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Virtual Reality and Human Perception

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International Journal of Scientific & Engineering Research

VIRTUAL REALITY AND HUMAN PERCEPTION


Aastha Tayal, Vanshika Jain, Mansi Jain
Abstract-- According to recent studies, Virtual Reality (VR) has been used to varying degrees in the built environment field as a communication tool to
communicate design purpose and construction methodologies. Currently, the effectiveness of virtual reality has been demonstrated in a number of fields
from design to completion, but despite several promising demonstrations, its potential in the Built Environment has yet to be realized. Unsurprisingly,
there is concern that current VR use limits the technology's full potential, as environmental representations primarily concentrate on the visual modality,
despite the multisensory nature of the spatial experience. Furthermore, research on the complex interaction of environmental design and the user, such
as the role of attention or conceptual interpretation, is lacking. The aim of this paper is to define the issues surrounding the use of virtual reality models
to assist communication in the Built Environment, with a focus on human perception issues.

Index Terms— Built environment, human perception, perception, representations, virtual reality

——————————  ——————————
1 INTRODUCTION
Visualisation methods have been used as a way of vanshikajain1708@gmail.com
augmenting and improving contact from ancient times to
the present. Visualisations are, in essence, the outward The aim of this paper is to determine the scope of the
manifestation of mental templates [1]. Expressions, on the problem by first analysing why modern visualization
other hand, can differ in abstractness, sophistication, and techniques are such an important part of the Built
comprehension, depending on the individual's ability to Environment process. Second, what is currently known
either purvey or comprehend [2]. Visualisations have about virtual reality? Finally, and perhaps most critically,
evolved to serve a number of goals by externalising the perceptual experience associated with human
thinking and making it available to others, and can be used perception as visual neural activity is affected by a wide
to clarify, simplify, encapsulate, elaborate, examine, and range of non-visual factors, including feelings,
convey concepts to a wide range of people. Furthermore, physiological state, and even motives or goals [5]. As a
they may be made solely for aesthetic purposes or for result, a greater knowledge and understanding of the
practical purposes. consequences of failing to recognize the dynamic
relationship between the person and the environment is
In the Built Environment, the usefulness of visualisations
required.
can be recognized early in the project in certain cases, as
disagreement or mistakes can be detected and resolved 2 VISUALISATION TECHNIQUES AND BUILT
before Real Space (RS) development takes place [3]. Most ENVIRONMENT
notably, virtual reality has the capability of testing
environments for individual users. This will lead to the The methods used to construct, build, and represent
creation of structures and environments that will both fulfil processes or visualize artifacts, as in many industries, such
and meet the practical needs of their users. However, as engineering or design, are heavily dependent on the
determining what constitutes a good VR environment, technologies available at the time. As a result, any
whether as a visualization tool or a medium for architectural design's aesthetics represent the technology of
augmenting our understanding of space, is a more difficult the time [6]. The methods for portraying architectural and,
task. There is a lot of evidence to back up the argument that in general, built environment visualisation have recently
VR adoption is not intuitive; most people don't grasp the become more sophisticated and are now effective tools,
positive essence of visual perception or the cognitive thanks in large part to the advent of virtual reality (VR) [7].
distortions that come with it. This adds to the difficulties, as Nonetheless, the ‘science' behind visualization techniques
information and analysis into what makes a good tends to be primarily informed by the most current image
visualization or communication tool lags behind rapidly communication methodology available [8]. This scenario
evolving technology [4]. can lead to a situation in which the ‘tail wags the dog,' with
VR being used simply because it is accessible, without
————————————————
regard for the effect on user perceptions. It is widely
 Aastha Tayal pursuing Bachelor of Computer Application Jagan Institute of
Management Studies - JIMS Rohini, India, 8851481154. acknowledged that virtual reality holds exciting potential
Tayalaastha360@gmail.com for assimilation of the construction industry's diverse and
 Mansi Jain pursing Bachelor of Computer Application Jagan Institute of
Management Studies - JIMS Rohini, India, 8860876015.
fragmented processes, resulting in a cradle to grave
mansijain767@gmail.com lifecycle model. However, some sources claim that the
 Vanshika Jain pursuing Bachelor of Computer Application Jagan Institute advent of virtual reality was merely a means of maintaining
of Management Studies - JIMS Rohini, India, 9650220426.
International Journal of Scientific & Engineering Research

conventional practices while ignoring human factors and objects. Item grouping is central to perceptual and memory
perceptual issues [9]. As a result, virtual reality continues to organizing concepts in order to simplify what is observed,
be restricted to "client walkthroughs, concept reviews, and resulting in inferences about what is available or expected
the simulation of building sequences," limiting the in both static and motion imagery.
technology's potential [10].
Furthermore, the mind will not only infer beyond the
Furthermore, there is a distinct lack of research identifying knowledge provided, but will also expect, meaning that
how to use virtual reality to communicate ideas and even the simplest object may be perceived as a complex,
enhance communication. It is widely accepted that multifaceted operation [14]. Surprisingly, delusions or
companies must innovate in order to address the cultural systemic errors often reveal the difficulty of perception. As
demands of collaboration and global competition. Such a result, cognitive limits, attention, and interplays between
shifts necessitate paying close attention to design and past interactions, including one's culture, and the
knowledge communication processes in a field that heavily understanding of the perceived event or object are all
relies on visual media for consultation. There is evidence variables to consider during the perception process. As a
that VR is the preferred and expected medium for result, producing good visualisations, that is, a
communicating thoughts and ideas, especially among representation that achieves a sufficient balance of
laypeople, and benefits have already been identified [11]. abstraction, precision, and realism in order to provide a
However, from a communication, encoding, and basis for effective collaboration and communication, is
interpretative standpoint, there is very little knowledge difficult. As a result, visual experience provides ample
about the relationship between the user's representations evidence that the environment people ‘see' is not an exact
and cognitive processes. Clearly, in environmental science, picture but rather one that has been constructed due to
a single discipline approach is both inappropriate and cognitive constraints. Individuals are not passive receivers
incomplete [12]. As a result, the key thrust of the of their surroundings, taking selective snapshots, but rather
representations problem should be: what do people ‘see,' consciously view it. As a consequence, representations are
and can a method be built that uses algorithms to define never neutral or simply static pictures [15]. Similarly,
and improve this mechanism through empirical research? environmental memory is not a standalone mechanism or
Surprisingly, the complexity of visual perception is only one that is exclusively linked to a "visual memory." As
revealed by visual errors or miscommunication. The value previously said, one of the most important factors to
of mutual understanding can minimize timescales and consider when people walk around is their attention, since
budgets in the construction industry, where even the most their perception is influenced by what they want to pay
experienced individuals will make mistakes based on attention to rather than just the stimuli that reach their
inferences from their experiences or designs. As a result, a senses. Attention is a cognitive function that connects
focus on the main factors that shape what is interpreted information from various modalities, such as vision,
within the range of visualisation techniques available in the hearing, and motor, as well as effort and contact.
Built Environment is needed. Identification of the most Furthermore, the availability of cognitive resources
appropriate approaches during the "cradle to grave" influences the degree of focus that individuals can maintain
processes will also reveal associative constraints that will for their surroundings, as shown by the "looked but didn't
limit VR's effect. see" phenomenon. Exogenous attention is a bottom-up
process that is regulated by external stimuli, while
3 HUMAN PERCEPTION AND COGNITIVE
endogenous attention is a top-down controlled mechanism
CONSTRAINTS
that requires the individual's attentional effort, such as the
In order to fully comprehend the relationship between VR delivery of an item.
and the human experience, a detailed understanding of
Furthermore, an individual's priorities, such as going to the
human perception and cognition must be researched.
doctor, can differ greatly in terms of urgency and
Despite well-established awareness that people learn about
desirability [16]. As a result, environment navigation is a
their environment through modalities other than vision,
dynamic interaction between the user and the environment.
such as motor feedback, previous approaches reduced
When it comes to visualisations, it's important to remember
distinctions between representations and fact to solely
that perception for recognition and perception for
visual judgments. More significantly, people have a finite
intervention, or objectives, have different neural
amount of attention with which to perceive the
mechanisms. This is a significant factor since, while the
environment, causing them to rely on prior experience to
aesthetics of a structure are important, buildings are seldom
override immediate visual information [13]. Since they are
designed solely for viewing purposes, emphasizing the
placed in memory, tangible world objects become abstract
importance of testing environments for usability. Mental
International Journal of Scientific & Engineering Research

spaces are often not monolithic, since they are viewed directly related to graphic and visual content, such as
differently depending on the purposes they represent [17]. resolution, cuts, and gestures, have been demonstrated.
This raises the question of whether visualisations alone can
Players have seen a significant improvement in gaming
be used to communicate within the built environment. This
quality, first with the advent of motion controls, and now
is particularly important when considering that people
with the stereoscopic three-dimensional (3D) graphics that
perceive their surroundings through a variety of sensory
define the modern age of video games. In a virtual reality
inputs that come together to create a seamless sense of
game, the player can interact with virtual content not only
space. Any attempt to control the ‘seamless experience' of
with a joypad or keyboard, but also with head rotation, eye
space in VR is further complicated by the fact that even the
movements, or specially built controllers that respond to
most exact replications will fail to express significant
the player's location and movements in a given space [19].
features of any given model due to the observers'
These attributes contribute to unrivalled opportunities,
individual differences. For example, what is important to
mixing interaction with heightened emotions while
one person can be completely ignored by another.
minimizing external disruptions and stress factors. As a
Individuals, on the other hand, do not need exact replicas of
result, virtual reality seems to be capable of providing
what they are seeing, according to a growing body of
ground-breaking gaming experiences for both current and
evidence. The shift blindness phenomenon shows that
future gamers.
drastic changes to a setting can occur without people
noticing, such as when a person they were speaking with 4.1 From Virtual Reality to Virtual Reality Video
was secretly replaced by a different actor. Individuals Games
schematize their environment in order to deal with limited
cognitive resources, accessing knowledge from long-term Virtual reality is described as an application that allows
memory. Thus, through contrasting features from objects, users to explore and interact with a three-dimensional
schematic representations show an individual's cognition. computer-generated world in real time. While several
Although the degree of similarity is significant, some scholars have described virtual reality as simply a
objects do not have to be exact replicas. This could be technology, more recent approaches suggest a more
illustrated by abstractly exaggerating the scale of buildings complicated vision, emphasizing how the nature of virtual
or entrances. However, a visual inaccuracy like this may reality is the inclusive relationship between the user and
lead to accusations of bias or distortion. Furthermore, the the virtual world [20].
modeller, contextual considerations, the observer's Technologies can immerse users in a virtual environment to
expertise, and the goal of the portrayal all play a role in varying degrees: from a simple presentation on a computer
making something look right. screen, referred to as non-immersive or desktop virtual
As a result, successful visualisations must overcome reality, to immersive systems, such as head-mounted
psychological constraints and use them to make educated displays (HMDs) like the Oculus Rift (Oculus) or Google's
choices, as well as be supplemented by using light, colour, Cardboard (Google), up to a room-size system, known as
emphasis, or even ‘voice-overs' to guide attention to the CAVE (C-Automatic Virtual Environment). The HMD is
required features. Future research by the authors, who have widely regarded as the undisputed pioneer in interactive
a PhD, will look into the role of auditory information and virtual reality display; it is a platform with two LCD
goals [18]. For example, if voice-overs will enhance VR screens that can monitor the user's head movements and
when the user has a specific purpose in mind, or whether location in order to accurately represent the virtual world.
they would interfere with the process. Additional research Although virtual reality has already proven its worth in a
will look into the function of motor input, as well as the variety of fields, including the military, medicine, and
form of language used, such as verbs, in contrasts between neuropsychology, it has yet to be fully explored in terms of
passive and immersive systems. gaming experience and added value in relation to other
technologies.
4 VIDEO GAMING
Despite the fact that virtual reality has only recently gained
While most video game research has previously focused on popularity among the general public, the technology on
understanding game outcomes, recent studies have shifted which it is based is not new at all; in fact, it was developed
to understanding how unique game features can affect in research laboratories during the 1960s. The introduction
game outcomes. The psychological effects in technical of the worldwide web and other more accessible
features of video games, such as display sizes, viewing computational devices, networks, and applications, such as
angles, accuracy, and synchrony, as well as features more personal computers and smartphones, eclipsed the success
of these innovative augmented reality gaming products for
International Journal of Scientific & Engineering Research

consoles, and virtual reality popularity was eclipsed by the closely related. In a standard real-world delivery case, the
emergence of the worldwide web and other more accessible test confirms adequate output for 25 participants. A user
computational devices, networks, and software. analysis on the perception of users immersed in an SVR
with co-located ambient crowds is used to verify this upper
On the contrary, today's situation is somewhat different: a
bound. This analysis shows two novel results, to the best of
wide range of video games have been released for a
our knowledge: (1) An increase in the number of social
number of commercial virtual reality systems. As a result,
companions that are co-located has a positive impact on the
augmented reality video games are one of the most recent
quality of virtual world experiences, such as appearance,
innovations in the gaming industry [21]. At the same time,
interaction, and co-presence. (2) It also shows that while
it remains a challenge for game developers and designers.
variation in avatar/agent appearance can increase eeriness,
5 LITERATURE REVIEW it can also increase participants' interest in the environment.

5.1 Presence in Virtual Reality and Everyday Life: 5.3 Using high-fidelity virtual reality to study
Immersion within a World of Representation perception in freely moving observers

Seeing high-quality virtual reality for the first time, whether The way we research sensory perception in humans and
computer-generated or as a result of streaming video and other animals has changed dramatically as a result of
audio from a remote location, elicits a powerful sense of technological advancements. The invention of low-cost
presence (being within a realistic 3D environment). Virtual computers, for example, dramatically altered the essence of
reality presence is interesting, and as a result, it has become visual experiments. Vision science is clearly on the verge of
the subject of scientific and philosophical investigation. But a similar transformation, this time fuelled by the use of
the presence felt in daily life is much more interesting. The commercially viable, low-cost, high-fidelity virtual reality
primary goal of this paper is to demonstrate that ordinary (VR). In this analysis, we'll look at (a) the research questions
perception is representational, and that ordinary perception that VR enables experimenters to answer and why they're
and virtual reality perception share a similar relevant, (b) the factors to consider when using VR to study
phenomenology. The main goal of this paper is to elaborate human perception, (c) the limitations of current VR
on a long-standing philosophical viewpoint known as systems, and (d) the potential direction vision research
representational realism or indirect realism. Substance might take now that VR has become a viable research tool.
dualism, in which the physical world and the world of Although tightly constrained stimuli obviously play an
perception are ontologically distinct, is also synonymous important role in vision research, our aim here is to
with representational realism. Since substance dualism has highlight the advantages of studying sight in a more
so many problems, most modern philosophers dismiss it naturalistic setting now that it is a realistic goal. One of the
outright. main reasons why perception isn't studied in more
naturalistic settings is that technical constraints make it
5.2 Not Alone Here?! Scalability and User Experience difficult to create well-controlled computer-generated
of Embodied Ambient Crowds in Distributed Social stimuli that update in real time as the observer travels.
Virtual Reality
5.4 Studying human behaviour with virtual reality:
The current state-of-the-art of distributed Social Virtual The Unity Experiment Framework
Reality with consumer VR technology is investigated in this
report, as well as the impact of larger embodied ambient Virtual reality (VR) systems are an effective method for
crowds on participating users. For two reasons, the method studying human behaviour. The ability to generate three-
makes use of today's consumer VR technology, namely the dimensional visual scenes and quantify responses to visual
Unreal Engine 4 (UE4). (1) It is aimed at real-world stimuli allows behavioural researchers to test theories on a
applications outside of the lab. (2) To demonstrate the scale and scale never before possible. A researcher
possible advantages and disadvantages of today's interested in interceptive timing behaviour, for example,
consumer technology in the implementation of distributed may want to deviate from Newtonian mechanics so that
SVRs. A modular device architecture embraces a wide objects can travel in novel 3-D trajectories. The same
range of control schemes and avatar appearances, from researcher may want to gather data from hundreds of
low-resolution, photogrammetrically shot individualized people outside of the lab, and the use of a virtual reality
avatars to high-resolution, realistic-looking individualized headset makes this possible. The researcher's problem is
avatars. We suggest a hybrid assessment that incorporates that advanced 3-D graphics engines (such as Unity) were
technological benchmarks as well as user-centred testing. designed for game designers, not behavioural scientists. To
We explain the hybrid assessment for up to 125 participants overcome this obstacle, we developed a collection of tools
and illustrate how objective and subjective scores are and programming syntaxes that allow logical encoding of
International Journal of Scientific & Engineering Research

the behavioural scientist's typical experimental features. each of which took part in one, two, or three trials. Those
The Unity Experiment Framework (UXF) enables who took part in more than one trial were given a two-
researchers to quickly apply a variety of data collection week break between trials. A treasure hunt and an egress
methods while also allowing them to easily change task were included in each trial of the experiment. During
independent variables. Since UXF does not have any their last trial's egress task, participants were confronted
stimulus presentation functionality, the Unity game engine with a simulated fire emergency. Participants' physiological
can be used to its full potential. We demonstrate that UXF and emotional reactions, sense of direction, wayfinding
can replicate and advance behavioural science paradigms anxiety, and simulator sickness were all gathered and
using a case study experiment that measures postural sway analysed, as well as their wayfinding performance
in response to an oscillating virtual room. We demonstrate measures. The findings revealed that repeated exposure
how UXF can help simplify and speed up the development had a substantial positive effect on participants' wayfinding
of virtual reality experiments in commercial gaming apps, performance, resulting in a reduction in the time required
as well as the efficient acquisition of large amounts of to complete the treasure hunting challenge. The findings
behavioural research data. also showed that the mental stress caused by the fire
emergency had a major negative effect on participants'
5.5 An adoption model for virtual reality games: The
wayfinding abilities, resulting in increased travel time and
roles of presence and enjoyment
distance during egress. Repeated exposures, on the other
Virtual reality, Games, Presence, Enjoyment, Continual hand, may significantly reduce the negative influence of
intention stress, indicating a major association effect between these
two factors.
Since virtual reality (VR) and augmented reality (AR) have
emerged as promising innovations in the entertainment and 5.7 Is your virtual self as sensational as your real?
display industries, a slew of businesses has begun to offer
Virtual Reality (VR) has been shown to be an important tool
VR and AR-enabled content and services. Video games
for reducing the perception of pain and effort associated
have been cited as one of the most important markets for
with exercise in the past. Since pain and effort are
virtual reality technology because they can be used to
subjective emotions, they are affected by a number of
enhance the degree of players' perceived reality. However,
psychological factors, such as one's perception of internal
few studies have looked at how players feel about virtual
body sensations, referred to as Private Body Consciousness
reality in video games. As a result, the current research
(PBC). The aim of this study was to see whether PBC
suggests an integrated VR game adoption model in order to
influences the efficacy of VR in reducing the sensations of
gain a deeper understanding of players' attitudes toward
exercise pain and effort. Design and methods: A total of 80
VR games. Three possible indirect motivations (service &
people were recruited for this research, and they were
display quality, interactivity, and perceived control) and a
randomly allocated to either a virtual reality or a non-
single potential direct hindrance (perceived cost) are used
virtual reality control group. Both participants were asked
to develop the research model, with presence and
to keep a 20 percent 1RM isometric bicep curl when
enjoyment as potential determinants of their continued
reporting pain intensity and effort perception. The VR
intention to play. The current research presents not only the
group completed the isometric bicep curl task while
computed effects of the three indirect motives, but also the
wearing a virtual reality headset that mimicked an exercise
direct impacts of the three determinants on intention, using
environment. The non-VR party performed a traditional
data from 1227 players. The consequences and limitations
isometric bicep curl exercise without the use of VR. The
of the structural findings are discussed.
heart rate of the participants was constantly tracked, as well
5.6 Assessing the influence of repeated exposures as the time it took them to exhaustion. PBC was assessed
and mental stress on human way finding using a questionnaire. In comparison to the non-VR
performance in indoor environments using virtual community, participants in the VR group showed
reality technology substantially less pain and effort, as well as a longer time to
The aim of this study was to see how frequent exposures to exhaustion. PBC had no impact on these tests and did not
indoor environments affected people's indoor wayfinding interfere with the VR manipulation, which was notable.
abilities, both in normal circumstances and during a fire 5.8 The Use of Virtual Reality in Psychology: A Case
emergency, which could cause severe mental stress. Indoor Study in Visual Perception
wayfinding tests were carried out in a virtual museum that
was created using virtual reality technology. The The use of virtual reality (VR) technologies in psychological
experiment participants were divided into three classes, research has increased as a result of the recent proliferation
of available VR tools. This is due to a variety of advantages
International Journal of Scientific & Engineering Research

over conventional experimental apparatus, including the reality: The t, Behavior,


ability to create more ecologically valid stimulus Unity Toolkit
presentation and response protocols and stronger Experiment
environmental regulation. At the same time, higher levels Framework
of immersion and visual fidelity provided by VR do not
always elicit a “realistic” psychological response or evoke [26] An ELSEVIER 201 Virtual
presence. The current paper examines some of the most adoption Ltd. 9 reality,
recent applications of virtual reality environments in model for Games,
psychological science, as well as some open questions for virtual Presence,
researchers. Also, we look at visual perception, where both reality Enjoyment,
the benefits and drawbacks of virtual reality are especially games: The Continual
apparent. roles of intention
presence
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International Journal of Scientific & Engineering Research

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