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Asma Naz

dblp:194/3161 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 67% User interface design and tools · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools
design principles
0.312017
Emotional qualities of VR space · VR 2017
Immersive interaction
virtual environment design
0.312017
Emotional qualities of VR space · VR 2017
Immersive interaction
virtual reality
0.312017
Emotional qualities of VR space · VR 2017

Methods — techniques the papers use, named apart from their topics

user study · 0.3perceptual study · 0.3
YearPublicationVenuePosition
2017 Emotional qualities of VR space
abstract
The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a user study in a six-sided projected immersive display that utilized equivalent design attributes of brightness, color and texture in order to assess to which extent the emotional response in a simulated environment is affected by the same parameters affecting real environments. Since emotional response depends upon the context, we evaluated the emotional responses of two groups of users: inactive (passive) and active (performing a typical daily activity). The results from the perceptual study generated data from which design principles for a virtual living space are articulated. Such a space, as an alternative to expensive built dwellings, could potentially support new, minimalist lifestyles of occupants, defined as the neo-nomads, aligned with their work experience in the digital domain through the generation of emotional experiences of spaces. Data from the experiments confirmed the hypothesis that perceivable emotional aspects of real-world spaces could be successfully generated through simulation of design attributes in the virtual space. The subjective response to the virtual space was consistent with corresponding responses from real-world color and brightness emotional perception. Our data could serve the virtual reality (VR) community in its attempt to conceive of further applications of virtual spaces for well-defined activities.
Asma Naz, Regis Kopper, Ryan P. McMahan, Mihai Nadin
VR1