Applications of Virtual Reality Technologies in Architecture and in Engineering

Author(s):  
Nicoletta Sala

Virtual reality (VR) is a technology which permits to create virtual objects and 3D virtual worlds which are hosted on the computer’s memories. It is indispensable in critical simulation, for instance in military training, in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or in realization of virtual prototypes, for instance in industrial design. The aim of this paper is to present how VR technologies also find excellent application fields in architecture and in engineering. For instance, in the teaching of the basic concepts, in techniques of graphic rebuilding for the building restoration, in realization of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected to the Information and Communication Technology (ITC) and to the Internet, and in the virtual prototyping which connects engineering and architecture.

Author(s):  
Nicoletta Sala

Virtual Reality (VR) is a technology which has various application fields (from video games to psychiatry). It is indispensable in critical simulation, for instance in military training, in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or in realization of virtual prototypes, for instance in industrial design. The aim of this chapter is to present how the VR also finds excellent application fields in architecture and in engineering. For instance, in the teaching of the basic concepts, in techniques of graphic rebuilding for the building restoration, in realization of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected to the Information and Communication Technology (ITC), to the Internet, and in the virtual prototyping in engineering.


2018 ◽  
pp. 970-995
Author(s):  
Nicoletta Melida Sala

Virtual reality (VR) is a technology which combines hardware and software solutions. It permits to create three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR technologies find positive application fields in educational environments. VR, combined with multimedia technologies and in support of different learning styles, offers potential help in teaching and in learning paths. This chapter shows a set of examples in the applications of VR at different age levels schools, and in different countries (USA, Italy, Morocco, Romania, and Switzerland). VR, and their applications, are also described here.


Author(s):  
Nicoletta Sala

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.


Author(s):  
Nicoletta Melida Sala

Virtual reality (VR) is a technology which combines hardware and software solutions. It permits to create three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR technologies find positive application fields in educational environments. VR, combined with multimedia technologies and in support of different learning styles, offers potential help in teaching and in learning paths. This chapter shows a set of examples in the applications of VR at different age levels schools, and in different countries (USA, Italy, Morocco, Romania, and Switzerland). VR, and their applications, are also described here.


2015 ◽  
pp. 355-372
Author(s):  
Leman Figen Gül ◽  
Ning Gu ◽  
Mi Jeong Kim ◽  
Xiangyu Wang

With the advancement and increasing adoption of information and communication technologies, 3D virtual worlds, being a part of these revolutionary forces, have the potential to make a major contribution to design education as a new teaching and learning environment. Considering this changing trend, we have been employing 3D virtual worlds in the design curriculum over the past decade. To critically understand the impact of the technologies on design education, this chapter explores and demonstrates three different assessment methods of 3D virtual worlds in design education, through three case studies. The chapter also concludes with insights into the applications of virtual environments in collaborative design teaching.


Author(s):  
Silvia Panzavolta

The contribution aims at exploring previous and current practices of use of virtual environments, 3d Virtual Worlds also, for inclusion in education. There are many experiences of developing and using virtual environments for the inclusion of disabled and problematic students (autistic student, Asperger Syndrome students, dyslexic students, etc.). The majority of the experimentations gave important beneficial results. In particular, the essential technological characteristics of VR that are beneficial for inclusion are: immersion, presence, interaction, transduction and conceptual change. The design of those environments is sometimes conceived together with the final users, applying participatory design techniques. Virtual environments and Virtual Worlds are being used also in the management of drop-out rates and school failure, by using it for curricular diversification classroom with students in a situation of educational exclusion or academic failure. The contribution will discuss 7 cases of successful use of Virtual Reality at school, ranging from primary to secondary education.


Author(s):  
Leman Figen Gül ◽  
Ning Gu ◽  
Mi Jeong Kim ◽  
Xiangyu Wang

With the advancement and increasing adoption of information and communication technologies, 3D virtual worlds, being a part of these revolutionary forces, have the potential to make a major contribution to design education as a new teaching and learning environment. Considering this changing trend, we have been employing 3D virtual worlds in the design curriculum over the past decade. To critically understand the impact of the technologies on design education, this chapter explores and demonstrates three different assessment methods of 3D virtual worlds in design education, through three case studies. The chapter also concludes with insights into the applications of virtual environments in collaborative design teaching.


2015 ◽  
Vol 6 (4) ◽  
pp. 381-400 ◽  
Author(s):  
Yan Peng ◽  
Dan Ke

Purpose – This paper examines the three-dimensional (3D)virtual world users’ perceptions of authenticity and trustworthiness in the virtual prototypes and users’ potential purchase behavior in the real-world settings. The 3D virtual worlds provide a new platform that exhibits virtual prototypes as a promotion channel for new products of real-world and online service, where users can communicate “face to face” via their representative avatars. Design/methodology/approach – The authors conducted an experiment in Second Life and collected data in a post-study questionnaire to test our proposed conceptual model. Structural equation modeling was the main methodology. Findings – The research results showed that 3D virtual world users obtained a high sense of telepresence and social presence. The sense of telepresence positively leads to users’ perceptions of online trust in the virtual prototypes and thus increases their intention to purchase real-world objects; the users’ sense of social presence positively associates to their perceptions of authenticity and online trust and, therefore, their purchase intention. Research limitations/implications – In survey research, the common method variance is a problem. A more robust way is to use objective measures. Practical implications – A new channel was proposed for businesses to enhance their online strategies that will increase their business value. Social implications – 3D virtual world is also a cutting-edge platform for remote education, public information service, etc. Originality/value – This paper initially contributes to the literature that interprets underlying factors in 3D virtual worlds associated to purchase intention in real-world objects. We demonstrated the advantages, i.e. the communication efficacy and vivid virtual design in the 3D user-generated environment.


2018 ◽  
pp. 566-581
Author(s):  
Silvia Panzavolta

The contribution aims at exploring previous and current practices of use of virtual environments, 3d Virtual Worlds also, for inclusion in education. There are many experiences of developing and using virtual environments for the inclusion of disabled and problematic students (autistic student, Asperger Syndrome students, dyslexic students, etc.). The majority of the experimentations gave important beneficial results. In particular, the essential technological characteristics of VR that are beneficial for inclusion are: immersion, presence, interaction, transduction and conceptual change. The design of those environments is sometimes conceived together with the final users, applying participatory design techniques. Virtual environments and Virtual Worlds are being used also in the management of drop-out rates and school failure, by using it for curricular diversification classroom with students in a situation of educational exclusion or academic failure. The contribution will discuss 7 cases of successful use of Virtual Reality at school, ranging from primary to secondary education.


2021 ◽  
Vol 8 (7) ◽  
pp. 162-170
Author(s):  
Zhiyu Zhao ◽  

Language learning has gradually involved innovative technology such as the use of 3D virtual worlds, which can enhance learners’ immersion through improved engagement with the help of their motivational components. Immersion in the target language environment for example English, Spanish, French and German environment provides maximum exposure to the communicative use, offering the opportunity to learners’ active creativity. Since real travel is expensive and impractical, virtual travel in the virtual reality language lab provides them a brand new opportunity. Adopting the literature research method, this paper aims to figure out the optimum time duration and time frequency for most language learners to spend in the virtual world. Based on Discovery Learning and Self-efficacy Theory, we tend to focus on the behaviors of the learner in the virtual world, such as how they express themselves in second language and acquire daily expressions with the help of Unity3D to design and develop 3D virtual worlds and the EEG (electroencephalogram) equipment to reflect changes in the neural representation of the task environment. In order to find a possible relationship between communicative activities and the learning theories of Discovery Learning and Self-efficacy Theory, correlative analysis and principal component analysis were performed. According to this research, we can effectively limit the time and frequency of the immersion in the second language environment and promote the efficiency.


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