Developing an Integrated VR Infrastructure in Architectural Design Education
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Date
2020
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Frontiers in Robotics and AI
Open Access Color
GOLD
Green Open Access
Yes
OpenAIRE Downloads
OpenAIRE Views
Publicly Funded
No
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.
Description
Keywords
virtual reality, student-centered design education, digital design ecosystem, interaction, designresearch, user experience, representational ecosystem, design skills, Robotics and AI, digital design ecosystem, representational ecosystem, student-centered design education, interaction, QA75.5-76.95, virtual reality, student-centered design education, digital design ecosystem, interaction, designresearch, user experience, representational ecosystem, design skills, design-research, user experience, Electronic computers. Computer science, TJ1-1570, virtual reality, design skills, Mechanical engineering and machinery, design- research
Fields of Science
0211 other engineering and technologies, 02 engineering and technology
Citation
WoS Q
Q2
Scopus Q
Q2

OpenCitations Citation Count
N/A
Source
Frontiers in Robotics and AI
Volume
7
Issue
22
Start Page
1
End Page
13
PlumX Metrics
Citations
CrossRef : 5
Scopus : 39
PubMed : 1
Captures
Mendeley Readers : 291
SCOPUS™ Citations
39
checked on Mar 12, 2026
Web of Science™ Citations
25
checked on Mar 12, 2026
Page Views
1
checked on Mar 12, 2026
Downloads
15
checked on Mar 12, 2026
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