Summarization: A between groups experiment was carried out to explore the effect of rendering quality on subjective impressions of illumination and perceived presence after exposure to a Virtual Environment (VE). The computer graphics scenes were rendered in varied levels of shadow accuracy utilising flat-shaded and radiosity rendering and were displayed on a stereo, head tracked Head Mounted Display (HMD). A total of 36 participants were exposed to each experimental visual condition and after completing a spatial task, they were given two questionnaires: A presence questionnaire and a questionnaire investigating subjective responses to lighting. Relevant results show a positive correlation between presence and subjective impressions of lig...
The impact of systematically varied realistic illumination patterns and intensities on the apparent ...
Traditionally, computer graphics strived to achieve the technically best representation of the scena...
This research explores the differences between how game engine cameras and the human visual system (...
A between groups experiment was carried out to explore the effect of rendering quality on subjective...
Α between groups experiment was carried out to explore the effect of rendering quality on subjective...
Summarization: Two experiments were carried out to explore the effect of rendering and interface fid...
Two experiments were carried out to explore the effect of rendering and interface fidelity on subjec...
A between groups experiment was carried out to assess whether positive correlations between response...
With the developments in virtual reality technologies, significant researches have been conducted fo...
Does realistic lighting in an immersive VR application enhance presence - that is, the participants'...
Does realistic lighting in an immersive virtual reality application enhance presence, where particip...
The achievement of a good visual environment is key to guaranteeing human satisfaction indoors. In t...
Summarization: Computer graphics algorithms have for long dealt with simulation of physics: simulati...
Traditionally, computer graphics strived to achieve the technically best representation of the scena...
This paper investigates the relationship between participants’ satisfaction with brightnessand other...
The impact of systematically varied realistic illumination patterns and intensities on the apparent ...
Traditionally, computer graphics strived to achieve the technically best representation of the scena...
This research explores the differences between how game engine cameras and the human visual system (...
A between groups experiment was carried out to explore the effect of rendering quality on subjective...
Α between groups experiment was carried out to explore the effect of rendering quality on subjective...
Summarization: Two experiments were carried out to explore the effect of rendering and interface fid...
Two experiments were carried out to explore the effect of rendering and interface fidelity on subjec...
A between groups experiment was carried out to assess whether positive correlations between response...
With the developments in virtual reality technologies, significant researches have been conducted fo...
Does realistic lighting in an immersive VR application enhance presence - that is, the participants'...
Does realistic lighting in an immersive virtual reality application enhance presence, where particip...
The achievement of a good visual environment is key to guaranteeing human satisfaction indoors. In t...
Summarization: Computer graphics algorithms have for long dealt with simulation of physics: simulati...
Traditionally, computer graphics strived to achieve the technically best representation of the scena...
This paper investigates the relationship between participants’ satisfaction with brightnessand other...
The impact of systematically varied realistic illumination patterns and intensities on the apparent ...
Traditionally, computer graphics strived to achieve the technically best representation of the scena...
This research explores the differences between how game engine cameras and the human visual system (...