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550 lines
27 KiB
Plaintext
2023 IEEE Renewable Energy and Sustainable E-Mobility Conference (RESEM) | 979-8-3503-1132-7/23/$31.00 ©2023 IEEE | DOI: 10.1109/RESEM57584.2023.10236123
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2023 IEEE Renewable Energy and Sustainable E-Mobility Conference (RESEM)
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Review on Virtual Reality for the Advancement of Architectural Learning
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Palak Patel1
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Faculty of Architecture Planning and Design Integral University, Lucknow (U.P.), India
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palak0492@gmail.com
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Dr. Safiullah Khan2
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Faculty of Architecture Planning and Design Integral University, Lucknow (U.P.), India
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headarch@iul.com
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Abstract—A set of virtual reality (VR) based learning environment is being produced to investigate the possibilities for technological innovations and to discover where and how VR may best assist architecture instructors. VR has been utilized as an instructional aid in education, challenging the idea of what makes a learning environment more effective. Thanks to HD (highdefinition) visuals and comprehensive contents given by head mounted displays (HMD), learners have been able to study complex and difficult subjects in ways that conventional teaching approach cannot. This paper reviews several learning domains that advance architectural education to benefit the scholars and academicians for usage of immersive VR technologies and its application to design studio. Research on learning benefits, intervention and evaluation action related to the usage of Virtual reality has been lacking. This literature review stresses that it is necessary for the VR's potential to be understood as a pedagogical approach by identifying relevant evaluation methods, intervention features and learning objectives.
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Keywords— Virtual Reality (VR); Architectural education; Head mounted display (HMD); Immersive Learning Domains; VR technologies
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I. INTRODUCTION
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VR is termed as a 3-D computer-based interactive environment that model’s reality. However, the origin of the word virtual reality is unknown. It has been attributed to Damien Broderick's 1982 novel The Judas Mandala, where the context of use differs from what is stated currently [1]. Virtual Reality (VR) is also described as the use of computer simulations and models to assist a person in engaging with a 3D world that is artificial. This 3D virtual environment depicts reality with the use of interactive devices that may transmit and receive data and are worn in the form of headsets, goggles, gloves, or body suits, among other things. Virtual reality, in other terms, is the use of computer animation to mimic physical presence in the virtual environment and to create a realistic-looking world. Virtual reality is interactive and real-time technology, which implies that the device is designed to automatically recognise human input and alter the virtual environment in real time [2]. The traditional method of teaching reveals flaws in the teaching plan and learning processes of architecture. Teaching and learning techniques are often instructor-independent at many colleges that can overcome by using VR.
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VR has three distinguishing features as a medium [1]. It is:
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1) Immersive; users may interact with the models;
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2) Three spatial dimensions are used to represent spatial models; and 3) Real-time response from activities is provided without a notable pause. VR may be categorized based on the methods of visualization that it employs: 1) Immersive Virtual reality with a high level of
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involvement and expensive peripheral equipment, such as HMDs; and 2) Non-immersive Virtual reality, also known as desktop VR, is a doorway into a virtual environment that is presented on a computer screen [3]. Blended reality has been characterized as an immersive mixed environment in which the virtual and physical worlds are intimately integrated to serve interaction objectives and communication settings [4].
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Fig. 1. Mixed reality
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Fig.1 shows how the increased realism and increased virtuality on the physical-virtual continuum are positioned in mixed reality. Using this technology increases interest in studying the given subject, becoming a facilitator of educational factor that leads to the development of capable students, opens possibilities, and is encouraged to invest in technology, and supports its implementation in the class [5-9].
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The primary focus of this paper has been focused on Bloom's Taxonomy's Domains of Learning [10-14]. Bloom's taxonomy is a collection of 3 hierarchical frameworks used to categorize educational learning outcomes according to their specificity and complexity that are cognitive [15-39], physiological skills [40-43] and affective [44-48] learning domains.
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The possibilities of VR have been demonstrated, but it needs to be seen how and also where such capabilities may be
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979-8-3503-1132-7/23/$31.00 @ 2023 IEEE
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Authorized licensed use limited to: Technische Informationsbibliothek (TIB). Downloaded on February 14,2025 at 09:03:00 UTC from IEEE Xplore. Restrictions apply.
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effectively utilized to architecture education. As a result, this paper will go through several learning domains that may be used in architectural education. This research will be beneficial to scholars and academicians as it will lead to more research into the usage of immersive VR technologies.
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There are six sections in this paper: Section II discusses the VR devices. Section III and IV states the relationship between hypotheses and research design and also review the various methods and learning domains. Section V consists of conclusion.
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II. VR TECHNOLOGY DEVICES
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Recent research [6] demonstrate the potential provided by such technological developments, since they enable an unique type of reality in which digital and physical surroundings, multimedia, and connections coexist in our daily lives. The usage of immersive experience platforms, in addition, has started to be employed in the educational and professional sectors, since it enables people to be near to that same reproduced area while allowing a quick flow of design modifications performed in actual environments [7]. Devices which are used in VR technologies are shown in Fig.2.
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Hypotheses_2: In a basic architecture curriculum, the Virtual Reality class doesn't really increase or build key competencies any faster than the traditional class;
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Hypotheses_3: In a basic architecture curriculum, the Virtual reality class helps to develop just a limited set of skills.
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The primary focus of this work has been focused on Bloom's Taxonomy's Domains of Learning [10]. Bloom’s taxonomy is the collection of three sequential frameworks for categorizing learning process outcomes according to their specificity and complexity. The 3 lists include cognitive, affective, and physiological motor skills learning domains as displayed in Fig.3.
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Fig. 2. Devices used in VR technologies
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Analyzing and interpreting 3D environments has traditionally been done via sketches, drawings, illustrations and object models rather than 3D scale models and virtual representations all across the existence of architectural education [8]. Because of intergenerational transition and the continual growth and advancement in technology, worldwide adoption of such new approaches is on the rise [9].
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III. RELATIONSHIP BETWEEN HYPOTHESES AND RESEARCH DESIGN
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In particular instructional instruments, the issue in finding the learning domains to meet competence standards can be highlighted as the primary focus of the study. It shows that a number of variables have an influence on student progress, including education methods, tasks and technology instruments. The best way of addressing this problem is to assess different approaches, analyze all elements of it and select the most practical tool for adequate skill development in the learning procedure. The main purpose of the study is to compare how Virtual reality education varies in terms of understanding architecture from the traditional classroom.
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As a result, three hypotheses are proposed:
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Hypotheses_1: In a basic architecture curriculum, the Virtual Reality class enhances and develops fundamental competencies more than the traditional class;
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Fig. 3. Classification of Learning Domains
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A. Cognitive Domain
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Cognitive domain [12-35] seeks to improve an individual's mental abilities and knowledge acquisition. Most conventional education has focused on cognitive domain taxonomy, which is commonly used to create curriculum learning outcomes, evaluations, and activities. The cognitive domain of learning is split into 6 tiers of goals in the original 1956 edition of taxonomy [45].
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B. Psychomotor Skill Domain
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Psychomotor skill [36-39] is the capacity to manually operate an instrument / tool, such as hammer or hand. Change
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Authorized licensed use limited to: Technische Informationsbibliothek (TIB)R. DEoSwEnlMoad2ed02on3February 14,2025 at 09:03:00 UTC from IEEE Xplore. Restrictions apply.
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and/or growth in behaviour and/or abilities are often the focus of psychomotor skill objectives. Perception, set, directed reaction, mechanisms, complicated observable reaction, adaptability, and genesis are all subdomains of psychomotor. The capacity to adapt sensory input to motor action is referred to as perception [46].
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C. Affective Domain
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Affective domain [40-44] are usually concerned with increasing awareness and progress in attitudes, emotions, and feelings. Receiving phenomena, reacting to phenomena, valuation, organizing, and characterization are examples of emotional domain categories. Receiving phenomenon is a subdomain that produces awareness of emotions and feelings as well as the potential to use selective attention [47]. This might involve paying attention in class to teachings. The learner's active engagement in class or during group discussion is the next component of replying to phenomena [48].
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IV. ANALYSIS OF VARIOUS LEARNING DOMAINS
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Several research papers related to VR are reviewed. The analysis of various learning domains including devices used, variables for comparison and their findings have been tabulated in Table I.
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TABLE I.
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REVIEW ON VR LEARNING DOMAINS
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Learning Devices Domains Used
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Cognitive Oculus Domain headsets
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[12]
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Other [13]
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Oculus Rift [14]
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Google Cardboard [15]
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Sony HMZ [16]
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Variable for Compariso n
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Findings
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Desktop / SmartPho ne
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3D Physical Model Traditiona l methods
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SlideShow Lecture
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Lecture
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Students'
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developed
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the ability to examine the
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'anatomy' of the structural
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foundations of the chosen
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typical 3D building
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simulation.
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I-VR-designed
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architectural environments
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receive a higher rating
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than real models.
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In comparison to
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traditional
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teaching
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approaches, I-VR has
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been presented to yield
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considerably
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greater
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engineering
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subject
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attainment. Furthermore,
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an HMD-based system
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outperformed a CAVE-
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based system.
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All who acquired
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computer programming
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via I-VR outperformed
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than those who were not
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over the course of 16
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sessions.
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When compared to a
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lecture, I-VR yielded
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considerably higher exam
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Samsung Head Gear [17] Oculus Rift [18]
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Oculus Rift [19]
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Oculus Rift [20]
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VR Samsung Gear [21] Oculus Rift [22]
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Samsung Gear VR [23]
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HTC Vive [24]
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HTC Vive [25]
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HTC Vive [26]
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HTC Vive [27]
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HTC Vive [28]
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Desktop VR Online Textbook
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No I-VR (lectures only ) Desktop VR
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2D Video
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Desktop VR Balland-stick method Desktop VR
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Textbook 2D Video
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Desktop VR (tablet based)
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Talk, Hands-on participati on in a serious game Traditiona l didactic teaching
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Slideshow
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results.
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When utilising I-VR for a
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knowledge exam, the
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results are poorer.
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At the before-test, after-
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test, and 8 weeks of
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followup, there was no
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improvement in test
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scores.
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The individuals fared
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much worse than the
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control group before the
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intervention.
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Almost both D-VR and I-
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VR were shown to be
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incredibly viable learning
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modality on an anatomical
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skill test.
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There is no variation in
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knowledge acquisition
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between both the
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mediums.
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I-VR was never more
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effective at teaching
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astronomy over D-VR or
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traditional
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approach
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display.
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Those who studied
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geography with I-VR
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showed
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significantly
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superior
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educational
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outcomes and moderate
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memory than others who
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studied geography with D-
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VR.
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The I-VR group did
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greater than the traditional
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group in memorizing
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questions, but there was
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no difference in grasping
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questions.
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Despite the fact that I-VR
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and D-VR had the same
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exam scores, I-VR was
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shown to improve skill
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acquisition.
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A conventional lecture
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generated a lower exam
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score than I-VR.
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In anatomical and
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chemistry examinations, I-
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VR was proven to yield
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considerably
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higher
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academic achievements
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than individuals who did
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not utilise the technology.
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On a microbiology test, I-
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VR students performed
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considerably worse than
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Authorized licensed use limited to: Technische Informationsbibliothek (TIB)R. DEoSwEnlMoad2ed02on3February 14,2025 at 09:03:00 UTC from IEEE Xplore. Restrictions apply.
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Psycho motor skills
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HTC Vive [29]
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Mobile VR [30]
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Mobile VR [31]
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HTC System [32] Oculus Rift [33]
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Head Mounted Display (HMD) [34]
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Geo VR [35]
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Oculus Rift [36]
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Oculus Rift [37]
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VR Apps [38]
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AR apps or
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Instructor lesson
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Lecturers and lab sessions
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Desktop VR
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2D system
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No I-VR (lectures only)
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Independe nt study
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Desktop VR
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Desktop VR
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No I-VR (written material only) Desktop
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Mobile Phone
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others who learnt via a
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standard
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PowerPoint
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presentation.
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I-VR was never more
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successful than an
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instructor-led class in 6
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from out 7 cases.
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When comparing to the
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few who studied through
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lecture and laboratory
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sessions, individuals who
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have used the I-VR
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interface
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scored
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considerably better on
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measures.
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Participants who utilised
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I-VR had better spatial
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abilities than others who
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used D-VR.
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In I-VR, especially in
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comparison to 2D, single
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session performed slower.
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Students who participated
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in I-VR session performed
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higher on the final exam
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papers than most who did
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not.
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The ability to see these
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updates in real time
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enables designers to
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conduct an iterative
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process of parallel
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programming
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and
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visualisation of the model
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that was created in VR,
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thereby improving the
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project.
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Designers can use various
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projections, such as top
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view and birds eye view,
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to monitor design options
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and arrive at a final
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solution.
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When compared to D-VR,
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the I-VR condition
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completed the functional
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analysis task much faster.
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In the Multiple Choice
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Questions exam, there was
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no
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significant
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differentiation.
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Assist in
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integrating visual and
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other behaviors within the
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educational
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process in order to link the
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new learnt materials with
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students'
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previous experiences and
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knowledge
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VR enables organisations
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and academic institutions
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Affective Domain
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gadgets. [39]
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Oculus Rift DK1 [40]
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NVIS nVisor SX60 [41]
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Oculus Rift DK2 [42] Samsung Gear VR [43] HTC Vive [44]
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Stereoscop ic desktop VR
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3-D room with a threat
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3D fire evacuation
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3D rooms
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3-D art museum
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to not only discuss theories, but also the practical implications of theories and novel concepts in an interactive manner, while also remaining at the forefront of technology.
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In psychiatric discussion
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training, both virtual and
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non-virtual modalities
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achieved
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equivalent
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outcomes.
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In this paper experiment group felt sensations as they felt the explosions, spiders, gunshots, etc.)
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In this paper students went Alertness while going through fire evacuation.
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Positive affect can be seen in this case.
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Real museums vs 3-D art museums were compared among the two groups. The general validity of environmental simulations is rather high.
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V. CONCLUSION
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This paper reviews the significance of VR for the advancement of teaching and learning in architecture which will be advantageous to scholars and academicians. According to the recent findings, VR is an effective educational tool for extremely complicated or conceptual issues that needed visualisation and spatial comprehension. The usage of VR in architecture broadens the function of studio evaluations to become more collaborative and interactive. The purpose of this review was to discover which of the learning domains is effective and successful using VR in boosting students’ creativity. The literature shows the effectiveness, utility and prevalence of cognitive domains. VR improves students' comprehension and learning performance. Students get a deeper understanding of their design concepts and solutions. The potential of VR has been demonstrated, but it needs to be seen how and also where such capabilities may be effectively utilised to architecture education. This study will pave the way for further investigation into the implementation of immersive VR technologies and their application to design studio.
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REFERENCES
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[1] J. Whyte, “Virtual Reality and the Built Environment” , Architectural Press, Oxford, 2002.
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[2] R.D. Gandhi and D.S. Patel, “Virtual Reality – Opportunities and Challenges”, International Research Journal of Engineering and Technology (IRJET), vol. 5, no. 1, 2018.
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[3] E. Earnshaw, N. Chilton and I. Palmer, “Visualization and virtual reality on the Internet” , The Internet in 3D Information, images and interaction, Academic Press, San Diego, pp. 203-222, 1997.
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Authorized licensed use limited to: Technische Informationsbibliothek (TIB)R. DEoSwEnlMoad2ed02on3February 14,2025 at 09:03:00 UTC from IEEE Xplore. Restrictions apply.
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[4] M. Bower, A. Cram and D. Groom, “Blended reality: Issues and potentials in combining virtual worlds and face-to-face classes”, In Proceedings of the ASCILITE 2010: 27th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education, Sydney, Australia, pp. 129–140, 2010.
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[7] X. Calvo, M.S. Sepúlveda, D. Fonseca, N.V.D. Graaf, M. Sans, M. Gené, I. Navarro, S. Villagrasa and E. Redondo, “Qualitative assessment of urban virtual interactive environments for educational proposals,” In Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain, pp. 24– 26, 2018.
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[9] Anderson, W. Lorin, Krathwohl and R. David, “A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives,” New York: Longman, 2001. ISBN 978-0-80131903-7.
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[11] A. Angulo and G.V.D. Velasco, “Immersive simulation of architectural spatial experiences,” Blucher Design Proceedings, vol. 1, pp. 495–499, 2013.
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[12] Aso Hajirasouli & Saeed Banihashemi, Augmented reality in architecture and construction education: state of the field and opportunities, International Journal of Educational Technology in Higher Education, 2022.
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[13] Kozhevnikov, M., Gurlitt, J., & Kozhevnikov, M. “Learning relative motion concepts in immer- sive and non-immersive virtual environments.” Journal of Science Education and Technology, 22, 952– 962, 2013.
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[15] Webster, R. “Declarative knowledge acquisition in immersive virtual learning environments.” Interactive Learning Environments, 24, 1319– 1333, 2016.
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[16] Makransky, G., Terkildsen, T. S., & Mayer, R. E. “Adding immersive virtual reality to a science lab simulation causes more presence but less learning.” Learning and Instruction, 60, 225–236, 2017.
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[17] Stepan, K., Zeiger, J., Hanchuk, S., Del Signore, A., Shrivastava, R., Govindaraj, S., et al. “Immersive virtual reality as a teaching tool for neuroanatomy.” International Forum of Allergy and Rhinology, 7, 1006– 1013, 2017
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