Article

Thinking in Virtual Spaces: Impacts of Virtual Reality on the Undergraduate Interior Design Process

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Abstract

Throughout the iterative design process, both students and professionals rely on spatial thinking to develop and simulate these design solutions, but—in most cases—students lack the experience necessary to accurately visualize and translate the real-world scale of interior space. This is primarily because the current tools of representation are noticeably limited to the two-dimensions of visual information viewable on a traditional computer monitor or sheet of paper. The use of virtual reality systems can also support instruction focused on spatial reasoning. An immersive cohabitation of multiple designers within a detailed and complex model – at full-scale, in three dimensions, supports and augments spatial thinking by allowing designers to both conceptualize and reason volumetrically. This article will explore the experiences of the students and faculty using the virtual reality platform, and the challenges and impacts of incorporating full-scale analysis into the student's design process as they relate to scale perception, error recognition, and communication.

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... The features of immersive virtual reality (IVR) have the potential to support students' design processes and outcomes by providing spatial representation in free-angle visuals at full-scale (Pober & Cook, 2019). VR offers users increased interactivity by affording a better sense of presence in the simulated environment (Sheridan, 2000;Sherman & Craig, 2003) while advancing mental and physical engagement with the space (Sheridan, 2000). ...
... However, students often struggle when interpreting twodimensional (2D)-based ADA learning resources into threedimensional (3D) spatial information, as they lack the knowledge to understand or transform 2D information into 3D spatial attributes while accurately visualizing design solutions at the correct real scale (Pober & Cook, 2019). Also, students may have a limited understanding of the difficulties that individuals with disabilities might experience (Perez Liebergesell et al., 2021). ...
... Prior studies have also suggested that virtual tools contribute to advancing students' problem-solving (PS) (Özgen et al., 2021;Pober & Cook, 2019). A design process for interior design solutions starts by understanding the problem and human behavior and develops through critical thinking and analysis (Clemons & Eckman, 2011). ...
Article
Despite the benefits of virtual reality (VR), there has been limited exploration of how immersive VR can be implemented in interior design course content and how students perceive its use. For this study, we investigated how an immersive VR tool can be incorporated into the interior design studio to support second-year students’ (n = 18) design process and outcomes and examined its perceived usability (i.e., measured as usefulness, ease of use, enjoyment, and intention to use) for accessible space design. We also explored VR’s impact on advancing the interaction with space, understanding spatial information and problem-solving (PS), and how students accept the use of this technology. The students used immersive VR throughout the design process for one semester and then participated in a questionnaire. We found that immersive VR is helpful by enhancing students’ interaction with the designed space, developing better spatial understanding, and advancing PS. VR was also perceived to be highly enjoyable and moderately improved job performance but was slightly less easy to use. Participants showed a high intention to utilize VR, and spatial interaction and perceived enjoyment were significantly associated with that intention. Our findings suggest that immersive VR has potential benefits for teaching and learning accessible design and can be used more generally in diverse contexts of interior design pedagogy. While these results are promising, continued research to more effectively adopt the use of this technology in the interior design studio is needed.
... Recent VR prototypes and related 3D data types, deployed at academic libraries and in laboratories around the world, have shown the potential for these new technologies to function as research and instructional tools beyond the uncritical promotional hype of technocratic discourse (e.g., Lischer-Katz, Cook, and Boulden 2018;Pober and Cook 2016;Pober and Cook 2019). In this paper, we will first contextualize 3D/VR within the intellectual history of immersive media technologies, describe cases of technological innovation using 3D/VR technologies in academic library contexts, and finally, drawing on the previous sections, offer predictions about the role played by 3D/VR in the library of the future, in particular, describing areas in which libraries can serve as global leaders. ...
... In the field of architectural design, students who were able to virtually inhabit and navigate through their design solutions during the design process were found to be more likely to achieve a higher final project score (Angulo 2013). Students in interior design courses may also benefit from using VR when designing spaces, with research suggesting that using VR for design can support "scale perception, error recognition, and communication" activities (Pober and Cook 2019). Finally, neurosurgeons who worked with interactive, 3D monitors that employed stereoscopic depth cues were found to improve on their skills necessary for analyzing and evaluating vascular structures compared with neurosurgeons using 2D screens (Kersten-Pertel, et al. 2014). ...
Chapter
Virtual reality (VR) and 3D scanning technologies are poised to expand the academic library’s mission by enhancing access to information resources and providing new analytic tools that enhance understanding of spatial information (e.g., artifacts, spaces, molecular structures, architectural designs, etc.). Using interfaces that engage the user’s body more fully than typical mouse and keyboard configurations, these technologies promote “embodied understanding,” a type of engagement with information resources that can promote learning and research in new ways. Contemporary head mounted displays (HMDs), which comprise the VR hardware that most end users today are familiar with today, are defined by their ability to track head and body movement while re-creating a sense of depth perception via stereoscopic displays. The other side of VR technology is the content, which may take the form of 3D models, 360 videos, or other forms of data captured from the world or created in the design studio. As 3D and VR become more widely used in educational and research contexts, libraries are taking the lead in providing access for a diverse range of users and for curating and preserving these complex new information resources for a variety of present and future uses and users. In light of these trends of increasing adoption of 3D/VR in libraries, it is important to understand the emergence of VR technologies within the history of other immersive media technologies in order to ensure that they are incorporated into library services and resources in ways that support fundamental library values. This requires developing a critical discourse around technologies at the time of their adoption that considers the historical context of VR so that librarians can avoid uncritically importing the epistemological assumptions and cultural biases of the technologists who designed them. As information professionals committed to the ALA Code of Ethics, librarians must ensure that these new technologies serve all library patrons and do not directly or indirectly erect new barriers to accessing the most current information resources. This chapter presents a brief genealogy of immersive media technologies that will provide the grounding for a critical engagement with emerging library technologies that is in dialogue with library values.
... Benefits include the ability to communicate to clients across vast distances while simultaneously appearing to inhabit a CAD design of a building project at human scale. Virtual reality design software has entered the classroom, including the field of architecture, that is impacting the critique process by allowing teams of students to visualize term projects at human scale alongside their classmates (Pober and Cook 2019). ...
... Because even the most convenient head-mounted displays require transport, setup, troubleshooting, upgrades, etc., it is necessary to provide a generous time window for completing VR-based undergraduate assignments. The authors have experimented with deadlines ranging from a week (after initial orientation) to 8 weeks, which reflects an iterative, multi-session format (Pober and Cook 2019). If headset hardware is to remain at or near the library (in circulation within designated VR areas, perhaps), then it is important to further account for hours of operation and onsite technical support. ...
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Today’s virtual reality (VR) technologies enable students to traverse immersive learning environments populated with highly engaging course content that closely resembles real-world artifacts and sites, scientific specimens, and otherwise inaccessible training scenarios. The relative affordability of the latest generation of VR hardware has further increased the uptake of VR across academic, but careful consideration must be given to how the technology is deployed for classroom use. This paper draws on a range published research literature, and the authors’ experiences implementing VR in an academic library, to present guidelines and case studies that can be used by library practitioners to craft effective VR course assignments.
... In order to meet the professional training needs of interior design, the interior imitation real training system has been designed [4]. After the system login, it is divided into four modules: model construction, effect design, simulation demonstration and help interpretation [5]. The detailed design structure is shown in Figure 1. ...
... Using the appropriate layout elements in the model database in Unity 3D software, and the editing, positioning and editing interface in the platform is used to generate the interactive effect of the indoor space layout scene in line with the characteristics of children. Through the running window and binocular camera for collaborative roaming control, so as to realize the indoor taste of the children's room interactive layout scene [4]. According to the movement characteristics of children combined with the controller control, the virtual robot to replace the roaming control of the camera. ...
... With the development of the times and people's in-depth research on visual communication, the most basic elements of visual communication are given academically, namely, "vision" and "communication" [11]. "Vision," as the name suggests, refers to the images that the eyes can see, such as text, pictures, videos, buildings, abstract light, shadow, electro-optic symbols, and music symbols. ...
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An important role of display visual design is advertising and advertising communication, which is an integrated medium, that is, a medium for communicating information. Visual communication design is the most direct way of information transmission in modern society. In today’s increasingly complex and diversified information, visual communication design has been more and more widely used in terms of form and function. On the display platform, the use of visual elements and the expression of visual communication design allows us to examine the different spatial experiences that visual communication design brings to people from a new perspective and adjust the way it is communicated, so as to find a scientific expression. This paper focused on the role of visual communication in display design and discussed its specific application in display design. The use of visual elements in the display space provides a new visual platform for spatial information, making the space design more connotative and cultural. For the smooth experience of media fusion design, it is necessary to ensure that information can be transmitted quickly and smoothly in every link of its processing. In the data write throughput experiment of the microperceptual data layer, the maximum write speed increased by 85.2% compared with the direct write method using the TSBPS method. The findings demonstrated that the IOT-HSQM model’s strategy of first queuing and then segmentation writes may more effectively fulfill the demands of high bandwidth than straight data transmission to HDFS (Hadoop Distributed File System).
... Several studies have focused on the use of VR in education [6][7][8]. Other studies focus on VR in architectural design and education [9][10][11][12], urban applications of VR [13,14], and VR in architectural heritage [15][16][17]. It can be argued that the availability of consumer-level VR devices such as Oculus Rift and HTC Vive, and the increasing number of VR applications in architecture and design motivated researchers to investigate the potential of VR technology in design in recent years. ...
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