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Impact of extended reality on architectural education and the design process
Abstract This paper presents a systematic review of how extended reality technologies (XR-technologies) affect the learning outcomes and students' performance in architectural education. Based on a modified PICO-strategy and the framework analysis of the findings of previous researches on immersive environments, this paper elucidates the impact of XR-technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), on Bryan Lawson's five phases of the design process. Furthermore, this study investigates the applications of XR-technologies in different courses of architectural education. The results are categorized into four different course types that were derived from the reviewed article. The results show that XR-technologies, including VR, AR, and MR are capable of enhancing various stages of the design process and improving learning outcomes in educational courses among architecture students. Similarly, the application of such environments is also suitable for professional architectural design and inclusion of end-users in the design process.
Graphical abstract Display Omitted
Highlights XR-technologies, including VR, AR, and MR, are capable of enhancing various stages of the design process. XR-technologies, including VR, AR, and MR, improve learning outcomes in educational courses. VR, AR, and MR motivate students and result in informal learning because of the inclusion of end-users' feedback. VR, AR, and MR improve learning outcomes and lead to a better overall performance of students.
Impact of extended reality on architectural education and the design process
Abstract This paper presents a systematic review of how extended reality technologies (XR-technologies) affect the learning outcomes and students' performance in architectural education. Based on a modified PICO-strategy and the framework analysis of the findings of previous researches on immersive environments, this paper elucidates the impact of XR-technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), on Bryan Lawson's five phases of the design process. Furthermore, this study investigates the applications of XR-technologies in different courses of architectural education. The results are categorized into four different course types that were derived from the reviewed article. The results show that XR-technologies, including VR, AR, and MR are capable of enhancing various stages of the design process and improving learning outcomes in educational courses among architecture students. Similarly, the application of such environments is also suitable for professional architectural design and inclusion of end-users in the design process.
Graphical abstract Display Omitted
Highlights XR-technologies, including VR, AR, and MR, are capable of enhancing various stages of the design process. XR-technologies, including VR, AR, and MR, improve learning outcomes in educational courses. VR, AR, and MR motivate students and result in informal learning because of the inclusion of end-users' feedback. VR, AR, and MR improve learning outcomes and lead to a better overall performance of students.
Impact of extended reality on architectural education and the design process
Kharvari, Farzam (author) / Kaiser, Lorenz Ewald (author)
2022-05-30
Article (Journal)
Electronic Resource
English
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