Strategies for the Utilization of Virtual Reality Technologies in the First Year of Architectural Education

2021 ◽  
pp. 1-20
Author(s):  
Salih Ceylan
Author(s):  
Austin Pack ◽  
Alex Barrett ◽  
Hai-Ning Liang ◽  
Diego Vilela Monteiro

This study investigates English language learner (ELL) perceptions of using a prototype virtual reality learning environment (VRLE) designed for teaching and learning writing structure. A mixed-methods approach was used, incorporating pre- and post-participation questionnaires, as well as semi-structured interviews. Participants consisted of 10 ELLs enrolled in first year English for Academic Purposes (EAP) courses at a university in Mainland, China. Results indicate that while the majority of students enjoyed using the VRLE, they maintained varying attitudes regarding the usefulness of the VRLE. Additionally, results from a correlation analysis suggest that learners' attitudes towards the material or content being learned (EAP writing) significantly correlates with learners' attitudes towards using the VRLE for learning writing structure.


2003 ◽  
Vol 1 (1) ◽  
pp. 46-58 ◽  
Author(s):  
Jules Moloney ◽  
Rajaa Issa

Most CAAD software in use for architectural education relies heavily on abstract geometry manipulation to create architectural form. Building materials are usually applied as finishing textures to complement the visual effect of the geometry. This paper investigates the limitations of commonly used CAAD software in terms of encouraging an intuitive thinking about the physical characteristics of building materials in the context of the educational design studio. The importance of the link between representation and creativity is noted. In order to sample the current functionality of typical software used in architectural education a case study involving 80 first year architecture students is presented. These outcomes are discussed and the possibility for new or extended software features are suggested. The paper concludes with an argument for design software that redresses the balance between geometry and materials in architectural design education.


2020 ◽  
Author(s):  
C. D. Porter ◽  
Jonathon R. Brown ◽  
J. R. Smith ◽  
Erik M. Stagar ◽  
Amber Simmons ◽  
...  

2020 ◽  
Vol 4 (1) ◽  
pp. 36-50
Author(s):  
Alp Karaca

Due to the developing economic and technological opportunities, our structural environment and living spaces vary. In line with the increasing supply and demands of human beings, technological developments are increasing day by day, and they are trying to meet the expectations. The technological developments that started with the French Revolution show themselves in our living spaces, in every environment, where human beings exist and play the first-order factor in our lives. There is a process where living spaces and designs change and technological developments restructure the social environment of human beings. Technology, which developed rapidly, especially after 1990, is no longer a necessity but has become an indispensable part of our social life. Today, our relations with each other are now in a direct connection with technology. While our living spaces are being renewed and changed so rapidly, today’s adequacy of architectural education should be questioned. Has the education given in architectural education been able to meet the rapidly increasing demands of human beings? Have technological opportunities been a part of architectural education and can they use it effectively? The answer to these questions will be tried to be answered within the scope of architectural education, which is the focus of the research. In particular, the extent to which architectural design, which has a great place in the virtual reality environment, is supported during the university education process will be explored and the relationship between technological developments and design education will be revealed. In addition to the resource and data analyses to be carried out at all universities that provide architectural education accredited by YOK throughout Northern Cyprus, the research will also include observation methods and reports.   Keywords: Architectural education, technology, living spaces, virtual reality, design, North Cyprus.


Author(s):  
Emel Birer

First year architectural design education can be started with various methods which, through testing within different studio studies, can also give ideas as to how to start architectural education. This study will address the contributions, and results of starting first-year architecture education with game as a mediator.  When they start their architectural education, students will have their own unique experiences of form, and space gained since their childhood in their built environment. Therefore, in order to refine the students’ perceptions on their built environments at the beginning of the education process, it’s necessary to provide them with opportunities that will give them confidence in what they can do about form and space. The aim of this paper is to emphasize the importance of the first year in architectural design education, and to discuss the beginning methods, considerate student, tutor and educational factors together. Thus, the game selected to start the architectural education with the purpose of activating the gaming instinct of the student is the “City Game”. The findings of this study provide guidelines for tutors to set up a favorable learning environment from the city and that cooperative learning can be enjoyable by the game for the students.Keywords: design education, game, mediator, first year architectural education 


Author(s):  
Murat Sahin

The main objective of this paper is to present a series of interconnected contextual learning strategies applied in the early stages of architecture education. The study presents the design and implementation process of a term project assigned to first-year architecture students. It applied the contextual learning strategies by combining the autobiographical memory and design problem to explore unique narrative structure. This method allows for aligning multiple contexts-course content, the objective of the course, students profile, the learning environment and the basis of the design disciplines. The process was a performative one that involves storytelling, video making, quasi-research skills and informal discussions with parents and guardians to uncover and present the changing nature of the urban fabric as seen and understood by students. The results show that the students engaged and unearth various material within the contextual paradigm. Keywords: Narrative reflection, contextual learning, alignment, architectural education.


2020 ◽  
Vol 19 (2) ◽  
pp. 221-240 ◽  
Author(s):  
İlker Erkan

This study mainly examines the contribution of the virtual reality environment to architectural education. The primary aim of the study was to investigate the theoretical possibilities of VR technology in an interactive and participatory educational environment that would allow students to examine architectural components and inter-component relationships. A group of 160 volunteers participated in the study, with participants asked to design villas in both natural (non-VR) and virtual reality (VR) environments within a specific period. Designs made in both environments (VR and non-VR) were evaluated by a team of five experts (jurors). For the evaluation, jurors wore eye-tracking devices and were asked to comment on the designs in both environments. In the virtual reality environment designs, the following categories showed significant differences over the drawings in a natural environment: functionality, aesthetics, user perception of space and internal physical quality (light quality), indicating that the virtual reality designs were examined more closely by the jurors than were those in the natural environment. This study will contribute to design discipline if virtual reality systems are adopted in architecture education.


2020 ◽  
Vol 106 (4) ◽  
pp. 717-724
Author(s):  
Paul Walbron ◽  
Harold Common ◽  
Hervé Thomazeau ◽  
Kossar Hosseini ◽  
Lisa Peduzzi ◽  
...  

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