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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
2023 IEEE Renewable Energy and Sustainable E-Mobility Conference (RESEM)
Review on Virtual Reality for the Advancement of Architectural Learning
Palak Patel1
Faculty of Architecture Planning and Design Integral University, Lucknow (U.P.), India
palak0492@gmail.com
Dr. Safiullah Khan2
Faculty of Architecture Planning and Design Integral University, Lucknow (U.P.), India
headarch@iul.com
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.
Keywords— Virtual Reality (VR); Architectural education; Head mounted display (HMD); Immersive Learning Domains; VR technologies
I. INTRODUCTION
VR is termed as a 3-D computer-based interactive environment that models 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.
VR has three distinguishing features as a medium [1]. It is:
1) Immersive; users may interact with the models;
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
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].
Fig. 1. Mixed reality
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].
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.
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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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.
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.
II. VR TECHNOLOGY DEVICES
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.
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;
Hypotheses_3: In a basic architecture curriculum, the Virtual reality class helps to develop just a limited set of skills.
The primary focus of this work has been focused on Bloom's Taxonomy's Domains of Learning [10]. Blooms 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.
Fig. 2. Devices used in VR technologies
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].
III. RELATIONSHIP BETWEEN HYPOTHESES AND RESEARCH DESIGN
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.
As a result, three hypotheses are proposed:
Hypotheses_1: In a basic architecture curriculum, the Virtual Reality class enhances and develops fundamental competencies more than the traditional class;
Fig. 3. Classification of Learning Domains
A. Cognitive Domain
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].
B. Psychomotor Skill Domain
Psychomotor skill [36-39] is the capacity to manually operate an instrument / tool, such as hammer or hand. Change
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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].
C. Affective Domain
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].
IV. ANALYSIS OF VARIOUS LEARNING DOMAINS
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.
TABLE I.
REVIEW ON VR LEARNING DOMAINS
Learning Devices Domains Used
Cognitive Oculus Domain headsets
[12]
Other [13]
Oculus Rift [14]
Google Cardboard [15]
Sony HMZ [16]
Variable for Compariso n
Findings
Desktop / SmartPho ne
3D Physical Model Traditiona l methods
SlideShow Lecture
Lecture
Students'
developed
the ability to examine the
'anatomy' of the structural
foundations of the chosen
typical 3D building
simulation.
I-VR-designed
architectural environments
receive a higher rating
than real models.
In comparison to
traditional
teaching
approaches, I-VR has
been presented to yield
considerably
greater
engineering
subject
attainment. Furthermore,
an HMD-based system
outperformed a CAVE-
based system.
All who acquired
computer programming
via I-VR outperformed
than those who were not
over the course of 16
sessions.
When compared to a
lecture, I-VR yielded
considerably higher exam
Samsung Head Gear [17] Oculus Rift [18]
Oculus Rift [19]
Oculus Rift [20]
VR Samsung Gear [21] Oculus Rift [22]
Samsung Gear VR [23]
HTC Vive [24]
HTC Vive [25]
HTC Vive [26]
HTC Vive [27]
HTC Vive [28]
Desktop VR Online Textbook
No I-VR (lectures only ) Desktop VR
2D Video
Desktop VR Balland-stick method Desktop VR
Textbook 2D Video
Desktop VR (tablet based)
Talk, Hands-on participati on in a serious game Traditiona l didactic teaching
Slideshow
results.
When utilising I-VR for a
knowledge exam, the
results are poorer.
At the before-test, after-
test, and 8 weeks of
followup, there was no
improvement in test
scores.
The individuals fared
much worse than the
control group before the
intervention.
Almost both D-VR and I-
VR were shown to be
incredibly viable learning
modality on an anatomical
skill test.
There is no variation in
knowledge acquisition
between both the
mediums.
I-VR was never more
effective at teaching
astronomy over D-VR or
traditional
approach
display.
Those who studied
geography with I-VR
showed
significantly
superior
educational
outcomes and moderate
memory than others who
studied geography with D-
VR.
The I-VR group did
greater than the traditional
group in memorizing
questions, but there was
no difference in grasping
questions.
Despite the fact that I-VR
and D-VR had the same
exam scores, I-VR was
shown to improve skill
acquisition.
A conventional lecture
generated a lower exam
score than I-VR.
In anatomical and
chemistry examinations, I-
VR was proven to yield
considerably
higher
academic achievements
than individuals who did
not utilise the technology.
On a microbiology test, I-
VR students performed
considerably worse than
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Psycho motor skills
HTC Vive [29]
Mobile VR [30]
Mobile VR [31]
HTC System [32] Oculus Rift [33]
Head Mounted Display (HMD) [34]
Geo VR [35]
Oculus Rift [36]
Oculus Rift [37]
VR Apps [38]
AR apps or
Instructor lesson
Lecturers and lab sessions
Desktop VR
2D system
No I-VR (lectures only)
Independe nt study
Desktop VR
Desktop VR
No I-VR (written material only) Desktop
Mobile Phone
others who learnt via a
standard
PowerPoint
presentation.
I-VR was never more
successful than an
instructor-led class in 6
from out 7 cases.
When comparing to the
few who studied through
lecture and laboratory
sessions, individuals who
have used the I-VR
interface
scored
considerably better on
measures.
Participants who utilised
I-VR had better spatial
abilities than others who
used D-VR.
In I-VR, especially in
comparison to 2D, single
session performed slower.
Students who participated
in I-VR session performed
higher on the final exam
papers than most who did
not.
The ability to see these
updates in real time
enables designers to
conduct an iterative
process of parallel
programming
and
visualisation of the model
that was created in VR,
thereby improving the
project.
Designers can use various
projections, such as top
view and birds eye view,
to monitor design options
and arrive at a final
solution.
When compared to D-VR,
the I-VR condition
completed the functional
analysis task much faster.
In the Multiple Choice
Questions exam, there was
no
significant
differentiation.
Assist in
integrating visual and
other behaviors within the
educational
process in order to link the
new learnt materials with
students'
previous experiences and
knowledge
VR enables organisations
and academic institutions
Affective Domain
gadgets. [39]
Oculus Rift DK1 [40]
NVIS nVisor SX60 [41]
Oculus Rift DK2 [42] Samsung Gear VR [43] HTC Vive [44]
Stereoscop ic desktop VR
3-D room with a threat
3D fire evacuation
3D rooms
3-D art museum
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.
In psychiatric discussion
training, both virtual and
non-virtual modalities
achieved
equivalent
outcomes.
In this paper experiment group felt sensations as they felt the explosions, spiders, gunshots, etc.)
In this paper students went Alertness while going through fire evacuation.
Positive affect can be seen in this case.
Real museums vs 3-D art museums were compared among the two groups. The general validity of environmental simulations is rather high.
V. CONCLUSION
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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