top of page
Search
  • Michael Nelson

Walking in Virtual Reality: Count

Recently as part of CGT 511 I had the chance to produce a followup study on virtual crowds, this time evaluating the effect that participants will have from a change of various virtual characters. The study had 5 cases, a default case with mannequins, a case with typical realistic characters, a case with cartoony characters, a case with zombie characters, a case with fantasy characters. This was measured with 4 cases, the average speed of participants, the deviation of the participants, the average interpersonal distance of the characters, and the total length of the participants walk. Significance was found for both the speed and the average interpersonal distance. In the first case of speed, it was found that there was a significant difference between the cases of cartoony and zombies, and cartoony and fantasy characters. There was also significance between humans and zombies, and fantasy and zombies.

3 views0 comments

Recent Posts

See All

The future of Mobile devices

Smart phones are the current most commonly used devices on the planet. Most people use them as an extension of themselves, from things like contacting other, organizing their lives, and passing time.

Photogrammetry

A rising technology in both the creation of 3d assets is photogrammetry. Photogrammetry is the process through which multiple photos of an object are taken and reconstructed into a 3d model and mesh.

Walking in Virtual Reality

During the summer I had the opportunity to work with Dr. Mousas on a pilot study about how some of the variable factors of virtual crowds can influence the way that people can walk in them. This consi

bottom of page