Gearvr pano2vr5/8/2023 ![]() ![]() ![]() ![]() In all experiments, visualizations were used to create differently illuminated spaces. In two experiments, rating scales were used (with a blocked and a random design, respectively) and in a third experiment the paired-comparison method was used to evaluate the light and the atmosphere of the space. In the present study, we compared three methodologies to study the influence of electric light and daylight on the perception of the light and the perception of the atmosphere of the space. The impression of a space depends highly on the illumination in the space, which usually is a combination of electric light and daylight. Keywords: virtual reality, subjective user assessments, human perception, visual perception, lighting. Following these findings, the presented experimental method in VR seems very promising for use as a surrogate to real environments in investigating the aforementioned five dimensions of perception in daylit spaces. In addition, there was a high level of perceived presence in the virtual environment and no significant effects on the participants' physical symptoms after the use of the VR headset. The results indicate a high level of perceptual accuracy, showing no significant differences between the real and virtual environments on the studied evaluations. To this end, experiments with 29 participants were conducted, to comparing the user's perception of a real daylit environment and its equivalent representation in VR and testing the effect of the display method on the participants' perceptual evaluations, reported physical symptoms, and their perceived presence in the virtual space. The present work investigates the adequacy of the proposed method to evaluate five aspects of subjective perception of daylit spaces: the perceived pleasantness, interest, excitement, complexity and satisfaction with the amount of view in the space. This method can overcome the difficulty of controlling the variation of luminous conditions, one of the main challenges in experimental studies using daylight, while its novelty lies in the implementation of physically-based renderings into an immersive virtual environment. This paper presents a novel experimental method which uses a Virtual Reality (VR) headset, aiming to provide an alternative environment for the conduction of subjective assessments of daylit spaces. The benefits of using familiar simulation and render software together with low cost, accessible and portable VR HMD's in the authors opinion far outweighs the reduced Field of View, lower frame-rate, lack of parallax and dynamic Point of View compared to realtime rendered high end VR. The 360° panoramas were used at low resolution during the design process to qualify the projects, and the final panoramas were presented with great success as a supplement to visualisations, diagrams, technical drawings and physical models at Bachelor and Master exams. Four student projects are described, each with a different aim and approach towards visualising architectural light in space: Two projects aiming at conveying reality with physically based lighting simulations and two projects with an artistic approach to conveying light impressions. This paper presents the establishment and refinement of a visualisation workflow based on initial learnings from introducing mobile Virtual Reality (VR) as representational medium for visualising and visually evaluating architectural lighting concepts using rendered 360° panoramas.
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