2014
DOI: 10.52842/conf.ecaade.2014.2.253
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New Virtual Reality for Architectural Investigations

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Cited by 6 publications
(7 citation statements)
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“…In basic design courses, two papers for 2D drawing/3D modeling [90,92] and one paper for design review [17] applied IVR. Six papers in urbanism [31,60,85,[105][106][107] and two papers in interior design [65,71] used IVR for design review. Moreover, in design studios, seven papers for design review [2,4,15,26,30,53,119], four papers for 2D drawing/3D modeling [39][40][41]117], and three papers for stakeholder engagement [48,62,118] analyzed IVR.…”
Section: Resultsmentioning
confidence: 99%
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“…In basic design courses, two papers for 2D drawing/3D modeling [90,92] and one paper for design review [17] applied IVR. Six papers in urbanism [31,60,85,[105][106][107] and two papers in interior design [65,71] used IVR for design review. Moreover, in design studios, seven papers for design review [2,4,15,26,30,53,119], four papers for 2D drawing/3D modeling [39][40][41]117], and three papers for stakeholder engagement [48,62,118] analyzed IVR.…”
Section: Resultsmentioning
confidence: 99%
“…IVR cannot be capable of detailed architectural modeling to fully meet the requirements for building modeling due to the 2D drawings/3D modeling detail levels in some studies [39,90,92,114,117]. Due to the side effects, IVR may lead to negative ergonomic situations for AECO/FM users studying for long hours [9,16,44,49,52,65,117].…”
Section: Discussionmentioning
confidence: 99%
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“…As VR systems become more practical and sophisticated, concerns about VR sickness increase (Kreutzberg 2014). VR sickness, which occurs when experiencing VR applications, has symptoms similar to common motion sickness, such as vomiting, cold sensation, numbness of limbs, nausea, sweating, and headache (LaViola 2000, Groen andBos 2008).…”
Section: Literature Reviewmentioning
confidence: 99%
“…VR sickness causes a mismatch between the user's vision and vestibular sensation (Dichgans and Brandt 1978, Figure 1 Differences in the appearance of objects due to differences in relative velocity (i.e. motion vector): bridge structure (near view) and mountains (far view) when crossing a river, for example Kreutzberg 2014). In a VR session, the user's body in the real world does not move much, so there is no vestibular input, but on the other hand, the field of view shifts as the user moves within the virtual world.…”
Section: Introductionmentioning
confidence: 99%