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A Review of Subjective Assessments in Virtual Reality for Lighting Research

Michelangelo Scorpio (), Davide Carleo, Martina Gargiulo, Pilar Chías Navarro, Yorgos Spanodimitriou, Parinaz Sabet, Massimiliano Masullo and Giovanni Ciampi
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Michelangelo Scorpio: Department of Architecture and Industrial Design, University of Campania Luigi Vanvitelli, 81031 Aversa, Italy
Davide Carleo: Department of Architecture and Industrial Design, University of Campania Luigi Vanvitelli, 81031 Aversa, Italy
Martina Gargiulo: Department of Architecture and Industrial Design, University of Campania Luigi Vanvitelli, 81031 Aversa, Italy
Pilar Chías Navarro: Escuela de Arquitectura, Universidad de Alcalá, 28801 Alcalá de Henares, Spain
Yorgos Spanodimitriou: Department of Architecture and Industrial Design, University of Campania Luigi Vanvitelli, 81031 Aversa, Italy
Parinaz Sabet: Department of Architecture and Industrial Design, University of Campania Luigi Vanvitelli, 81031 Aversa, Italy
Massimiliano Masullo: Department of Architecture and Industrial Design, University of Campania Luigi Vanvitelli, 81031 Aversa, Italy
Giovanni Ciampi: Department of Architecture and Industrial Design, University of Campania Luigi Vanvitelli, 81031 Aversa, Italy

Sustainability, 2023, vol. 15, issue 9, 1-25

Abstract: Immersive virtual reality allows showing people virtual environments with high levels of presence, realism, and “feeling of being”, as if they were in the real world. With this aim, virtual environments must provide proper light distributions and elicit sensations similar to those seen in the real world. So far, experiments with human subjects are the most effective way to evaluate the accuracy of virtual reality in reproducing real spaces. This paper investigates the role of subjective assessments in lighting research using virtual reality. According to the review results, the investigations aimed at using immersive virtual reality for lighting can mainly be divided into three groups: (i) comparison between virtual and physical environments, (ii) analysis of different lighting scenarios, and (iii) investigation of users’ interaction with the virtual model. On the one hand, the results show that immersive virtual reality is a useful tool for research and design in lighting. On the other hand, they highlight the limitations that still need to be overcome. Finally, the main findings and gaps concerning the subjective assessment were listed.

Keywords: virtual reality; subjective surveys; lighting; daylighting; human preferences; questionnaires; HDR; Radiance; tone mapping (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2023
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