TY - GEN
T1 - Virtual Reality-Based Immersive Digital Learning Resources
T2 - 2021 IEEE International Conference on Engineering, Technology and Education, TALE 2021
AU - Mareta, Sannia
AU - Hung-Lo-Sang, Liam Lim Kwong
AU - Tedjosaputro, Mia Ardiati
AU - Hadian, Gabrielle Saputra
AU - Rivero, Rafael
AU - Thenara, Joseph Manuel
N1 - Funding Information:
Results obtained from this study is part of the V-ROOM project, led by the first author. The V-ROOM project is fully supported by the University of Nottingham Ningbo China, under ᰀV-ROOM Strategy ᴀ budget code through grants provided by Ningbo Education Bureau.
Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - Increasing demands and needs of utilizing Virtual Reality (VR) technologies have pushed many commercial and non-commercial industries and institutions to innovate, including in the education sector. This paper presents a preliminary study of understanding the perception of undergraduate Architecture students in the first Sino-Foreign University in China of various design features. These features were selected on the basis of their functionalities in the VR environment development context, e.g. a VR scene or site that can be visited as part of the learning process within the discipline. Hence, the participants were asked to evaluate the importance of each design feature, after experiencing a VR scene created under a university-scale project, namely V-ROOM. Results obtained from this study are hoped to provide future recommendations for numerous stakeholders working in or pursuing the architecture field, including students, educators, and architects. It is interesting to find that amongst fourteen design features investigated in this work, collaborative real-time editing, object/model scaling, and texture modification appeared to receive the highest ratings from the participants, and hence are the most crucial features to be considered in the design process. Furthermore, correlation matrix is also produced to investigate the relationship between these features.
AB - Increasing demands and needs of utilizing Virtual Reality (VR) technologies have pushed many commercial and non-commercial industries and institutions to innovate, including in the education sector. This paper presents a preliminary study of understanding the perception of undergraduate Architecture students in the first Sino-Foreign University in China of various design features. These features were selected on the basis of their functionalities in the VR environment development context, e.g. a VR scene or site that can be visited as part of the learning process within the discipline. Hence, the participants were asked to evaluate the importance of each design feature, after experiencing a VR scene created under a university-scale project, namely V-ROOM. Results obtained from this study are hoped to provide future recommendations for numerous stakeholders working in or pursuing the architecture field, including students, educators, and architects. It is interesting to find that amongst fourteen design features investigated in this work, collaborative real-time editing, object/model scaling, and texture modification appeared to receive the highest ratings from the participants, and hence are the most crucial features to be considered in the design process. Furthermore, correlation matrix is also produced to investigate the relationship between these features.
KW - VR for architecture
KW - correlation matrix
KW - design features
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85125890350&partnerID=8YFLogxK
U2 - 10.1109/TALE52509.2021.9678682
DO - 10.1109/TALE52509.2021.9678682
M3 - Conference Proceeding
AN - SCOPUS:85125890350
T3 - TALE 2021 - IEEE International Conference on Engineering, Technology and Education, Proceedings
SP - 332
EP - 337
BT - TALE 2021 - IEEE International Conference on Engineering, Technology and Education, Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 5 December 2021 through 8 December 2021
ER -