Rapid freehand drawings are of great importance in the early years of university studies of architecture, because both the physical characteristics of spaces and their sensory characteristics can be communicated through them. In order to draw architectural spaces, it is necessary to have the ability to visualize and manipulate them mentally, which leads us to the concept of spatial skills; but it also requires a development of spatial perception to express them in the drawings. The purpose of this research is to analyze the improvement of spatial skills through the full-scale sketching of architectural spaces in virtual immersive environments and to analyze spatial perception in reference to the capture of spatial sensations in virtual immersive environments. Spatial skills training was created based on the freehand drawing of architectural spaces using Head Mounted Displays (HMD) and registered the spatial sensations experienced also using HMD, but only in previously modeled realistic spaces. It was found that the training significantly improved orientation, rotation and visualization, and that the sensory journey and experimentation of architectural spaces realistically modeled in immersive virtual reality environments allows for the same sensations that the designer initially sought to convey.
The technologies that have sought to intervene in the architectural drawing process have focused on the sense of sight, leaving aside the use of the hands and the entire body that together achieve more sensory designs. Nowadays, to the benefit of the draftsman, that ideal scenery in which sight, hands and body work holistically is returning thanks to Immersive Virtual Reality (IVR). The purpose of this research is to analyze the perception of two-dimensionally drawn spaces, the drawing of such spaces through three-dimensional sketches in IVR, and both the perception of 3D sketched spaces and those which are also modeled realistically in IVR. First and fifth year architecture students went through the four phases of the experiment: (a) the perception of a space based on 2D sketches, (b) real-scale 3D space drawing in IVR, (c) the perception of a space drawn in 3D in IVR, and (d) the perception of the same space realistically modeled in 3D in IVR. Through three questionnaires and a grading sheet, the data was obtained. The perception of two-dimensionally drawn spaces was high (70.8%), while the precision of a space drawn in an IVR was even higher (83.9%). The real or natural scale in which the spaces can be experienced in an IVR is the characteristic that was most recognized by the students; however, this and the other qualities did not allow for a reliable conclusion for a homogeneous perception of sensations within the virtual spaces.
Immersive Virtual Reality (IVR) has proven to be an important tool for the exploration and communication of architectural projects prior to their real construction; however, there have been few scientific advances of its use in the understanding, exploration, and definition of architectural space by architecture students in their initial design processes. The purpose of this research is to determine how the use of IVR incorporated in the initial phases of the architectural design process improves, among students, the achievement of three specifics design competencies, and to know the evaluation that professors make of the advantages and disadvantages of the use of this tool in the design process. A mixed methodology was applied, considering participatory observations and surveys of students and teachers concerning the initial architecture workshop on architectural careers. It was found that the three analyzed competencies are better achieved with the use of IVR due to its high utility in the perception of space on a real scale and in its interior experimentation, both referred to as important advantages by students and teachers. It is concluded that the application of the interactive and immersive VR is a pedagogical tool that allows students to get feedback from their own spatial experience to correct and improve their designs, while teachers find the tool useful in the initial phases of architectural design.
Spatial ability is made up of several sub-components, such as the ability to perform mental rotation and object-based transformations. Together with each individual’s attitudes and general skill sets, this specific ability plays an important role in technical professions such as engineering. The components of spatial ability can be enhanced using targeted training or educational programs. This study analyses the levels of spatial skills in first-year engineering students at two universities, one in Spain and one in Peru. The purpose of the study is to establish the extent of symmetry between these study groups in terms of their spatial skills. Initial comparisons indicate that the Peruvian students have a lower level of spatial skill prior to training than their Spanish cohorts. AR-based training delivering representational system content was used with engineering students at both universities to boost spatial abilities. The results obtained indicate the training was effective, as both experimental groups made significant gains in their level of spatial ability. No difference was detected in either experimental group for the variable gender. The comparison of spatial ability gains between both countries is similar, although there is significant difference in the spatial ability component spatial visualization. In this instance, gains in this component were higher amongst the student population in Peru.
31 December 2021 in VITRUVIO - International Journal of Architectural Technology and Sustainability
To design architectural spaces that not only respond to the basic needs of users, but also seek their emotional well-being, it is necessary for the architecture students to have a special sensitivity and be aware of the different sensations that their designs should and can evoke. To achieve this competence without exploring real spaces, Immersive Virtual Reality technology offers an important contribution to the field of architecture. The purpose of this research is to determine if the sensations perceived in virtual architectural spaces by students are similar to the real ones and to determine the characteristics of this technology that allow a better perception of sensations. Six architectural modules were designed to be walked through and experienced at real scale using a Head Mounted Display by 22 students of the first and fifth year of studies of Architecture career in Peru. An ad-hoc questionnaire allowed to know the perceived sensations and the benefits of the tool. The results obtained showed that the perception of sensations of the fifth year students is a little closer to those expressed by a group of seven experts compared to that of the first year students and that the students consider the characteristics of accessibility, real scale of the space and the possibility of going through and looking at the space in all directions are those that have given more realism to the experience and therefore better perception of the space, while the characteristics of natural light and shadows, construction materials and external environment have been less valued in the realism of the experience. It is concluded that the sensory experimentation in architectural spaces modelled realistically in virtual environments allows the perception of sensations very similar to those that the architect seeks to convey initially.
El objetivo de esta investigación es determinar la mejora de la capacidad espacial de los estudiantes de ingeniería a través de la enseñanza del curso denominado Geometría Descriptiva apoyado con modelos 3D-PDF. Esta capacidad es trascendente para los que pretenden estudiar ingeniería, pero sin consenso en cuanto al mejor tipo de entrenamiento. En este estudio se midió la capacidad espacial de 216 estudiantes (muestra no probabilística intencional) de la carrera de Ingeniería Civil de la Universidad Católica de Santa María y de la Universidad Católica San Pablo de Arequipa. Se usó el Test de Visualización Espacial Purdue: rotaciones, antes y después del curso y se aplicó las pruebas estadísticas t de Student y U de Mann-Whitney. Se encontró una mejora moderada del orden del 22%. Estos resultados sugieren que el entrenamiento indirecto de la capacidad espacial, a través de los cursos de graficación mejorados con tecnologías digitales, pueden convertirse en herramientas de enseñanza eficientes.