Virtual Reality (VR) Realism Research
VR Realism Research Study for University of Missouri at Columbia
VR Realism Research Overview
Brad Martin, from Another Reality Studio, worked with the University of Missouri at Columbia to develop a 2x2x2 experiment to understand an individual’s perception and memory of a space based on still, stereo (VR), and colored/realistic renderings.
Above all, the goal of the experiment was to prove a hypothesis that realism and perception help an individual to remember and understand a space better. For instance, a subject viewed images for recall. The project captured data of memory and dimensions to see which format and style offered the best results.
Key Features
- Three (3) rendered spaces in grayscale, colored, realistic styles in both 2D and stereo formats
- Research and development findings
- Several technology variables were utilized as conditions of the study. For example: stereoscopy, field of view, and Photorealism
- Measures for spatial presence, spatial comprehension and memory
- Measurement was key to the study. For example, data analysis with immersive tendencies of the participants were measured using an 11 item scale
Challenges and Core Considerations
- Create interesting and unique renderings for user understanding and memory
- Stereo/realistic rendering should offer the most visual data to improve memory and understanding of a space, whereas 2D grayscale renderings should offer the least.
VR Realism Study Impact: The ARS Solution
- In conclusion, the hypothesis was proven
- As a result, the paper was submitted and won entrance to a Taiwan Conference
Application Development
- Interactive VR
- API Development
VR (Virtual Reality)
- Dynamic Testing in VR
VR Realism Study Client
- University of Missouri and Columbia
Possible Industries Applications
- Testing
- Sightline Studies
- Space Planning
- Visual Testing
- Analytics
- Research
- Education
- Data Collection
- Virtual Showrooms
- Decorate
- Real Estate Staging
- Real Estate Touring
- Design