ABSTRACT
Though incredible strides have been made in the adoption of mixed reality technologies in the past decade, the reality is that they have often remained inaccessible for a variety of reasons including expense and expertise. While both the costs and learning curves of these technologies have flattened in recent years, they remain an esoteric component in contemporary pedagogy. This is fundamentally due to the lack of curricular and extracurricular application. This presentation demonstrates the effective adoption of virtual and augmented reality technologies in Canada's largest undergraduate accredited architecture program that has given agency to students in their academic design work and more noteworthy, their extracurricular initiatives. Through a comprehensive case study of a student project showcased at the recent international Winter Stations design exhibition, this paper demonstrates the effective inculcation, integration, and application of mixed reality tools in empowering students to bring their design ideas to built reality. The integration of innovative mixed reality technologies is no longer hampered by technological accessibility; it is mired by curricular inertia and dogma. The promise of breaking through conventional pedagogical frameworks with innovative technologies is reinforced and highlighted in this experiential learning precedent.
- N. D'Souza, “Revisiting a Vitruvian preface: The value of multiple skills in contemporary architectural pedagogy,” Archit. Res. Q., vol. 13, no. 2, pp. 173–181, 2009, doi: 10.1017/S1359135509990261.Google ScholarCross Ref
- R. W. Liebing, Construction of Architecture: From Design to Built, Illustrate. John Wiley & Sons, 2008.Google Scholar
- J. P. Aschner and J. Krahling, “From Idea To Reality _ Proceedings of UIA 2011 Tokyo Academic Papers _ ed Related papers,” vol. 3, 2013.Google Scholar
- J. Whyte, N. Bouchlaghem, A. Thorpe, and R. McCaffer, “From CAD to virtual reality: Modelling approaches, data exchange and interactive 3D building design tools,” Autom. Constr., vol. 10, no. 1, pp. 43–55, 2000, doi: 10.1016/S0926-5805(99)00012-6.Google ScholarCross Ref
- J. Petric, G. Conti, and G. Ucelli, “Designing within Virtual Worlds,” Proc. 10th Int. Conf. Comput. Aided Archit. Des. Futur., pp. 213–224, 2003.Google Scholar
- R. G. Alvarado and T. Maver, “Virtual Reality in Architectural Education: Defining Possibilities,” ACADIA Q., vol. 18, no. 4, pp. 97–99, 1999, [Online]. Available: http://cumincad.scix.net/cgi-bin/works/Show?_id=4d95&sort=DEFAULT&search=virtual reality&hits=2442.Google Scholar
- A. Bartosh and P. Anzalone, “Experimental Applications of Virtual Reality in Design Education,” Ubiquity Auton. - Pap. Proc. 39th Annu. Conf. Assoc. Comput. Aided Des. Archit. ACADIA 2019, pp. 458–467, 2019.Google ScholarCross Ref
- C. Christou, “Virtual reality in education,” Affect. Interact. Cogn. Methods E-Learning Des. Creat. an Optim. Educ. Exp., no. February, pp. 228–243, 2010, doi: 10.4018/978-1-60566-940-3.ch012.Google Scholar
- R. Wittkower, “Brunelleschi and ‘Proportion in Perspective,’” J. Warburg Courtauld Inst., vol. 16, no. 3–4, 1953, [Online]. Available: https://www.journals.uchicago.edu/doi/10.2307/750367.Google Scholar
Index Terms
- MIXED REALITY MEDIA TECHNOLOGIES AS A CATALYST FOR ARCHITECTURAL AGENCY
Recommendations
Mixed Reality MIDI Keyboard Demonstration
AM '17: Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music ExperiencesThe Mixed Reality MIDI Keyboard is a prototype designed to augment virtual reality experiences through the inclusion of a physical interface which aligns the user's senses with the virtual environment. It also serves as a platform on which the uses of ...
Mixed reality in virtual world teleconferencing
VR '10: Proceedings of the 2010 IEEE Virtual Reality ConferenceIn this paper we present a Mixed Reality (MR) teleconferencing application based on Second Life (SL) and the OpenSim virtual world. Augmented Reality (AR) techniques are used for displaying virtual avatars of remote meeting participants in real physical ...
Headset removal for virtual and mixed reality
SIGGRAPH '17: ACM SIGGRAPH 2017 TalksVirtual Reality (VR) has advanced significantly in recent years and allows users to explore novel environments (both real and imaginary), play games, and engage with media in a way that is unprecedentedly immersive. However, compared to physical reality,...
Comments