Usability of virtual reality for basic design education: a comparative study with paper-based design

2019-11
Özgen, Dilay Seda
Afacan, Yasemin
Sürer, Elif
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design education is one of them. Design education, an important part of the curriculum of architecture students who aim to conceptualize problem-solving, is still taught using traditional methodologies with touches of digital technologies. Thus, there is limited research into the implementation of VR. This study proposes using VR in basic design education and focuses on the usability of VR, especially for problem-solving activities. It presents the literature on basic design education of digital approaches, VR technologies, usability criteria and the technology acceptance model. In order to analyse the usability of VR, we conducted an experimental study with 20 first-year interior architecture and architecture students. We found that, statistically, there is a significant difference in terms of 'the intention to use' and 'the perceived enjoyment' between the VR group and the paper-based group. Moreover, there is, statistically, a difference in effectiveness within the paper-based group and the VR-based group when one compares the success of two types of design problems in the same group. Thus, one can summarize that using VR can strongly enhance problem-solving activities in interior architecture and for architecture students and that one can consider it to be a promising and complementary tool in basic design education.
International Journal Of Technology And Design Education

Suggestions

Developing building information modelling based virtual reality and mixed reality environments for architectural design and improving user interactions with serious games
Ergün, Oğuzcan.; Sürer, Elif; Department of Modeling and Simulation (2019)
Virtual Reality (VR) provides an interactive experience for its users in a fully artificial computer-simulated environment while Mixed Reality (MR) forms environments by mixing the real world and the virtual world elements together. In the first part of this thesis, an architectural visualization and design tool, which is based on Building Information Modeling (BIM), is developed for VR, MR and personal computer (PC) environments. BIM provides detailed information and tools to professionals so that they can...
Evaluation of a motion based 3D virtual sports platform in the scope of technology acceptance model
İlhan, Fatih; Yıldırım, Zahide; Department of Computer Education and Instructional Technology (2019)
In this study, a recently developed 3D Virtual Sports Platform (VSP) using Kinect motion detection technology, which allows the individual to exercise in the home environment, is evaluated in the scope of technology acceptance model; in terms of the perceptions of students using it, and the views of preservice coaches, and experts. Participants of the study consisted of 22 users, who were students at the Computer Education and Instructional Technologies Department; 8 preservice coaches who were students at ...
Acceptance of Virtual Reality Games: A Multi-Theory Approach
Kosa, Mehmet; Uysal, Ahmet; Eren, Pekin Erhan (2020-01-01)
As virtual reality (VR) games are getting more widespread, the need to understand the interaction between players and the VR games is gaining prominence. The present study examines player endorsement of virtual reality games from an amalgamation of technology acceptance, self-determination, and flow theory perspectives. A survey was carried out with participants (N = 396) who had played a VR game at least once and at most five times. Structural equation modeling analyses showed that perceived ease of use wa...
Architectural Design in Virtual Reality and Mixed Reality Environments: A Comparative Analysis
Ergün, Oğuzcan; Akın, Şahin; Gürsel Dino, İpek; Sürer, Elif (2019-01-01)
Virtual reality (VR) provides a completely digital world of interaction which enables the users to modify, edit, and transform digital elements in a responsive way. Mixed reality (MR), which is the result of blending the digital world and the physical world together, brings new advancements and challenges to human, computer and environment interactions. This paper focuses on adapting the already-existing methods and tools in architecture to both VR and MR environments under sustainable architectural design ...
Visualization in virtual reality: a systematic review
Korkut, Elif Hilal; Sürer, Elif (2022-03-01)
Rapidly growing virtual reality (VR) technologies and techniques have gained importance over the past few years, and academics and practitioners have been searching for efficient visualizations in VR. To date, emphasis has been on the employment of game technologies. Despite the growing interest and discussion, visualization studies have lacked a common baseline in the transition period of 2D visualizations to immersive ones. To this end, the presented study aims to provide a systematic literature review th...
Citation Formats
D. S. Özgen, Y. Afacan, and E. Sürer, “Usability of virtual reality for basic design education: a comparative study with paper-based design,” International Journal Of Technology And Design Education, 2019, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/28654.