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Exploring Architectural Tools for Oculus Quest 2

Yıl 2024, , 107 - 132, 30.10.2024
https://doi.org/10.46373/hafebid.1542678

Öz

Virtual Reality (VR) has emerged as a pivotal technology in architectural design and education, offering immersive and interactive experiences that surpass traditional methods. This article delves into the diverse applications of VR in architecture, with a particular emphasis on the various software tools utilized in architectural modeling, visualization, and education. The study conducts a thorough examination of both professional and entry-level VR tools and platforms like Blender, Rhino, Unity, and Enscape, which are increasingly integrated into architectural workflows. By providing real-time rendering, interactive design environments, and enhanced spatial understanding, these tools are transforming the way architects and designers conceive and develop their projects. The article also explores the educational implications of VR software such as Tilt Brush, SketchUp Viewer, and Arkio, which offer accessible platforms for students and educators to engage with complex spatial concepts in an intuitive manner. Through comparative analysis, the study highlights the strengths and limitations of these tools, focusing on their usability, accessibility, and relevance to architectural practice and pedagogy. Furthermore, the integration of VR with Building Information Modeling (BIM) is identified as a significant innovation that enhances collaboration and information synchronization throughout the design and construction process. This article provides a comprehensive overview of the current state of VR software in architecture, offering insights into future trends and potential advancements that could further revolutionize the field. The findings underscore VR’s critical role in fostering creativity, improving design accuracy, and enhancing educational experiences, positioning it as a cornerstone technology in the future of architecture.

Kaynakça

  • [1] Rocha, L. S.; Krassmann, A. L.; Notare, M. R.; Vidotto, K. N. S.: BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review. Interactive Learning Environments, , 1–14 (2024). http://doi:10.1080/10494820.2024.2350647.
  • [2] Alvarado, R. G.; Maver, T.: Virtual Reality in Architectural Education: Defining Possibilities. ACADIA Quarterly, 18, 97–99 (1999).
  • [3] Zoellner, M.; Keil, J.; Drevensek, T.; Wuest, H.: Cultural heritage layers: Integrating historic media in augmented reality. In VSMM 2009 - Proceedings of the 15th International Conference on Virtual Systems and Multimedia; IEEE, (2009); pp. 193–196.
  • [4] Rudi, J.: Designing Soundscapes for Presence in Virtual Reality Exhibitions: A Study of Visitor Experiences. Visitor Studies, 24, 121–136 (2021). http://doi:10.1 080/10645578.2021.1907151.
  • [5] Schroeder, R.: Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology. Sociological Research Online, 2, 89–99 (1997).
  • [6] Brooks, F. P.: What’s Real About Virtual Reality? In Proceedings IEEE Virtual Reality; Houston, (1999); p. Cat. No. 99CB36316.
  • [7] Akselsson, R. ; Källqvist, C. ; Bednarek, V. ; Cepciansky, M. ; Trollås, A. ; Davies, R. ; Eriksson, J. ; Olsson, R. ;; Johansson, G.: Virtual Reality in Air Traffic Control. In Proceedings of the IEA 2000/HFES 2000 Congress; APA: San Diego, (2000); Vol. 6, pp. 273–275.
  • [8] Klasen, J. R. S.; Thatcher, G. P.; Bleedorn, J. A.; Soukup, J. W.: Virtual surgical planning and 3D printing: Methodology and applications in veterinary oromaxillofacial surgery. Frontiers in Veterinary Science, 9 (2022). http://doi:10.3389/FVETS.2022.971318/FULL.
  • [9] Kamińska, D.; Sapiński, T.; Wiak, S.; Tikk, T.; Haamer, R. E.; Avots, E.; Helmi, A.; Ozcinar, C.; Anbarjafari, G.: Virtual reality and its applications in education: Survey. Information (Switzerland), 10, 1–20 (2019). http://doi:10.3390/ info10100318.
  • [10] Aydin, S.; Aktaş, B.: Developing an Integrated VR Infrastructure in Architectural Design Education. Frontiers in Robotics and AI, 7 (2020). http://doi:10.3389/ frobt.2020.495468.
  • [11] Achten, H.; Vries, B. DE; Jessurun, A.: DDDOOLZ A Virtual Reality Sketch Tool for Early Design. In CAADRIA 2000: Proceedings of the Fifth Conference on Computer Aided Architectural Design; Singapore, (2000); pp. 451–460.
  • [12] Zhang, B.: Research on visual design method and application of architecture based on BIM + VR. In IOP Conference Series: Materials Science and Engineering; (2020); Vol. 750, p. 012110.
  • [13] Giailorenzo, V.; Banerjee, P.; Conroy, L.; Franke, J.: Application of Virtual Reality in Hospital Facilities Design. Virtual Reality, 4, 223–234 (1999).
  • [14] Imottesjo, H.; Kain, J. H.: The Urban CoCreation Lab—An Integrated Platform for Remote and Simultaneous Collaborative Urban Planning and Design through Web-Based Desktop 3D Modeling, Head-Mounted Virtual Reality and Mobile Augmented Reality: Prototyping a Minimum Viable Product and Developing Specifications for a Minimum Marketable Product. Applied Sciences (Switzerland), 12, 1–28 (2022). http://doi:10.3390/app12020797.
  • [15] Lau, I.; Gupta, A.; Sun, Z.: Clinical value of virtual reality versus 3d printing in congenital heart disease. Biomolecules, 11 (2021). http://doi:10.3390/ biom11060884.
  • [16] Zaker, R.; Coloma, E.: Virtual reality-integrated workflow in BIM-enabled projects collaboration and design review: a case study. Visualization in Engineering, 6 (2018). http://doi:10.1186/s40327-018-0065-6.
  • [17] Walmsley, A. P.; Kersten, T. P.: The imperial cathedral in Königslutter (Germany) as an immersive experience in virtual reality with integrated 360° panoramic photography. Applied Sciences (Switzerland), 10 (2020). http://doi:10.3390/ app10041517.
  • [18] Whyte, J.: Innovation and users: Virtual reality in the construction sector. Construction Management and Economics, 21, 565–572 (2003). http://doi:10.10 80/0144619032000113690.
  • [19] Li, X.; Yi, W.; Chi, H. L.; Wang, X.; Chan, A. P. C.: A critical review of virtual and augmented reality (VR/AR) applications in construction safety. Automation in Construction, 86, 150–162 (2018). http://doi:10.1016/j.autcon.2017.11.003.
  • [20] Davila Delgado, J. M.; Oyedele, L.; Demian, P.; Beach, T.: A research agenda for augmented and virtual reality in architecture, engineering and construction. Advanced Engineering Informatics, 45 (2020). http://doi:10.1016/j.aei.2020.101122.
  • [21] Soto-Martin, O.; Fuentes-Porto, A.; Martin-Gutierrez, J.: A digital reconstruction of a historical building and virtual reintegration of mural paintings to create an interactive and immersive experience in virtual reality. Applied Sciences (Switzerland), 10 (2020). http://doi:10.3390/app10020597.
  • [22] François, P.; Leichman, J.; Laroche, F.; Rubellin, F.: Virtual reality as a versatile tool for research, dissemination and mediation in the humanities. Virtual Archaeology Review, 12, 2021 (2021). http://doi:10.4995/var.2021.14880ï.
  • [23] Paes, D.; Arantes, E.; Irizarry, J.: Immersive environment for improving the understanding of architectural 3D models: Comparing user spatial perception between immersive and traditional virtual reality systems. Automation in Construction, 84, 292–303 (2017). http://doi:10.1016/j.autcon.2017.09.016.
  • [24] Ehab, A.; Burnett, G.; Heath, T.: Enhancing Public Engagement in Architectural Design: A Comparative Analysis of Advanced Virtual Reality Approaches in Building Information Modeling and Gamification Techniques. Buildings, 13 (2023). http://doi:10.3390/buildings13051262.
  • [25] Hajirasouli, A.; Banihashemi, S.; Sanders, P.; Rahimian, F.: BIM-enabled virtual reality (VR)-based pedagogical framework in architectural design studios. Smart and Sustainable Built Environment, (2023). http://doi:10.1108/SASBE-07-2022-0149. [26] Zoleykani, M. J.; Abbasianjahromi, H.; Banihashemi, S.; Tabadkani, S. A.; Hajirasouli, A.: Extended reality (XR) technologies in the construction safety: systematic review and analysis. Construction Innovation, 24, 1137–1164 (2024).http://doi:10.1108/CI-05-2022-0131.
  • [27] Zhang, Q.; Wang, K.; Zhou, S.: Application and practice of vr virtual education platform in improving the quality and ability of college students. IEEE Access, 8, 162830–162837 (2020). http://doi:10.1109/ACCESS.2020.3019262.
  • [28] Bartosh, A.; Anzalone, P.: Experimental Applications of Virtual Reality in Design Education. In ACADIA proceedings; Austin, (2019); pp. 458–467.
  • [29] Ibrahim, A.; Al-Rababah, A. I.; Bani Baker, Q.: Integrating virtual reality technology into architecture education: the case of architectural history courses. Open House International, 46, 498–509 (2021). http://doi:10.1108/OHI-12-2020-0190.
  • [30] Rauf, H. L.; Shareef, S. S.; Othman, N. N.: Innovation in Architecture Education: Collaborative Learning Method Through Virtual Reality. Journal of Higher Education Theory and Practice, 21, 33–40 (2021).http://doi:10.33423/jhetp.v21i16.4909.
  • [31] Rodriguez, C.; Hudson, R.; Niblock, C.: Collaborative learning in architectural education: Benefits of combining conventional studio, virtual design studio and live projects. British Journal of Educational Technology, 49, 337–353 (2018).http://doi:10.1111/bjet.12535.
  • [32] Kumar, K. L.; Owston, R.: Evaluating e-learning accessibility by automated and student-centered methods. Educational Technology Research and Development, 64, 263–283 (2016). http://doi:10.1007/s11423-015-9413-6.
  • [33] Nersesian, E.; Spryszynski, A.; Thompson, U.; Lee, M.: Encompassing english language learners in virtual reality. In Proceedings - 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2018; Institute of Electrical and Electronics Engineers Inc.: Taichung, (2018); pp. 200–203.
  • [34] Kamath, R. S.; Dongale, T. D.; Kamat, R. K.: Development of Virtual Reality Tool for Creative Learning in Architectural Education. Int. J. Qual. Assur. Eng. Technol. Educ., 2, 16–24 (2012).

Oculus Quest 2 için Mimari Araçların Keşfi

Yıl 2024, , 107 - 132, 30.10.2024
https://doi.org/10.46373/hafebid.1542678

Öz

Sanal Gerçeklik (VR), mimari tasarım ve eğitimde geleneksel yöntemleri aşan, etkileyici ve etkileşimli deneyimler sunan önemli bir teknoloji olarak ortaya çıkmıştır. Bu makale, mimarlık alanındaki VR uygulamalarını inceleyerek, özellikle mimari modelleme, görselleştirme ve eğitimde kullanılan çeşitli yazılım araçlarına odaklanmaktadır. Çalışma, Blender, Rhino, Unity ve Enscape gibi hem profesyonel hem de giriş seviyesindeki VR araçlarını ve platformlarını ayrıntılı bir şekilde incelemektedir. Bu araçlar, gerçek zamanlı görselleştirme, etkileşimli tasarım ortamları ve gelişmiş mekânsal anlayış sunarak, mimarların ve tasarımcıların projelerini kavrayış ve geliştiriş biçimlerini dönüştürmektedir. Makale ayrıca, Tilt Brush, SketchUp Viewer ve Arkio gibi eğitim amaçlı VR yazılımlarının öğrenciler ve eğitmenler için karmaşık mekânsal kavramlarla sezgisel bir şekilde etkileşim kurmalarını sağlayan erişilebilir platformlar sunduğunu araştırmaktadır. Karşılaştırmalı analiz yoluyla, bu araçların kullanılabilirlik, erişilebilirlik ve mimari pratik ve pedagojik açıdan uygunluklarına odaklanarak güçlü ve zayıf yönlerini vurgulamaktadır. Ayrıca, VR'nin Bina Bilgi Modellemesi (BIM) ile entegrasyonunun, tasarım ve inşaat süreci boyunca iş birliğini ve bilgi senkronizasyonunu artıran önemli bir yenilik olduğu belirlenmiştir. Bu makale, mimarlık alanında VR yazılımının mevcut durumu hakkında kapsamlı bir genel bakış sunarak, gelecekteki eğilimler ve potansiyel ilerlemeler hakkında içgörüler sağlamaktadır. Bulgular, VR'nin yaratıcılığı teşvik etmedeki, tasarım doğruluğunu artırmadaki ve eğitim deneyimlerini geliştirmedeki kritik rolünü vurgulayarak, onu mimarlığın geleceğinde köşe taşı bir teknoloji olarak konumlandırmaktadır.

Kaynakça

  • [1] Rocha, L. S.; Krassmann, A. L.; Notare, M. R.; Vidotto, K. N. S.: BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review. Interactive Learning Environments, , 1–14 (2024). http://doi:10.1080/10494820.2024.2350647.
  • [2] Alvarado, R. G.; Maver, T.: Virtual Reality in Architectural Education: Defining Possibilities. ACADIA Quarterly, 18, 97–99 (1999).
  • [3] Zoellner, M.; Keil, J.; Drevensek, T.; Wuest, H.: Cultural heritage layers: Integrating historic media in augmented reality. In VSMM 2009 - Proceedings of the 15th International Conference on Virtual Systems and Multimedia; IEEE, (2009); pp. 193–196.
  • [4] Rudi, J.: Designing Soundscapes for Presence in Virtual Reality Exhibitions: A Study of Visitor Experiences. Visitor Studies, 24, 121–136 (2021). http://doi:10.1 080/10645578.2021.1907151.
  • [5] Schroeder, R.: Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology. Sociological Research Online, 2, 89–99 (1997).
  • [6] Brooks, F. P.: What’s Real About Virtual Reality? In Proceedings IEEE Virtual Reality; Houston, (1999); p. Cat. No. 99CB36316.
  • [7] Akselsson, R. ; Källqvist, C. ; Bednarek, V. ; Cepciansky, M. ; Trollås, A. ; Davies, R. ; Eriksson, J. ; Olsson, R. ;; Johansson, G.: Virtual Reality in Air Traffic Control. In Proceedings of the IEA 2000/HFES 2000 Congress; APA: San Diego, (2000); Vol. 6, pp. 273–275.
  • [8] Klasen, J. R. S.; Thatcher, G. P.; Bleedorn, J. A.; Soukup, J. W.: Virtual surgical planning and 3D printing: Methodology and applications in veterinary oromaxillofacial surgery. Frontiers in Veterinary Science, 9 (2022). http://doi:10.3389/FVETS.2022.971318/FULL.
  • [9] Kamińska, D.; Sapiński, T.; Wiak, S.; Tikk, T.; Haamer, R. E.; Avots, E.; Helmi, A.; Ozcinar, C.; Anbarjafari, G.: Virtual reality and its applications in education: Survey. Information (Switzerland), 10, 1–20 (2019). http://doi:10.3390/ info10100318.
  • [10] Aydin, S.; Aktaş, B.: Developing an Integrated VR Infrastructure in Architectural Design Education. Frontiers in Robotics and AI, 7 (2020). http://doi:10.3389/ frobt.2020.495468.
  • [11] Achten, H.; Vries, B. DE; Jessurun, A.: DDDOOLZ A Virtual Reality Sketch Tool for Early Design. In CAADRIA 2000: Proceedings of the Fifth Conference on Computer Aided Architectural Design; Singapore, (2000); pp. 451–460.
  • [12] Zhang, B.: Research on visual design method and application of architecture based on BIM + VR. In IOP Conference Series: Materials Science and Engineering; (2020); Vol. 750, p. 012110.
  • [13] Giailorenzo, V.; Banerjee, P.; Conroy, L.; Franke, J.: Application of Virtual Reality in Hospital Facilities Design. Virtual Reality, 4, 223–234 (1999).
  • [14] Imottesjo, H.; Kain, J. H.: The Urban CoCreation Lab—An Integrated Platform for Remote and Simultaneous Collaborative Urban Planning and Design through Web-Based Desktop 3D Modeling, Head-Mounted Virtual Reality and Mobile Augmented Reality: Prototyping a Minimum Viable Product and Developing Specifications for a Minimum Marketable Product. Applied Sciences (Switzerland), 12, 1–28 (2022). http://doi:10.3390/app12020797.
  • [15] Lau, I.; Gupta, A.; Sun, Z.: Clinical value of virtual reality versus 3d printing in congenital heart disease. Biomolecules, 11 (2021). http://doi:10.3390/ biom11060884.
  • [16] Zaker, R.; Coloma, E.: Virtual reality-integrated workflow in BIM-enabled projects collaboration and design review: a case study. Visualization in Engineering, 6 (2018). http://doi:10.1186/s40327-018-0065-6.
  • [17] Walmsley, A. P.; Kersten, T. P.: The imperial cathedral in Königslutter (Germany) as an immersive experience in virtual reality with integrated 360° panoramic photography. Applied Sciences (Switzerland), 10 (2020). http://doi:10.3390/ app10041517.
  • [18] Whyte, J.: Innovation and users: Virtual reality in the construction sector. Construction Management and Economics, 21, 565–572 (2003). http://doi:10.10 80/0144619032000113690.
  • [19] Li, X.; Yi, W.; Chi, H. L.; Wang, X.; Chan, A. P. C.: A critical review of virtual and augmented reality (VR/AR) applications in construction safety. Automation in Construction, 86, 150–162 (2018). http://doi:10.1016/j.autcon.2017.11.003.
  • [20] Davila Delgado, J. M.; Oyedele, L.; Demian, P.; Beach, T.: A research agenda for augmented and virtual reality in architecture, engineering and construction. Advanced Engineering Informatics, 45 (2020). http://doi:10.1016/j.aei.2020.101122.
  • [21] Soto-Martin, O.; Fuentes-Porto, A.; Martin-Gutierrez, J.: A digital reconstruction of a historical building and virtual reintegration of mural paintings to create an interactive and immersive experience in virtual reality. Applied Sciences (Switzerland), 10 (2020). http://doi:10.3390/app10020597.
  • [22] François, P.; Leichman, J.; Laroche, F.; Rubellin, F.: Virtual reality as a versatile tool for research, dissemination and mediation in the humanities. Virtual Archaeology Review, 12, 2021 (2021). http://doi:10.4995/var.2021.14880ï.
  • [23] Paes, D.; Arantes, E.; Irizarry, J.: Immersive environment for improving the understanding of architectural 3D models: Comparing user spatial perception between immersive and traditional virtual reality systems. Automation in Construction, 84, 292–303 (2017). http://doi:10.1016/j.autcon.2017.09.016.
  • [24] Ehab, A.; Burnett, G.; Heath, T.: Enhancing Public Engagement in Architectural Design: A Comparative Analysis of Advanced Virtual Reality Approaches in Building Information Modeling and Gamification Techniques. Buildings, 13 (2023). http://doi:10.3390/buildings13051262.
  • [25] Hajirasouli, A.; Banihashemi, S.; Sanders, P.; Rahimian, F.: BIM-enabled virtual reality (VR)-based pedagogical framework in architectural design studios. Smart and Sustainable Built Environment, (2023). http://doi:10.1108/SASBE-07-2022-0149. [26] Zoleykani, M. J.; Abbasianjahromi, H.; Banihashemi, S.; Tabadkani, S. A.; Hajirasouli, A.: Extended reality (XR) technologies in the construction safety: systematic review and analysis. Construction Innovation, 24, 1137–1164 (2024).http://doi:10.1108/CI-05-2022-0131.
  • [27] Zhang, Q.; Wang, K.; Zhou, S.: Application and practice of vr virtual education platform in improving the quality and ability of college students. IEEE Access, 8, 162830–162837 (2020). http://doi:10.1109/ACCESS.2020.3019262.
  • [28] Bartosh, A.; Anzalone, P.: Experimental Applications of Virtual Reality in Design Education. In ACADIA proceedings; Austin, (2019); pp. 458–467.
  • [29] Ibrahim, A.; Al-Rababah, A. I.; Bani Baker, Q.: Integrating virtual reality technology into architecture education: the case of architectural history courses. Open House International, 46, 498–509 (2021). http://doi:10.1108/OHI-12-2020-0190.
  • [30] Rauf, H. L.; Shareef, S. S.; Othman, N. N.: Innovation in Architecture Education: Collaborative Learning Method Through Virtual Reality. Journal of Higher Education Theory and Practice, 21, 33–40 (2021).http://doi:10.33423/jhetp.v21i16.4909.
  • [31] Rodriguez, C.; Hudson, R.; Niblock, C.: Collaborative learning in architectural education: Benefits of combining conventional studio, virtual design studio and live projects. British Journal of Educational Technology, 49, 337–353 (2018).http://doi:10.1111/bjet.12535.
  • [32] Kumar, K. L.; Owston, R.: Evaluating e-learning accessibility by automated and student-centered methods. Educational Technology Research and Development, 64, 263–283 (2016). http://doi:10.1007/s11423-015-9413-6.
  • [33] Nersesian, E.; Spryszynski, A.; Thompson, U.; Lee, M.: Encompassing english language learners in virtual reality. In Proceedings - 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2018; Institute of Electrical and Electronics Engineers Inc.: Taichung, (2018); pp. 200–203.
  • [34] Kamath, R. S.; Dongale, T. D.; Kamat, R. K.: Development of Virtual Reality Tool for Creative Learning in Architectural Education. Int. J. Qual. Assur. Eng. Technol. Educ., 2, 16–24 (2012).
Toplam 33 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Mimari Bilgi İşlem ve Görselleştirme Yöntemleri, Mimari Tasarım, Mimarlık ve Tasarımda Bilgi Teknolojileri
Bölüm Makaleler
Yazarlar

Erdem Yıldırım 0000-0002-8829-5274

Yayımlanma Tarihi 30 Ekim 2024
Gönderilme Tarihi 3 Eylül 2024
Kabul Tarihi 28 Ekim 2024
Yayımlandığı Sayı Yıl 2024

Kaynak Göster

APA Yıldırım, E. (2024). Exploring Architectural Tools for Oculus Quest 2. Haliç Üniversitesi Fen Bilimleri Dergisi, 7(2), 107-132. https://doi.org/10.46373/hafebid.1542678

T. C. Haliç Üniversitesi Fen Bilimleri Dergisi