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The relationship among the optical aspects of photographic composition and the quality, perception and interpretation of the realism in virtual images.


Beschrijving

This work investigates the connection among optical aspects of photographic composition and the quality, perception and interpretation of the level of realism of images. Therefore, to investigate this connection, an experiment was carried out in two steps: The first step consisted of performing analyzes of the optical or photographic contrasts of previously selected images. The second step was the elaboration of a questionnaire with 19 images selected in the first step, aiming to collect data about the perception and opinion of the users. Finally, the objective data from the first step was crossed with the subjective data from the second. The conclusion indicates evidence of the connection or convergence between images that obey the principles of photographic composition that are perceived as having better realism by the users. It is plausible to consider the importance of photo-graphic theory to image design for the users perceive the images as more realistic.


Onderdeel van project

    project

    VIRTUAL REALITY COMMUNICATION

    The key goal was to further develop, secure and disseminate knowledge and concepts concerning the role of high realism in Virtual Reality. It followed the Digital Media Concept professorship to create and examine the effects of high quality worlds and characters in VR. Key focus was on the effect of high versus low realism in (existing and non-existing) digital environments as well as digital characters and avatars (digital representations of human users) and embodied agents (digital representations of computer programs that have been designed to interact with, or on behalf of, a human). This means on the one hand getting better equipment and skills to digitize and create high realistic avatars in VR. And on the other hand this means that a better understanding of the concept of realism and quality is needed. This encompasses a whole range of terms that varies from realistic resemblance, to high fidelity appearance and (real-time interactive and authentic) behaviour based on high AI programming. Research showed that very important is congruency in realism between elements within a VR world. Furthermore it showed that high realism is not always needed to stimulate ‘real’ (VR) behaviour. High immersive experiences and impulse behaviour also functions in virtual environments that have lower levels of realism. Studies have been conducted within the field of health, entertainment, advertising, architecture and journalism. An example is the VR game Descend, see link (used to examine the effect of realism through resemblance).Partners: Radboud University, Enversed, Stanford University, University of Oregon, Cornell University, several companies

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