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II-NEW: Virtual Reality Infrastructure and Technology Development to Support Architectural Education and Basic Research in Immersive Design, Embodied Interaction, Spatial Cognition

II-NEW: Virtual Reality Infrastructure and Technology Development to Support Architectural Education and Basic Research in Immersive Design, Embodied Interaction, Spatial Cognition
II-新:支持建筑教育和沉浸式设计、具身交互、空间认知等基础研究的虚拟现实基础设施和技术开发
批准号:
1305401
负责人:
Victoria Interrante
金额:
$16.45万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2013
资助国家:
美国
项目状态:
已结题
起止时间:
2013-09-01 至 2016-08-31

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中文摘要
翻译
沉浸式虚拟环境为教育、培训、康复、建筑设计以及广泛的其他应用领域的根本性和变革性进步提供了巨大的潜力。该技术具有特殊的潜力,可以增强建筑设计过程,使设计师能够从设计过程的最早阶段就全面运用他们的想法,并在建造之前从第一手的自我中心角度体验他们设计的结构的内部空间。所要求的设备所提供的研究和教育机会将使设计师及其客户能够体验虚拟环境,就好像设计师及其客户真正站在虚拟环境所代表的物理环境中一样,并根据他们在虚拟世界中的经验做出决定,这些决定相当于他们在类似的情况下做出的决定。物理世界的经验。该项目将教导建筑设计的学生从自我中心和非自我中心的角度发展他们的设计理念的价值。通过这项工作,建筑师和他们的客户将能够做出可靠的设计决策,根据他们对3D空间布局的第一人称体验,提高规划空间的宜居性。该项目将使考古学家,历史学家,城市规划师,游客和其他人获得一个内在的,以自我为中心的理解空间布局的大型,由理工学院计算机科学系副教授和设计学院建筑系副教授组成的跨学科团队申请了三项主要研究项目的资助。设备和相关用品,使他们能够(a)追求多方面的研究议程,在开创性的方法,以提高沉浸式虚拟体验的认知和感知现实主义的发展,利用视觉感知和认知的基本见解,(B)最大限度地发挥虚拟现实技术的潜力,从根本上提高设计教育的过程,强调将对规划空间的经验理解融入设计过程的早期阶段的重要性。 该提案要求提供资金用于购买(a)一个带有嵌入式立体眼动跟踪系统的宽视场头戴式显示器,研究人员将使用轻量级的近距离深度传感器和定制的双摄像头和镜子系统来增强该系统,以实现收敛适应的立体视频透视增强现实能力,(B)一组摄像机,其将使得能够在虚拟现实设计实验室中可用的整个空间范围内进行真实的时间跟踪,以及(c)具有可选的光学透视能力的不受束缚的中等视场头戴式显示器,与背包佩戴的膝上型计算机结合,允许通过大的虚拟空间的不受阻碍的自由物理移动,并且与其它头戴式显示器结合,使该项目能够在自我体现的多方面进行研究,更广泛的影响所要求的设备将有利于社会,允许研究,将促进人们如何在沉浸式虚拟环境中的经验的理解虚拟环境等同于真实的世界环境中的体验。该设备将支持设计教育的重大进展,使更广泛的有效利用虚拟环境技术在教学中的视觉想象力的基本概念,并将支持教师和学生之间在计算机科学,建筑和设计更密切的跨学科合作。该项目将通过社区外展活动向公众推广科学和工程学,例如为当地K-12学生提供频繁的实验室图尔斯之旅,并将通过为初中和高中学生提供指导和暑期项目来促进科学参与。
英文摘要
Immersive virtual environments offer tremendous potential for fundamental and transformative advances in education, training, rehabilitation, architectural design, as well as a wide range of other application areas. The technology has special potential to enhance the process of architectural design by enabling designers to work with their ideas at full scale from the earliest stages of the design process, and to experience the interior spaces of their designed structures from a firsthand egocentric perspective before they are built. The research and educational opportunities made possible by the requested equipment will enable designers and their clients to experience a virtual environment as if the designers and their clients were truly standing in the physical environment that is represented by the virtual environment, and to make decisions based on their experience in the virtual world that are equivalent to the decisions that they would have made as a result of a similar experience in the physical world. The project will teach students of architectural design the value of developing their design ideas from an egocentric as well as allocentric perspective. Through this work, architects, and their clients, will be able to make reliable design decisions that can enhance the livability of a planned space based on their first-person experience of the 3D spatial layout. The project will enable archaeologists, historians, city planners, tourists, and others to gain an intrinsic, egocentric understanding of the spatial layout of large, remote sites through virtual exploration.Intellectual MeritAn interdisciplinary team consisting of an associate professor of computer science in the college of science and engineering and an associate professor of architecture in the college of design requested funding for three pieces of major equipment and related supplies that will enable them to (a) pursue a multi-faceted research agenda in the development of groundbreaking methods to enhance the cognitive and perceptual realism of immersive virtual experiences, leveraging fundamental insights from visual perception and cognition, and (b) maximize the potential of virtual reality technology to fundamentally enhance the process of design education, emphasizing the importance of integrating an experiential understanding of planned spaces into the earliest stages of the design process. The proposal requests funding for the purchase of (a) a wide field of view head mounted display with an embedded stereo eye tracking system that the researchers will augment with lightweight, close-range depth sensors and a custom-built dual camera and mirror system to achieve a convergence-adaptable stereoscopic video-see-through augmented reality capability, (b) a set of cameras that will enable real time tracking throughout the full extent of the space available in a virtual reality design lab, and (c) an untethered, moderate field of view head-mounted display with optional optical see through capabilities that will, in conjunction with a backpack-worn laptop computer, allow unencumbered free physical movement through large virtual spaces and, in conjunction with the other head-mounted display, enable the project to pursue research in self-embodied multi-person interaction in immersive virtual environments.Broader ImpactThe requested equipment will benefit society by permitting research that will advance an understanding of how people can have experiences in immersive virtual environments that are equivalent to experiences in real world environments. This equipment will support significant advances in design education by enabling the broader effective use of virtual environments technology in teaching fundamental concepts of visual imagination and will support closer interdisciplinary collaboration between faculty and students in computer science, architecture and design. The project will promote science and engineering to the general public through community outreach such as through frequent lab tours for local K-12 students, and will promote participation in science through mentoring and summer programs for middle and high school students.
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