TY - JOUR
T1 - Introducing Immersive Virtual Reality in the Initial Phases of the Design Process—Case Study
T2 - Freshmen Designing Ephemeral Architecture
AU - Gomez-Tone, Hugo C.
AU - Chávez, Marizela Alpaca
AU - Samalvides, Luana Vásquez
AU - Martin-Gutierrez, Jorge
N1 - Publisher Copyright:
© 2022 by the authors. Licensee MDPI, Basel, Switzerland.
PY - 2022/5
Y1 - 2022/5
N2 - Immersive Virtual Reality (IVR) has proven to be an important tool for the exploration and communication of architectural projects prior to their real construction; however, there have been few scientific advances of its use in the understanding, exploration, and definition of architectural space by architecture students in their initial design processes. The purpose of this research is to determine how the use of IVR incorporated in the initial phases of the architectural design process improves, among students, the achievement of three specifics design competencies, and to know the evaluation that professors make of the advantages and disadvantages of the use of this tool in the design process. A mixed methodology was applied, considering participatory observations and surveys of students and teachers concerning the initial architecture workshop on architectural careers. It was found that the three analyzed competencies are better achieved with the use of IVR due to its high utility in the perception of space on a real scale and in its interior experimentation, both referred to as important advantages by students and teachers. It is concluded that the application of the interactive and immersive VR is a pedagogical tool that allows students to get feedback from their own spatial experience to correct and improve their designs, while teachers find the tool useful in the initial phases of architectural design.
AB - Immersive Virtual Reality (IVR) has proven to be an important tool for the exploration and communication of architectural projects prior to their real construction; however, there have been few scientific advances of its use in the understanding, exploration, and definition of architectural space by architecture students in their initial design processes. The purpose of this research is to determine how the use of IVR incorporated in the initial phases of the architectural design process improves, among students, the achievement of three specifics design competencies, and to know the evaluation that professors make of the advantages and disadvantages of the use of this tool in the design process. A mixed methodology was applied, considering participatory observations and surveys of students and teachers concerning the initial architecture workshop on architectural careers. It was found that the three analyzed competencies are better achieved with the use of IVR due to its high utility in the perception of space on a real scale and in its interior experimentation, both referred to as important advantages by students and teachers. It is concluded that the application of the interactive and immersive VR is a pedagogical tool that allows students to get feedback from their own spatial experience to correct and improve their designs, while teachers find the tool useful in the initial phases of architectural design.
KW - IVR
KW - architectural design
KW - design process
KW - head-mounted display
KW - students
UR - http://www.scopus.com/inward/record.url?scp=85129524133&partnerID=8YFLogxK
U2 - 10.3390/buildings12050518
DO - 10.3390/buildings12050518
M3 - Artículo
AN - SCOPUS:85129524133
SN - 2075-5309
VL - 12
JO - Buildings
JF - Buildings
IS - 5
M1 - 518
ER -