Developing an Integrated VR Infrastructure in Architectural Design Education
Citation
Aydin, S., & Aktaş, B. (2020). Developing an Integrated VR Infrastructure in Architectural Design Education. Frontiers in Robotics and AI, 7, 140.Abstract
With the advent of computer technology, Virtual Reality (VR) became an integral part
of design studios in architecture education. Researchers have been exploring how
VR-enhanced design studios can be assessed from a student-centered perspective.
This paper illustrates the role of teaching architectural design for developing a
novel and contextual curriculum based on an analysis of student feedback. The
background focuses on the development of VR-based architectural design education.
The methodology frames two digital design ecosystems which are experimented in
four undergraduate courses. With an ecosystem-based approach discussed in this
paper, a medium-oriented and a content-oriented curriculum are offered for testing
students’ reaction to teaching design in VR. In both ecosystems, students are engaged
with advanced digital design methods and techniques, which include 3D form-finding,
building information modeling, visual programming, coding, and real-time rendering.
The study screens the usage of software solutions for the creation of complex
virtual environments, covering Blender, Rhinoceros, Unity, Grasshopper, and Revit. The
implementation of a User Experience Questionnaire (UEQ) comparatively demonstrates
the performative qualities of both digital design ecosystems. Results indicate that the
intensity of interaction varied in two incomparable, but connate, levels of qualities.
The findings suggest that the perspicuity aspects of student interaction bare the risk
of “complicated” and “confusing” software. The results further demonstrate a conflict
between task-related qualities and non-task related qualities. Additionally, interacting
with VR tools in architecture design education is found attractive, stimulating, and
original despite low scores on the pragmatic qualities of perspicuity, efficiency, and
dependability. The data and results obtained from this study give insight into the planning
of design studios in architecture education based on the use of VR and digital methods.
Therefore, this study contributes to future research in the contextualization of the design
teaching efforts.
Source
Frontiers in Robotics and AIVolume
7Issue
140URI
https://www.frontiersin.org/articles/10.3389/frobt.2020.495468/fullhttps://hdl.handle.net/20.500.12514/3062
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