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Slayt Basligi Yok

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Title: Slayt Basligi Yok


1
ISTANBUL TECHNICAL UNIVERSITY
INSTITUDE OF SCIENCE AND TECHNOLOGY URBAN AND
REGIONAL PLANNING SECTION
URBAN DESIGN PROGRAM CULTURE
AND URBAN FORM VIRTUAL
ENVIRONMENT (PERCEPTION OF OBJECTS IN VIRTUAL
ENVIRONMENT) Prof. Dr.
Gülden ERKUT 502011452 SINAN
PEHLIVANOGLU
2
CONTENTS I. VIRTUAL ENVIRONMENT 1.1. The Aim Of
The Research 1.2. The Meaning Of
Virtual Environment II. THE PROJECTS ABOUT
VIRTUAL ENVIRONMENT 2.1. Real Time Rendering Of
Urban Environments 2.2. A Remote
Rendering Pipeline 2.3. An
Exploration of a Virtual Environment For Testing
Orientation and Memory For Objects
3
III. THE PILOT STUDY - EYUP 3.1. Systematic of
Research and Public Survey 3.2. The
Importance of Eyup Sultan 3.3. The
Public Survey Questions and Survey Form
3.4. The Observation of The Objects In The
Area IV. RESULTS - CONCLUSION 4.1. Results of
Public Research 4.2. Conclusion
4
METHODOLOGY DIAGRAM
5
I. VIRTUAL ENVIRONMENT 1.1. The Aim Of The
Research The aim of the research is, to
investigate the roles of the objects in a place
for orientation. The hypothesis is, the objects
(buildings, signs, bus stops, etc.) in an area,
helps people for orientation, finding way. For
proving this, the importance of virtual
environment, the importance of the objects,
orientation and some studies for virtual
environment are inspected.
6
1.2. The Meaning Of Virtual Environment The term
virtual environment is about the
objects-signscapes in an area. These objects may
be buildings, landmarks, dominants, signposts,
traffic lights and bus stops. The importance of
these objects depend on the perception of them by
people in that area.
7
In large spaces, people are frequently required
to move toward unseen goals and therefore they
must plan their movements. To do so, spatial
knowledge about the environment is required.
Siegl and White (1975) and Pick and Lockman
(1981) made the distinction between three levels
of spatial knowledge memorization of the main
landmarks, integration of those landmarks into a
path or a sensorimotor sequence (procedural or
route knowledge), and elaboration of a
survey-type representation where landmarks and
paths are interconnected (configurational or
survey knowledge). According to several authors,
reproducing a familiar route requires no more
than a route-type mental representation, whereas
it is likely that taking a shortcut or selecting
a new route is easier with a survey type mental
representation. (Belingrad, L Peruch,P.)
8
Virtual environment is important for movement,
orientation and mental representation, but some
objects in virtual environment cause complexity
and obtrusiveness. Street graphics are good
examples for this problem. They can be charming,
but sometimes, they cause visual pollution to a
community, enchanging or harming the image of a
city.
Virtual environment is important for modelling
and rendering. Computer simulated three
dimensional environments that people can interact
with and explore in real time are popularly
referred to as virtual reality or virtual
environments.
9
II. THE PROJECTS ABOUT VIRTUAL ENVIRONMENT
2.1. Real-Time Rendering of Urban
Environments This project aims at the creation of
an integrated solution for modeling and real-time
visualization of large and medium-scale urban
environments. This system can be the basis for
applications like traffic and driving simulation,
architectural simulations, information
visualization and computer games. In the planning
process it is useful to simulate the environment
before changes in the real city are made.
10
In this context three-dimensional computer
simulation gained immense popularity, not only
because it produces appealing graphics, but it is
a more adequate representation for a
three-dimensional environment and easier to
understand than conventional 2D plans. Traffic
simulation, visual impact analysis and
information visualization for urban information
systems are applications in the local planning
area that would all profit from our framework.
  • The main scope of the project is
  • Modeling of large-scale urban environments for
    real-time rendering
  • New rendering algorithms for urban walkthroughs
    based on visibility culling and image-based
    rendering .

11
2.2. The Remote Rendering Pipeline Improvement
of network and rendering performance in
distributed virtual environments. Users can meet
in a simulated world for social exchange,
collaboration (computer supported cooperative
work) and recreation.
The geometric description of this world (geometry
database) must be available on every
participating computer to allow rapid image
generation. Simple solutions (such as found in
computer games) often involve off-line
distribution of the database (e. g. on CD-ROM) or
stall the image generation until download is
complete. The central problem is that the network
is simply too slow.
12
The approach of the project is, the remote
rendering pipeline is a concept to improve the
availability of large geometry databases. It
combines new methods in geometric modeling,
network protocols and 3-D image generation to
build a virtual environment that allows a large
number of users to share a virtual world without
waiting for slow network transmission.
13
2.3. An Exploration of A Virtual Environment For
Testing Orientation and Memory For Objects In
this project, active participants explored a
desktop three-dimensional computer simulated
environment, whereas observer participants
watched the screen passively. During the course
of exploration, it was asked to all participants
to remember as many objects as possible. In a
test, all participants were asked to indicate the
direction of test locations from a position where
these were not directly visible. The plan view is
like the plan in figure 1, which is used by
Wilson, Foreman, Gillet and Stanton it contained
the same features but two buildings and 24 test
objects were added to it.
14
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15
The hypothesis of this study was, the active
group would show better performance, but the test
results of the two groups were found to be
statistically equivalent there were no
significant difference between the active and
passive exploration groups for memorizing
objects.
The results of this study suggest that the
failure to find a beneficial effect on
orientation of active exploration in a virtual
environment is not due to high attention to the
spatial aspect of the task in the passive
condition.
16
III. THE PILOT STUDY - EYUP
3.1. Systematic For Pilot Study For pilot study,
photography and public survey is used for
understanding how objects effect the orientation
of people in the area. (Eyup Sultan) Observation
and behavioral mapping is a method for describing
what people do in the designed environment. Its
an indirect approach compared to the methods that
have relied on direct user involvement in seeking
design-related information. Direct participation
sees the users as subjects who have something
to say about their environmental preferences and
actions this alternative approach views people
as objects and observes their periodic behavior
as a basis for making design decisions.
(Canter,1970)
17
Observation of the objects in the area is
important for orientation. For example, a
pedestrian mall is a subject for further analysis
to determine the use of the benches located on
the street edge of the sidewalks, and the effect
of staged events and weather condition on their
use. Also, photographic simulations have been
widely used to determine users preferences.
Signscapes are examples for this. Photography is
one of the many tools available to the researcher
studying behavior in the environment. Although
visually observable, behavior is a small part of
the complex interaction between people and their
environment. (Sanoff, H)
18
3.2. The Importance Of Eyup Sultan Eyüp Sultan
is a historical place in Istanbul, it has
historical and regional importance. It is beside
Golden Horn. The importance of Eyup comes from
Ebu Eyyub El Ensari. When II. Mehmed captured
Istanbul, he found his grave and decided to build
a monument for Ebu Eyyub El Ensari, and Eyup
Sultan Mosque was built on the 15th century.
Eyup Sultan Mosque, gave the place a religious
identity. New Emperors of Ottoman were taken to
Eyup Sultan for greeting the people and to give
thanks to God. Many of the important statesmen
were buried in Eyup, and there are a lot of tombs
and mosques in Eyup Sultan.
19
3.3. The Public Survey Questions and Survey
Form Public survey questions 1)The 5 objects
effecting the person for orientation in the
place, and lining them up from to the most, to
the least object. 2)As an example, leading the
people to somewhere (for ex. Pier Loti or Eyüp
Sultan Mosque) and asking them what objects do
they use for finding their way. 3)Asking the
people that if they are residents of Eyüp, or
visitors. This question will help to find out
that if living in a place does matter for using
objects better for orientation than the visitors
or not. This public survey will be made with 5
residents and 5 visitors and the results will be
compared to find out the effect of objects for
orientation.
20
34. The Observation of The Objects In The
Area Eyüp Sultan, is an environment full of
different types of objects. (landmarks, dominants
etc.) Eyup Sultan Mosque is in the center of
Eyup. There are many trees, benches and
pedestrian ways beside the mosque. Also, theres
a pond too. Many tourists come to visit Eyup
Sultan, especially in the weekends. People from
other parts of Istanbul, people from other cities
of Turkey and foreign tourists visit Eyup Sultan,
the mosques and the tombs. Mosques and tombs are
important monuments. Theres also Pierre Loti
Cafe on the hill beside the mosque and the tombs.
Theres a pedestrian way to the hill, but theres
no signscape to find the way. But this place is
an important touristic place, it has a very
pleasant Golden Horn view.
21
Eyüp Sultan Mosque
22
The pond and the other religious buildings
23
Shops and pedlars
24
Signscape and police station for orientation to
Pierre Loti
25
The way to Pierre Loti
26
The stairs leading to Pierre Loti
27
IV. RESULTS - CONCLUSION
4.1. Results The public survey is made by 10
people. 5 of them were residents of Eyup and
other 5 were visitors. As we consider the results
of the questions
Residents In the first question, which objects
do people observe for orientation, and 5 of them
were asked. But I observed that many people dont
pay attention to the objects in the area. They
find their way, but they can hardly tell what
objects helped them for orientation. This problem
is also for the visitors.
28
For the results, I compared the answers and
observed the most important objects for
orientation for the residents 1.object Eyup
Sultan Mosque 2.Shops around the mosque 3.Other
tomb buildings 4.Pedestrian ways 5.Trees Other
objects were, pedlars, benches, pond and the
square. The second question was, which objects
do people observe for orientation to Pierre Loti
Hill. For the results, the small police station
on the corner, the guards, the walls and the
stairs helped them for orientation to Pierre
Loti.
29
Visitors Its observed that, at weekends,
soldiers on leave and people for praying, worship
and votive offering, visit this place mostly. For
the first question 1. Eyup Sultan Mosque 2.
Other tomb buildings 3. Shops around the
mosque 4. Pond 5. Trees For the second question,
the visitors mostly use the police station on the
corner, the walls, the Eyüp Sultan Çarsisi
signscape near the police station, the pedlars
and the tombs for orientation to Pierre Loti
Hill.
30
4.2. Conclusion So, these results show that, the
objects in an area, help people for orientation
but theres no exact difference between the
residents and the visitors of a place for
observing objects for orientation. The people
who knows that place and the people who are
strangers, both use the same objects for
orientation. Its difficult for the visitors to
find way at first, but when asking way, and
finding way, they use exactly the same objects
with the residents for orientation.
31
REFERENCES Paul N. Vilson, Active Exploration
Of A Virtual Environment Does Not Promote
Orientation Or Memory For Objects, Environment
and Behavior, November 1999 Jack L. Nasar,
Xiadong Hong Visual Preferences In Urban
Signscapes, Environment and Behavior, September
1999 Loic Belingrad, Patrick Peruch Mental
Representation and The Spatial Scructure Of
Virtual Environments, Environment and Behavior,
May 2000 Henry Sanoff Visual Research Methods In
Design, New York, 1991 www.cg.tuwien.ac.at/researc
h
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