless environments in many ways and a window view of nature is psychologically and physiologically beneficial to humans. Current window substitutes, still images and video, lack three dimensional properties necessary for a realistic viewing experience ? primarily motion parallax. We present a new system using a head-coupled display and image-based rendering to simulate a photorealistic artificial window view of nature with motion parallax. Evaluation data obtained from human subjects suggest that the system prototype is a better window substitute than a static image and has significantly more positive effects on observers? moods. The test subjects judged the system prototype as a good simulation of, and acceptable replacement for, a real window, and accorded it much higher ratings for realism and preference than a static image.Item Critical reflection in a digital media artwork - Playas: homeland mirage(2009-06-02) Stenner, Jack EricThe introduction of digital media into the working practice of artists has produced challenges previously unknown to the field of art. This inquiry follows an atypical model of artist-driven research derived from disciplines such as social science and education. Here, an artwork functions as a model that is self-reflective, integrating methodologies in a form that benefits art and science. Using Naturalistic Inquiry, including semi-structured interviews of fifteen participants, the work illustrates a process of creation, analysis and evaluation that places the values of the artist on equal footing with the needs of science. Recently, artists have begun using video game engines as a tool to produce 3D navigable spaces. Using the hybrid video game/installation Playas: Homeland Mirage as a case study, this research examines the impact of technology on the artwork and identifies a number of key issues related to the function of critical reflection in this environment. Rules-of-play were a fundamental pre-requisite to the stimulation of critically reflective experience. The human interface with software and hardware was also a primary factor in reflective experience. Based on participant evaluation and observation, the interface was altered in response to its effect on critical reflection, illustrating how choices in this area impact aesthetic experience. Those with experience in visual art were more likely to engage the work in a critically reflective manner than seasoned video game players who tended to be more interested in scoring and winning. These findings and others inform our understanding of the stimulation of critical reflection in immersive environments and show how we can sensitively integrate technology with meaningful evaluative methods. By repurposing a video game in this manner, we learn about the nature of the video game and the nature of art. This research enables artists to gain a better understanding of the medium to more fully integrate technology within a meaningful practice. Conversely, other fields will benefit from a better understanding of the stimulation of meaning in immersive spaces and gain a comprehensive view of a work that strives to contribute to our culture on a deeper level than as simple entertainment. Ultimately, more fully understanding critical reflection in virtual environments will enable us to create enriched experiences that transcend space to create ?real? or ?virtual? place.Item Sensorimotor disturbances in astronauts following space flight: Causes, evaluation, and countermeasures(2010-08-15) Ronak Vinod Shah; James Vanderploeg; Sharmila Watkins; John FraserSpaceflight induces a myriad of changes on the physiology of the human body. A cumulative result of many of these changes is sensorimotor dysfunction whereby small movements at the head level may lead to an exaggerated sense of movement. An astronaut’s activities of daily living are directly affected until that time when his/her functional performance has returned to near-baseline, a process that may take up to 15 days post-return. These physiological changes can also affect performance in the foreseeable future during exploration class missions.\r\n\r\nThis project reviews current areas of research that are investigating possible countermeasures to reduce the time needed to return to baseline functional performance with regards to posture and gait instability. It will also review other strategies that are currently being utilized in the non-astronaut, outpatient rehabilitation setting and present evidence suggesting their potential ability to mitigate postflight sensorimotor dysfunction.\r\n