Research Article

Exploring Architectural Tools for Oculus Quest 2

Volume: 7 Number: 2 October 30, 2024
TR EN

Exploring Architectural Tools for Oculus Quest 2

Abstract

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.

Keywords

References

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Details

Primary Language

English

Subjects

Architectural Computing and Visualisation Methods, Architectural Design, Information Technologies in Architecture and Design

Journal Section

Research Article

Publication Date

October 30, 2024

Submission Date

September 3, 2024

Acceptance Date

October 28, 2024

Published in Issue

Year 2024 Volume: 7 Number: 2

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
AMA
1.Yıldırım E. Exploring Architectural Tools for Oculus Quest 2. Natural Sciences - General. 2024;7(2):107-132. doi:10.46373/hafebid.1542678
Chicago
Yıldırım, Erdem. 2024. “Exploring Architectural Tools for Oculus Quest 2”. Haliç Üniversitesi Fen Bilimleri Dergisi 7 (2): 107-32. https://doi.org/10.46373/hafebid.1542678.
EndNote
Yıldırım E (October 1, 2024) Exploring Architectural Tools for Oculus Quest 2. Haliç Üniversitesi Fen Bilimleri Dergisi 7 2 107–132.
IEEE
[1]E. Yıldırım, “Exploring Architectural Tools for Oculus Quest 2”, Natural Sciences - General, vol. 7, no. 2, pp. 107–132, Oct. 2024, doi: 10.46373/hafebid.1542678.
ISNAD
Yıldırım, Erdem. “Exploring Architectural Tools for Oculus Quest 2”. Haliç Üniversitesi Fen Bilimleri Dergisi 7/2 (October 1, 2024): 107-132. https://doi.org/10.46373/hafebid.1542678.
JAMA
1.Yıldırım E. Exploring Architectural Tools for Oculus Quest 2. Natural Sciences - General. 2024;7:107–132.
MLA
Yıldırım, Erdem. “Exploring Architectural Tools for Oculus Quest 2”. Haliç Üniversitesi Fen Bilimleri Dergisi, vol. 7, no. 2, Oct. 2024, pp. 107-32, doi:10.46373/hafebid.1542678.
Vancouver
1.Erdem Yıldırım. Exploring Architectural Tools for Oculus Quest 2. Natural Sciences - General. 2024 Oct. 1;7(2):107-32. doi:10.46373/hafebid.1542678

T. C. Haliç University Journal of Science