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A Review on Virtual Reality for Architecture Education

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... This dual strategy reduces the need for frequent physical attendance, easing scheduling conflicts and geographic constraints, while creating a supportive and inclusive learning environment that helps students, particularly women, balance professional and personal responsibilities. By offering a less intimidating and more adaptable educational pathway, ORT-BM not only broadens access but also equips learners with the skills and confidence needed to thrive in project-based disciplines, ultimately encouraging greater female participation in the construction industry [90]. ...
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Traditional In-Person Semester-Length (IP-SL) courses often struggle with inherent time constraints, lack of flexibility, and geographic limitations, delaying effective learning and accessibility for students. Moreover, the extended duration of the Semester-Length (SL) structure reduce focus due to engagement with multiple subjects simultaneously , increased stress, and limited timely feedback and assessment. This study evaluates the Online Real-Time Block Model (ORT-BM), an intensive online model, highlighting its potential to enhance engagement, satisfaction, and inclusivity in project-based programs like construction in higher education. Building surveying as a critical field in construction is selected as the case study since professional surveyors must stay current with rapidly evolving building codes, regulations, and sustainability practices. However, the rigid structure of IP-SL courses often leaves graduates less prepared to meet industry needs. Conducting a comparative analysis of a case study, the Bachelor of Building Surveying program (NBBS) at Victoria University, the research compares three teaching models: IP-SL (2016-2018), In-Person Block Model (IP-BM, 2019-2020), and ORT-BM (2020-2023) using Student Evaluation of Units (SEU) data and Quality Indicators for Learning and Teaching (QILT) metrics. Findings, derived from SEU and QILT, reveal that ORT-BM improves student satisfaction, accelerates course completion rates, and fosters gender equity through inclusive learning environments while enhancing accessibility for geographically dispersed and disadvantaged students. By integrating advanced digital tools like virtual site visits, ORT-BM enhances professional readiness, aligning education with evolving industry standards. Future research may explore developing hybrid models to optimize cognitive load further, improve accessibility, and enhance flexibility.
... This dual strategy reduces the need for frequent physical attendance, easing scheduling conflicts and geographic constraints, while creating a supportive and inclusive learning environment that helps students, particularly women, balance professional and personal responsibilities. By offering a less intimidating and more adaptable educational pathway, ORT-BM not only broadens access but also equips learners with the skills and confidence needed to thrive in project-based disciplines, ultimately encouraging greater female participation in the construction industry [90]. ...
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Traditional In-Person Semester-Length (IP-SL) courses often struggle with inherent time constraints, lack of flexibility, and geographic limitations, which collectively delay effective learning and accessibility for students. Moreover, the extended duration of the Semester-Length (SL) structure may lead to decreased student focus due to lengthy engagement with multiple subjects simultaneously, increased stress levels, and limited opportunities for timely feedback and assessment. This study evaluates the Online Real-Time Block Model (ORT-BM) as a solution to these issues, focusing on its ability to enhance gender equity and industry relevance while addressing the building industry's demand for a skilled and diverse workforce. Building surveying professionals must stay current with rapidly evolving building codes, regulations, and sustainability practices; however, the rigid structure of IP-SL courses often hinders this, resulting in graduates being less prepared to meet industry needs. Conducting a comparative analysis of a case study: the Bachelor of Building Surveying program at an Australian higher education institution, the research compares three teaching models: IP-SL (2016–2018), In-Person Block Model (IP-BM, 2019–2020), and ORT-BM (2020–2023) using Student Evaluation of Units (SEU) data. The findings indicate that ORT-BM significantly improves student satisfaction, supports gender equity by providing flexible learning options, and enhances accessibility. Furthermore, SEU results quantitatively demonstrate that ORT-BM's innovative strategies and utilization of digital tools have the potential to align building and construction education with rapidly evolving industry standards while addressing gender imbalances. Future research may explore developing hybrid models to optimize cognitive load further, improve accessibility, and enhance flexibility.
... The advent of more affordable and user-friendly platforms, such as Oculus Rift and HTC Vive, has significantly lowered the barriers to entry (Laurell et al., 2019). This has catalyzed a renewed interest in the integration of VR into various educational contexts, including architectural design studios (Hui et al., 2020;Sirror et al., 2021;Rauf et al., 2021;Hettithanthri and Hansen, 2022). The current generation of VR platforms not only offers more accessible price points but also provides more intuitive user interfaces, making it easier for educators and students alike to engage with the technology (Macnamara, 2017). ...
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This study examines the role of Arkio, a Virtual Reality (VR) platform, in facilitating design critiques during online learning in first-year architectural design studios. This research, which was conducted in the wake of the COVID-19 pandemic and a severe earthquake that required a return to remote education, is based on the experiences of instructors who had previously adapted to online teaching during the pandemic. Arkio provides an innovative solution for the preservation of the quality of architectural education by offering an immersive, real-time environment for design feedback, which is essential in the absence of in-person studio sessions. Using a mixed-methods approach that incorporates surveys and qualitative feedback from students, the study investigates the impact of Arkio on students' understanding of architectural principles, participation in design critiques, and overall learning experience. The results suggest that Arkio was generally well-received for its ability to facilitate critiques and enhance spatial understanding. However, students encountered difficulties with the platform's interface, 3D modeling tools, and file integration. The significance of user-friendly design in educational technologies is underscored by the strong correlation between the perceived educational value of Arkio and its usability, as revealed by cross-analysis. The study identifies critical areas for improvement, despite the fact that Arkio has the potential to significantly transform the critique process in architectural education, particularly in an online setting that is influenced by external disruptions. These insights are essential for the continuous adaptation of VR-driven tools in architectural education, particularly as institutions navigate the complexities of post-pandemic and disaster-responsive teaching environments.
... With its capability to provide a comprehensive view of landscapes, XR can aid in integrating these pattern-process-scale perspectives in landscape design [36]. Sirror, Abdelsattar, Dwidar, and Derbali reviewed VR applications in various fields of architecture education, confirming that adopting VR and AR technologies advanced student learning [37]. According to their findings, incorporating VR allows for exploratory learning, where students can experiment with design solutions in a risk-free environment, and simulate real-world scenarios that might not be otherwise accessible. ...
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Extended Reality (XR), an umbrella term for Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) technology, has the potential to enhance experiential learning and to close educational gaps, but the implementation of XR in higher education requires the competency of instructors, as well as guidance. In the fields of design (architecture, landscape architecture, interior design, urban planning, etc.), XR brings exciting opportunities to students for design visualization and presentation. However, how the XR-based immersive experience may supplement design learning is relatively underexplored and under-researched. This study investigates the role of co-created (with learners) VR modules in landscape architecture education, with a specific focus on landscape construction through an exercise focused on the construction detail of the iconic benches in the High Line Park (NY). This study aims to delineate the pedagogical possibilities and challenges of the implementation of XR in landscape architecture (LA) curricula, thereby offering LA educators actionable insights and frameworks for utilizing the new learning tools. Implementing a mixed methods approach, this research engaged undergraduate students (n = 16) to assess the pedagogical value of XR among five types of instructional modes—lectures, hand sketching, 2D drawing, 3D modeling, and a fully immersive co-created VR experience showcasing students’ work. A focus group discussion with graduate students (n = 7) provided additional qualitative insights. The results indicate that, while all instructional materials were received positively, the 3D modeling was rated most effective in the learning process by the students, due to its versatility as a foundation and its overlap/integration with the other instructional modes e.g., hand sketching, 2D drawing, and VR creation. Although VR-aided teaching creates an immersive learning experience allowing learners to gain a clearer understanding of the learning topics, positioning it primarily as a visualization/presentation tool may limit its utility. This study concludes that repositioning VR at different stages of the educational framework may result in enhanced engagement and, by extension, improve its pedagogical effectiveness. These findings contribute to the ongoing discourse on the optimal integration of emerging XR tools and technology in LA education and other design disciplines and afford new avenues for future research.
... Another review focused on the integration of virtual reality in architecture eduction and its benefits, the review of (Amber Bartosh & Phillip Anzalone, 2019), (Agnieszka Gębczyńska-Janowicz, 2020), (Hala Sirror, 2021), (Ibrahim et al., 2021), (Şahbaz, 2020)and (Ibañez-Etxeberria et al., 2020), (Aydin & Aktaş, 2020)argues that the integration of virtual reality as important and most of the objectives aimed form architecture education could be achieved through it. ...
... Designers can use AR technology to create a training application in which they can engage with virtual objects to learn how to construct traditional buildings. Furthermore, research on the adoption of AR revealed that the architecture was changed, employee happiness rose, and costs were reduced [56].AR may encourage some of the same behaviour as virtual reality and practical mock-ups, such as decision-making, alternative, descriptive, and interpretive, in design and buildability analysis sessions, and problem-solving actions [57]. ...
... Wen and Gheisari (2020) reviewed virtual field trip applications in construction education while specifically focusing on the construction subject areas, technology use, and learning assessment techniques used in those virtual field trips. Finally, Sirror et al. (2021) presented a study on VR and its applications in architecture education, including design, construction, surveying, and structural analysis. The study was based on the assumption that the VR experience could motivate students to learn, especially in a contemporary context as the one affected by the Covid-19 emergency and the related need for the adoption of e-learning solutions. ...
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In construction education many research initiatives have explored the adoption of innovative and interactive learning experiences for improving the visual, analytical and problem-solving skills of students. Virtual reality (VR), in particular, has been increasingly viewed as a promising way for students to dynamically interact with information, to test concepts in a visual and intuitive manner and, through real-time feedback, to begin to construct their knowledge and spatial skills. However, with the proliferation of consumer market VR devices and headsets, the question of their appropriateness and specific benefits for construction education becomes even more important and educational VR applications still fall short of offering straightforward VR solutions to consistently realize the said benefits. This also reveals a host of conceptual and empirical challenges in how VR for construction education is conceptualized and justified. This study proposes an extensive review of the literature to identify and discuss contextual factors and trends in VR implementation for construction education in relation to three main foundations: (1) educational theoretical foundations, (2) methodological foundations and (3) technological foundations. A content analysis-based approach is adopted to identify and discuss key research themes. Results from the literature review have provided an insight into the current efforts of the implementation of virtual reality into pedagogy. It has provided a timeline of how such implementation has changed throughout the last twenty years. In addition, this study provides a unique perspective of the methodologies deployed in this research topic as well as an overview of the technological configurations adopted for VR use cases in the construction education domain. Based on these achievements, this study aims to pave the way for new research opportunities in the application of VR in construction education.
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Visual communication has a vital role in the architecture. Virtual reality (VR) is one of the various methods of visual communication and interaction, especially during pandemics. Although it has many benefits such as improved space perception and dimension visualization etc., it’s not commonly used in Egyptian architectural schools. This research aims to investigate the integration of Immersive Virtual Reality (IVR) into the design curriculums in Egyptian architectural schools and to propose a framework for its integration. A mixed method approach was used in this study along with the literature data that was reviewed to identify the benefits, limitations and different IVR setups. First, an interview was conducted with one of the VRCAVE founders in an Egyptian private university to understand the effect of IVR and whether it has affected the students’ outcome. This was followed by conducting an experiment including an IVR setup along with a 3D Virtual model, to conduct semi-structured interview with the participants to analyse the use of IVR in the design modules and whether its integration in the architecture schools design curriculum would be beneficial
Chapter
There is an increasing awareness and adoption of Fourth Industrial Revolution (4IR) technologies in the Architectural, Engineering and Construction, Operations and Management (AECOM) industry. This has placed significant pressures on academia to develop and produce graduates who are equipped with literacy skills to seamlessly transit into the world of work after graduation. However, universities in developing nations such as Nigeria have struggled to integrate 4IR technologies such as visualization tools into their curricula. This study filled this gap by exploring the various 4IR technologies that are relevant for teaching architectural designs and 3D visualization in the architecture discipline. This study further explained how these technologies can be employed in architectural education to improve students understanding of the design and building processes, thus equipping them for the world of work. The objectives were achieved by reviewing existing theoretical literature on how 4IR technologies can promote the upskilling of architectural students learning. Findings from this study revealed that the integration of 4IR technologies in architectural education can enhance students understanding of the design and construction processes and upskill them for greater productivity in the industry. This study therefore recommended the integration of 4IR technologies in architecture education and generally in AECO disciplines for improved learning outcomes and employability of the students. This study also offers a reference point as well as directions for future research in exploring other 4IR technologies for technology-enhanced architecture pedagogy.KeywordsArchitectural educationPedagogyVirtual realityEmployabilityDigital skillsDigitalisation
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This article presents a survey on extended reality (XR) application to architecture, engineering, and construction (AEC). A systematic literature review (SLR) of studies found in the Scopus digital library is carried out for that purpose. The SLR comprises 983 relevant papers published between 2011 and 2022. It frames and aggregates research by the AEC field and by the usage of XR technologies. With that aim, specific taxonomies are developed and applied. Research typologies, including used approaches and contributions, are also examined. Furthermore, the limitations and challenges cited in the analyzed studies are addressed. This SLR is primarily addressed to researchers for decision-making in identifying and scoping future research activities. It is also directed to AEC practitioners as a source to determine the conditions in which XR can be used and what its implications are.
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We present an innovative educational computer application for undergraduate students enrolled in a Construction Surveying Fundamentals course. The application includes an Interactive Virtual Environment for learning surveying concepts and practices, and an e-assessment tool that measures the individual student's cognitive and practical abilities. Results of a pilot study with 31 undergraduate students and 2 faculties showed that the software was perceived as easy to use, useful, and effective at measuring the individual student's performance. © 2011 Wiley Periodicals, Inc. Comput Appl Eng Educ 22:551–562, 2014; View this article online at wileyonlinelibrary.com/journal/cae; DOI 10.1002/cae.10.1002/cae.20580
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Mike Rosen and Associates (MRA) relies on interactive and immersive virtual reality (VR) technology to assist its building industry clients in the design, visualization, marketing and sales of new projects. By using MRA's VR system, customers can make changes in colors, textures, materials, lighting, furniture and equipment of residential homes to meet the sensibilities of potential home buyers. Mike Rosen, president of MRA, predicts that this technology will soon become the most deciding factor in determining the technical competence of present day architects.
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Multi-media applications are increasingly being used to enhance the delivery of on- site and distance learning teaching material. However, production costs are often prohibitive, both in terms of capital investment and development time. Hence it is surprising that authors comment on the failure to adequately evaluate new educational software applications. This paper evaluates an interactive multi-media levelling resource, which comprises text-based guides, video instruction, photo-realistic panoramic scenes and multi-row object movies. Students explore 360 degree images of building sites, using traditional computer input devices, and click on hot spots to gather detailed information about the position of the optical level and staff. Readings are taken directly from the staff and students record backsights and foresights as various change points are introduced. On completion of the levelling exercise, 192 first year undergraduate students completed an evaluation based upon a series of statements drawn from technology-based training literature. The findings suggest that the exercise complements traditional learning approaches, maintains student interest, and reinforces understanding. However, significant differences in student ratings for part-time and full-time cohorts emphasise the importance of designing resources that accommodate the needs of varying student profiles. Suggestions for enhanced interactivity are offered and new areas for development allied to construction technology are identified.
A virtual surveying field-course for traversing. E-learning in Surveying, Geo-information Sciences and Land Administration
  • H Mills
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Mills H., and Barber, D., A virtual surveying field-course for traversing. E-learning in Surveying, Geo-information Sciences and Land Administration, Proc. of FIG International Workshop 2008, Enschede, The Netherlands, 2008.
Virtual Reality Models for Promoting Learners Engagement in Construction Studies
  • A K Ashmawy
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Samarasinghe, DAS (Samarasinghe, Don Amila Sajeevan), Abd Latif, S (Abd Latif, Suhaimi) Baghaei, N (Baghaei, Nilufar) (2019) Virtual Reality Models for Promoting Learners Engagement in Construction Studies, PROCEEDINGS OF 2019 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON) 1331-1335 Edited by: Ashmawy, AK, Schreiter, S, Book Series: IEEE Global Engineering Education Conference Setareh, M.; Bowman, D.A.; Kalita, A. Development of a virtual reality structural analysis system. J. Arch. Eng. 2005, 11, 156-164.
Mobile augmented reality for teaching structural analysis
  • Y Turkan
  • R Radkowski
  • A Karabulut-Ilgu
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