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Sökning: id:"swepub:oai:research.chalmers.se:f5d42207-a616-42b7-bc3d-46282dd785cc" > Exploring diffrent ...

Exploring diffrent design spaces - VR as a tool during building design

Roupé, Mattias, 1975 (författare)
Chalmers tekniska högskola,Chalmers University of Technology
Johansson, Mikael, 1975 (författare)
Chalmers tekniska högskola,Chalmers University of Technology
Miedema, Elke, 1985 (författare)
Chalmers tekniska högskola,Chalmers University of Technology
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Karlsson, Saga, 1985 (författare)
Chalmers tekniska högskola,Chalmers University of Technology
Tan, Lin, 1976 (författare)
Chalmers tekniska högskola,Chalmers University of Technology
Lindahl, Göran, 1961 (författare)
Chalmers tekniska högskola,Chalmers University of Technology
Hammarling, Christine, 1957 (författare)
Chalmers tekniska högskola,Chalmers University of Technology
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 (creator_code:org_t)
2019
2019
Engelska.
Ingår i: Proceedings of the 19th International Conference on Construction Applications of Virtual Reality (CONVR2019) - Enabling digital technologies to sustain construction growth and efficiency. ; 19, s. 94-102
  • Konferensbidrag (refereegranskat)
Abstract Ämnesord
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  • During the design process of a building different medias are often used to depict the design. Traditional media, especially 2D requires high spatial skill and cognitive demand on the designers. For inexperienced designers, this process can be demanding, be difficult and can cause potential biased design perceptions that are significantly different from the reality. However, studies have also shown that different media and representation facilitates different cognitive reasoning processes about the design. Immersive Virtual Reality (VR) is assumed to give another level of understanding and perception of design space from an egocentric perception than 2D plan drawings or bird-eye views, which have been argued to provide opportunities for better pattern and object recognition that is suitable when studying spatial organization in an allocentric reasoning process. This paper investigates, the different design medias and spatial space explorations further, by studying how students used the different representations and medias (e.g. sketches, 3d-models and VR) during their design process. By combining and using both of these two design space representations, (e.g. egocentric and allocentric) in the design process, it gives a possibility to achieve a more developed design outcome. The methods used in this study were observations and un-structured interviews during the design process and a follow up questionnaire at the end of the design project. The result show, by combining and using both VR and traditional design sketching tools that it is possible to support the two design space representations together and give the designer the possibilities to explore, understand, discuss and work with the design in a more elaborate way from both an egocentric and allocentric perspective. The paper also presents in what way VR can contribute to the Evidence Based Design (EBD) criteria and how the students used different design spaces representations for design and spatial reasoning about the healthcare design of the psychiatric facility they were designing.

Ämnesord

TEKNIK OCH TEKNOLOGIER  -- Samhällsbyggnadsteknik (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Civil Engineering (hsv//eng)

Nyckelord

Design Space
Design process
VR
Virtual Reality
Evidence Based Design (EBD)

Publikations- och innehållstyp

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