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Photogrammetric Solutions for 3D Modeling of Cultural Heritage Sites in Remote Areas

The realistic possibility of using non-metric digital cameras to achieve reliable 3D models has eased the application of photogrammetry in different domains. Documentation, conservation, and dissemination of the Cultural Heritage (CH) can be obtained and implemented through virtual copies and replicas. Structure-from-Motion (SfM) photogrammetry has widely proven its impressive potential for image-based 3D reconstructio,n resulting […]

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Interactive architectural spaces; 3D digitalization of cultural heritages Using Augmented Reality

Nowadays, attentiveness in the application of 3D digitalization of architectural spaces to have more integrated layered data in order to use for different purposes on one side and increased attention to use new portable technologies to stay tuned on the other side has eased the procedure of comprehension and interaction for human beings with his/her

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Research Tool for Evaluating In-store Consumer Attitudes and Behavior

The researchers investigated the impact of in-store product review displays for enhancing affective responses and purchase intentions toward products with sustainability branding. Previous research in the context of online shopping has shown that reviews are highly emphasized by consumers, while there is no existing research on the marketing effects of excerpting such reviews for use

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VR Garden: Using a Nature-Based Virtual Reality Environment for Improving Mood States and Cognitive Engagement in Older Adults

Background and Objectives: Exposure to nature and nature-based imagery has been shown to improve mood states and stave off cognitive decline in older adults. Even “micro-doses” of natural scenery can provide beneficial effects in situations where more extensive interactions with nature are not feasible. In the current study, we evaluated the use of virtual reality

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VR Social Interaction: Social VR Experiences to increase Interaction among Older Adults

 ​Research examining older adults’ interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the feasibility and acceptability of a novel social virtual-reality (VR) program that paired older adults from different geographic locations (New York

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Impact of Retail Layout Design on Attention and User Behavior

A novel approach was used to evaluate the impact of retail store layouts on consumer responses, by triangulating subjective feedback, behavioral data, and EEG data in the context of a virtual environment. Participants (n=45) were assigned to one of three store layout conditions. While there were no significant differences in participants subjective/conscious evaluations of the

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Evaluating Wayfinding Designs in Healthcare Settings through Biometric Data and Virtual Response Testing

Wayfinding difficulties in healthcare facilities have been shown to increase anxiety among patients and visitors, to reduce staff operational efficiency, and to increase operational costs. There is evidence that wayfinding-oriented interior design features can mitigate these problems, but the robust evaluation of wayfinding design strategies is hindered by the unique nature of each building and

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Analyzing the effects of storefront window display transparency on perceived store Attractiveness and Approach behavior

This study evaluated the impact of visual transparency vs. opaqueness in storefront window displays in relation to consumer responses and approach behavior. While there is extensive prior literature analyzing various design features in such exterior-facing displays, the ability to see through or around the window displays to observe the store interior has not received much

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Effects of illuminance and correlated color temperature on emotional responses and lighting adjustment behaviors

This article presents a novel approach to assessing human reactions to indoor artificial lighting and lighting adjustment behavior. Participants (n = 27) were each exposed to 17 different lighting conditions via selected combinations of seven illuminance levels and seven different correlated color temperatures (CCTs) in a virtual office environment. We collected data about emotional valence, arousal, adjusted

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Assessing the Feasibility, and Efficacy of Virtual Reality Navigational Training for Older Adults

Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups: active VR training, passive video training, and no training, assigned randomly. The training featured 5 tasks in a digital version of

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