

Implications and strategies for effective deployment of VR simulations in interior design research are discussed. Quantum LED Adjustable Optics 220 Lumens Emergency Light Compare ELMRE Emergency Remote Light Head Quantum LED Adjustable Emergency Remote Light Head Compare IIS3P Three-Phase Central Inverters 4.8kVA to 50kVA Three Phase Inverter Systems Compare IIS Single Phase Central Inverters (1.5kVA. Performance on the visual acuity task was significantly lower in both VR simulations than in the real-world-approximating the difference between 20/20 and 20/60 vision. There was no significant difference between the rendered-VR simulation and real-world space for brightness, glare, and spaciousness, while the photographed-VR simulation was seen as significantly brighter and glaring. Interior Tool: Determine Counts and Layout. Participants reported acceptable baseline levels of perceived realism in both VR environments. Aesthetic improvements for both visual acuity for the task at hand.

Each participant completed a visual acuity task and evaluated perceived brightness, glare, and spaciousness within the real-world space and one of the two surrogate VR environments. A total of 42 undergraduate, interior design students were randomly assigned to one of two experiments, resulting in two groups of 21 students. We investigated how participant perceptions of a single interior environment varied among a real-world space (R) and two surrogate VR spaces (one made with 360° spherical photography and one made with 360° spherical digital rendering). Virtual reality (VR) headsets exhibit great potential for conducting interior design research in immersive digital settings however, additional studies are needed to map out limitations for their use to simulate real-world settings.
