Spatial Perception Imperatives in Virtual Environments: Understanding the Impacts of View Usage Patterns on Spatial Design Decisions in Virtual Reality Systems
Abstract
:1. Introduction
1.1. Research Statement and Objectives
- Does the perception and cognition of spatial factors of virtual spaces perceived through an eye-level view in IVRIE result in specific patterns of view utilization that are typical for individuals using a DT system?
- Does using the eye-level view in IVRIE for spatial perception enhance awareness of the specific patterns of view utilized for spatial decision-making in a DT system?
- Does use of the eye-level view in IVRIE and available view types in a DT system result in different spatial decision-making in each and variations in the design outcomes produced when system usage sequence is varied?
1.2. Research Background
2. Materials and Methods
2.1. Experiment Design
2.2. Sample Profile and Data Diversity
3. Results
3.1. View Usage Patterns for Spatial Design in the DT System
3.1.1. View Usage Patterns in the DT System and the Impacts of System Usage Sequence and Space Type
3.1.2. System Usage Sequence and Comparison of View Usage Patterns as Represented by User Perception and Observed Data
3.1.3. System Usage Sequence and Perceived Helpfulness of the Overhead View in IVRIE
3.1.4. Perceived Helpfulness of View Usage Patterns for Spatial Decision-Making in IVRIE
3.2. System Usage Sequence and the Impact of View Usage Patterns on Design Outcomes
3.2.1. Linear Correlation of the Widths of Open-Ended Corridors Designed Using Both Systems
3.2.2. Linear Correlations among the Sizes of the Fully Enclosed Spaces Designed Utilizing Both Systems
4. Discussion
- Of the available views in the DT system, the birds’-eye view had the highest and eye-level view the lowest percentages of usage for spatial perception and spatial decision-making.
- There was a moderate association between the use of the birds’-eye, plan, and eye-level views in the DT system and variations in using DT as the first system and IVRIE as the second or vice versa.
- With a system usage sequence of IVRIE to DT, the percentage of participants with a significant difference between their perceived and actual use of the eye-level views when designing in the DT system was 58% higher than among the participants with the opposite order of systems use.
- Variations in the system usage sequence impacted the users’ perception of the helpfulness of the overhead view in IVRIE. A comparison showed that the percentage of participants who perceived having the overhead view in IVRIE as helpful was lower when they used IVRIE first and DT second, compared with those following the opposite system usage sequence.
- There were strong linear regressions between the widths of open-ended corridors designed by participants when utilizing DT first and IVRIE second. In this sequence, the birds’-eye, plan, and eye-level views were utilized in the DT system and then the eye-level view was used in IVRIE.
- When utilizing DT first and then IVRIE for redesigning the spaces, there was a strong linear regression between the sizes of fully enclosed spaces when the texture was present and a moderate linear regression when the texture was absent.
- With a system usage sequence of IVRIE to DT, there were strong linear regressions between the widths of open-ended corridors and sizes of fully enclosed spaces, regardless of the absence or presence of texture.
Technical Limitations
5. Conclusions and Future Vision
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
VR | Virtual Reality |
IVRIE | Immersive Virtual Reality Interactive Environment |
DT | Desktop system |
3D | Three-dimensional |
Appendix A. View Usage Questionnaire
Views Usage Perception Questionnaire Please answer the following questions |
|
|
|
|
|
|
Thank you for your participation in this research study. |
Appendix B. Spatial/Experiential Guidelines
In this set of models, there are four different spaces consisting of two open-ended corridors and two enclosed spaces. None of the spaces have roofs. |
Please follow the guidelines to redesign the given spaces. |
|
|
|
|
References
- Mengots, A. Review of Digital Tools for Landscape Architecture. Sci. J. Latv. Univ. Agric. Landsc. Archit. Art 2017, 8, 72–77. [Google Scholar] [CrossRef]
- Wang, Z.Q. Virtual Package Design and Realization Based on 3D Visualization Technology. Procedia Eng. 2017, 174, 1336–1339. [Google Scholar] [CrossRef]
- Portman, M.E.; Natapov, A.; Fisher-Gewirtzman, D. To Go Where No Man Has Gone before: Virtual Reality in Architecture, Landscape Architecture and Environmental Planning. Comput. Environ. Urban Syst. 2015, 54, 376–384. [Google Scholar] [CrossRef]
- Hilfert, T.; König, M. Low-Cost Virtual Reality Environment for Engineering and Construction. Vis. Eng. 2016, 4, 2. [Google Scholar] [CrossRef] [Green Version]
- Azarby, S.; Rice, A. Understanding the Effects of Virtual Reality System Usage on Spatial Perception: The Potential Impacts of Immersive Virtual Reality on Spatial Design Decisions. Sustainability 2022, 14, 10326. [Google Scholar] [CrossRef]
- Otto, G.; Kalisperis, L.N.; Gundrum, J.; Muramoto, K.; Burris, G.; Masters, R.; Slobounov, E.; Heilman, J.; Agarwala, V. Virtual Reality/Space Visualization in Design Education: The VR-Desktop Initiative. Int. J. Archit. Comput. 2003, 1, 233–246. [Google Scholar] [CrossRef]
- Horvat, N.; Škec, S.; Martinec, T.; Lukacevic, F.; Perišic, M.M. Comparing Virtual Reality and Desktop Interface for Reviewing 3D CAD Models. In Proceedings of the International Conference on Engineering Design ICED, Melbourne, Australia, 15–18 August 2019; Volume 1, pp. 1923–1932. [Google Scholar] [CrossRef] [Green Version]
- Azarby, S.; Rice, A. User Performance in Virtual Reality Environments: The Capability of Immersive Virtual Reality Systems in Enhancing User Spatial Awareness and Producing Consistent Design Results. Sustainability 2022, 14, 14129. [Google Scholar] [CrossRef]
- Witmer, B.G.; Singer, M.J. Measuring Presence in Virtual Environments: A Presence Questionnaire. PRESENCE Virtual Augment. Real. 1998, 3, 225–240. [Google Scholar] [CrossRef]
- Steuer, J. Defining Virtual Reality: Dimensions Determining Telepresence. J. Commun. 1992, 42, 73–93. [Google Scholar] [CrossRef]
- Akbulut, D. The Effects of Different Student Backgrounds in Basic Design Education. Procedia Soc. Behav. Sci. 2010, 2, 5331–5338. [Google Scholar] [CrossRef] [Green Version]
- Han, S.; Yoon, P.; Ha, M.; Kim, K. VR Wayfinding Training for People with Visual Impairment Using VR Treadmill and VR Tracker. In Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022, Christchurch, New Zealand, 12–16 March 2022; pp. 596–597. [Google Scholar] [CrossRef]
- Rajabi, M.S.; Taghaddos, H.; Zahrai, S.M. Improving Emergency Training for Earthquakes through Immersive Virtual Environments and Anxiety Tests: A Case Study. Buildings 2022, 12, 1850. [Google Scholar] [CrossRef]
- Paul, A.; Passini, R. Wayfinding: People, Signs, and Architecture2; McGraw-Hill: New York, NY, USA, 1992; ISBN 0075510162. [Google Scholar]
- Oxman, R. Digital Architecture as a Challenge for Design Pedagogy: Theory, Knowledge, Models and Medium. Des. Stud. 2008, 29, 99–120. [Google Scholar] [CrossRef]
- Paes, D.; Arantes, E.; Irizarry, J. Automation in Construction Immersive Environment for Improving the Understanding of Architectural 3D Models: Comparing User Spatial Perception between Immersive and Traditional Virtual Reality Systems. Autom. Constr. 2017, 84, 292–303. [Google Scholar] [CrossRef]
- Feng, Y.; Duives, D.C.; Hoogendoorn, S.P. Wayfinding Behaviour in a Multi-Level Building: A Comparative Study of HMD VR and Desktop VR. Adv. Eng. Inform. 2022, 51, 101475. [Google Scholar] [CrossRef]
- Suzer, O.K.; Olgunturk, N.; Guvenc, D. The Effects of Correlated Colour Temperature on Wayfinding: A Study in a Virtual Airport Environment. Displays 2018, 51, 9–19. [Google Scholar] [CrossRef] [Green Version]
- Van Lammeren, R.; Clerc, V.; Kramer, H. Virtual Reality in the Landscape Design Process. Proceedings International Conference on Landscape Planning in the Era of Globalisation, Portorož, Slovenia, 8–10 November 2002; pp. 1–10. [Google Scholar]
- Sánchez, Á.; María Barreiro, J.; Maojo, V. Design of Virtual Reality Systems for Education: A Cognitive Approach. Educ. Inf. Technol. 2000, 5, 345–362. [Google Scholar] [CrossRef]
- Rajabi, M.S.; Radzi, A.R.; Rezaeiashtiani, M.; Famili, A.; Rashidi, M.E.; Rahman, R.A. Key Assessment Criteria for Organizational BIM Capabilities: A Cross-Regional Study. Buildings 2022, 12, 1013. [Google Scholar] [CrossRef]
- Irshad, S.; Perkis, A.; Azam, W. Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences. Appl. Sci. 2021, 11, 7822. [Google Scholar] [CrossRef]
- Rajabi, M.S.; Rezaeiashtiani, M.; Radzi, A.R.; Famili, A.; Rezaeiashtiani, A.; Rahman, R.A. Underlying Factors and Strategies for Organizational BIM Capabilities: The Case of Iran. Appl. Syst. Innov. 2022, 5, 109. [Google Scholar] [CrossRef]
- Todd, C.; Mallya, S.; Majeed, S.; Rojas, J.; Naylor, K. VirtuNav: A Virtual Reality Indoor Navigation Simulator with Haptic and Audio Feedback for the Visually Impaired. In Proceedings of the IEEE SSCI 2014—2014 IEEE Symposium on Computational Intelligence in Robotic Rehabilitation and Assistive Technologies, CIR2AT 2014, Orlando, FL, USA, 9–12 December 2014; pp. 1–8. [Google Scholar] [CrossRef]
- Allman, S.A.; Cordy, J.; Hall, J.P.; Kleanthous, V.; Lander, E.R. Exploring the Perception of Additional Information Content in 360° 3D VR Video for Teaching and Learning. Virtual Worlds 2022, 1, 1–17. [Google Scholar] [CrossRef]
- Lim, K.Y.T.; Li, S.C.X. Personal Spaces and Communal Consequences: Navigating Geographical Tensions With the Socially Responsible Behavior through Embodied Thinking (SORBET) Project. Front. Virtual Real. 2022, 3, 863615. [Google Scholar] [CrossRef]
- Sousa Santos, B.; Dias, P.; Pimentel, A.; Baggerman, J.-W.; Ferreira, C.; Silva, S.; Madeira, J. Head-Mounted Display versus Desktop for 3D Navigation in Virtual Reality: A User Study. Multimed. Tools Appl. 2009, 41, 161–181. [Google Scholar] [CrossRef] [Green Version]
- David, A.; Joy, E.; Kumar, S.; Bezaleel, S.J. Integrating Virtual Reality with 3D Modeling for Interactive Architectural Visualization and Photorealistic Simulation: A Direction for Future Smart Construction Design Using a Game Engine. In Proceedings of the Lecture Notes in Networks and Systems; Springer: Cham, Switzerland, 2022; Volume 300. [Google Scholar]
- Kelly, J.W.; Doty, T.A.; Ambourn, M.; Cherep, L.A. Distance Perception in the Oculus Quest and Oculus Quest 2. Front. Virtual Real. 2022, 3, 850471. [Google Scholar] [CrossRef]
- Ole, R.; Benjamin, H. Impacts of Immersive Virtual Reality on Three-Dimensional Design Processes: Opportunities and Constraints for Landscape Architecture Studio Pedagogy. Landsc. Res. Rec. 2017, 6, 2–11. [Google Scholar]
- Castronovo, F.; Nikolic, D.; Liu, Y.; Messner, J. An Evaluation Of Immersive Virtual Reality Systems For Design Reviews. In Proceedings of the 13th International Conference on Construction Applications of Virtual Reality, London, UK, 30–31 October 2013; pp. 30–31. [Google Scholar]
- Ibrahim, R.; Pour Rahimian, F. Comparison of CAD and Manual Sketching Tools for Teaching Architectural Design. Autom. Constr. 2010, 19, 978–987. [Google Scholar] [CrossRef]
- Vilar, E.; Rebelo, F.; Noriega, P. Indoor Human Wayfinding Performance Using Vertical and Horizontal Signage in Virtual Reality. Hum. Factors Ergon. Manuf. 2014, 24, 601–615. [Google Scholar] [CrossRef]
- Aghajan, Z.M.; Acharya, L.; Moore, J.J.; Cushman, J.D.; Vuong, C.; Mehta, M.R. Impaired Spatial Selectivity and Intact Phase Precession in Two-Dimensional Virtual Reality. Nat. Neurosci. 2015, 18, 121–128. [Google Scholar] [CrossRef] [Green Version]
- Rothe, S.; Kegeles, B.; Hußmann, H. Camera Heights in Cinematic Virtual Reality: How Viewers Perceive Mismatches between Camera and Eye Height. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, Salford, UK, 5–7 June 2019; pp. 25–34. [Google Scholar] [CrossRef]
- Leyrer, M.; Linkenauger, S.A.; Bülthoff, H.H.; Mohler, B.J. The Importance of Postural Cues for Determining Eye Height in Immersive Virtual Reality. PLoS ONE 2015, 10, e0127000. [Google Scholar] [CrossRef]
- Morgado, L.; Allison, C.; Beck, D.; Penicheiro, F. Immersive Learning Research. In Proceedings of the Second International Conference, iLRN 2016, Santa Barbara, CA, USA, June 27– July 1 2016; Springer: Berlin/Heidelberg, Germany, 2016; Volume 24, ISBN 9783319417684. [Google Scholar]
- Azarby, S. Using an Immersive Virtual Reality Interactive Environment (IVRIE) to Improve the Understanding of Spatial Factors in Design: Comparing User Spatial Perceptions between IVRIE and Traditional Digital Design Environments; NCSU: Raleigh, NC, USA, 2021. [Google Scholar]
- Azarby, S.; Rice, A. Scale Estimation for Design Decisions in Virtual Environments: Understanding the Impact of User Characteristics on Spatial Perception in Immersive Virtual Reality Systems. Buildings 2022, 12, 1461. [Google Scholar] [CrossRef]
- Abu Alatta, R.; Freewan, A. Investigating the Effect of Employing Immersive Virtual Environment on Enhancing Spatial Perception within Design Process. Archnet-IJAR 2017, 11, 219–238. [Google Scholar] [CrossRef] [Green Version]
- Lin, C.; Lo, T.T. Expanding the Methods of Human-VR Interaction (HVRI) for Architectural Design Process. In Proceedings of the Projections—Proceedings of the 26th International Conference of the Association for Computer-Aided Architectural Design Research in Asia, CAADRIA, Nanjing, China, 19–21 April 2021; Volume 2. [Google Scholar]
- Noghabaei, M.; Heydarian, A.; Balali, V.; Han, K. Trend Analysis on Adoption of Virtual and Augmented Reality in the Architecture, Engineering, and Construction Industry. Data 2020, 5, 26. [Google Scholar] [CrossRef] [Green Version]
- George, B.H.; Sleipness, O.R.; Quebbeman, A. Using Virtual Reality as a Design Input: Impacts on Collaboration in a University Design Studio Setting. J. Digit. Landsc. Archit. 2017, 2, 252–260. [Google Scholar] [CrossRef]
- Abtahi, P.; Gonzalez-Franco, M.; Ofek, E.; Steed, A. I’m a Giant: Walking in Large Virtual Environments at High Speed Gains. In Proceedings of the Conference on Human Factors in Computing Systems, Glasgow, UK, 4–9 May 2019; pp. 1–13. [Google Scholar] [CrossRef]
- Feng, Y.; Duives, D.C.; Hoogendoorn, S.P. Development and Evaluation of a VR Research Tool to Study Wayfinding Behaviour in a Multi-Story Building. Saf. Sci. 2022, 147, 105573. [Google Scholar] [CrossRef]
- Srivastava, P.; Rimzhim, A.; Vijay, P.; Singh, S.; Chandra, S. Desktop VR Is Better Than Non-Ambulatory HMD VR for Spatial Learning. Front. Robot. AI 2019, 6, 50. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Jerald, J. The VR Book; Association for Computing Machinery: New York, NY, USA, 2015; ISBN 9781970001129. [Google Scholar]
- Kuliga, S.F.; Thrash, T.; Dalton, R.C.; Hölscher, C. Virtual Reality as an Empirical Research Tool—Exploring User Experience in a Real Building and a Corresponding Virtual Model. Comput. Environ. Urban Syst. 2015, 54, 363–375. [Google Scholar] [CrossRef]
- Interrante, V.; Anderson, L.; Ries, B. Distance Perception in Immersive Virtual Environments, Revisited. In Proceedings of the Proceedings—IEEE Virtual Reality, Alexandria, VA, USA, 25–29 March 2006; Volume 2006, pp. 3–10. [Google Scholar]
- Leithinger, D.; Follmer, S.; Olwal, A.; Ishii, H. Shape Displays: Spatial Interaction with Dynamic Physical Form. IEEE Comput. Graph. Appl. 2015, 35, 5–11. [Google Scholar] [CrossRef]
- Chamberlain, B. Crash Course or Course Crash: Gaming, VR and a Pedagogical Approach. Digit. Landsc. Arch. 2015, 354–361. [Google Scholar]
- Snopková, D.; Ugwitz, P.; Stachoň, Z.; Hladík, J.; Juřík, V.; Kvarda, O.; Kubíček, P. Retracing Evacuation Strategy: A Virtual Reality Game-Based Investigation into the Influence of Building’s Spatial Configuration in an Emergency. Spat. Cogn. Comput. 2022, 22, 30–50. [Google Scholar] [CrossRef]
- Sepasgozar, S.M.E.; Ghobadi, M.; Shirowzhan, S.; Edwards, D.J.; Delzendeh, E. Metrics Development and Modelling the Mixed Reality and Digital Twin Adoption in the Context of Industry 4.0. Eng. Constr. Archit. Manag. 2021, 28, 1355–1376. [Google Scholar] [CrossRef]
Answer Options | Assigned Weights in Percentage | ||||
---|---|---|---|---|---|
Bird’s-Eye View | Plan View | Eye-Level View | Total | ||
1 | Only used the bird’s-eye view | 100% | 0% | 0% | 100% |
2 | Mostly used the bird’s-eye view, but also used the eye-level view and plan view a bit | 50% | 25% | 25% | 100% |
3 | Only used the plan view | 0% | 100% | 0% | 100% |
4 | Mostly used the plan view, but also used the bird’s-eye view and eye-level view a bit | 25% | 50% | 25% | 100% |
5 | Only used the eye-level view | 0% | 0% | 100% | 100% |
6 | Mostly used the eye-level view, but also used the bird’s-eye view and plan view a bit | 25% | 25% | 50% | 100% |
7 | Used the bird’s-eye view, plan view, and eye-level view equally | 33% | 34% | 33% | 100% |
Group 1 Systems Usage Sequence: DT = 1, IVRIE = 2 | Group 2 Systems Usage Sequence: IVRIE = 1, DT = 2 | ||||||||
---|---|---|---|---|---|---|---|---|---|
Answer Options | p-Value | p-Value | |||||||
Population% | Bird’s- Eye View | Plan View | Eye- Level View | Population% | Bird’s-Eye View | Plan View | Eye- Level View | ||
1 | Only used the bird’s-eye view | 9% | 0.1 | 0.4 | 0.2 | 9% | 0.08 | 0.09 | 0.4 |
2 | Mostly used the bird’s-eye view, but also used the eye-level view and plan view a bit | 39% | 0.6 | 0.6 | 0.2 | 38% | 0.7 | 0.1 | 0.00 * |
3 | Only used the plan view | 9% | 0.01 * | 0.002 * | 0.1 | 13% | 0.06 | 0.06 | 0.057 |
4 | Mostly used the plan view, but also used the bird’s-eye view and eye-level view a bit | 9% | 0.1 | 0.4 | 0.4 | 16% | 1 | 0.2 | 0.03 * |
5 | Only used the eye-level view | 0% | - | - | - | 0% | - | - | - |
6 | Mostly used the eye-level view, but also used the bird’s-eye view and plan view a bit | 21% | 0.005 * | 0.2 | 0.004 * | 25% | 0.5 | 0.06 | 0.000 * |
7 | Used the bird’s-eye view, plan view, and eye-level view equally | 12% | 0.4 | 0.07 | 0.7 | 0% | - | - | - |
Sample Division | Systems Usage Sequence | Space | Texture | Regression Statistics | Regression Model | |
---|---|---|---|---|---|---|
Multiple R | R Square | |||||
Group 1 | DT = 1 IVRIE = 2 | Open-ended corridor | Plain | 0.52 | 0.27 | Y = 0.37 × X + 11.3 |
Patterned | 0.69 | 0.47 | Y = 0.52 × X + 7.43 | |||
Fully enclosed space | Plain | 0.45 | 0.21 | Y = 0.37 × X + 589.4 | ||
Patterned | 0.76 | 0.58 | Y = 0.58 × X + 334.7 | |||
Group 2 | IVRIE = 1 DT = 2 | Open-ended corridor | Plain | 0.69 | 0.48 | Y = 0.97 × X + 3.57 |
Patterned | 0.63 | 0.39 | Y = 0.95 × X + 4.69 | |||
Fully enclosed space | Plain | 0.74 | 0.56 | Y = 1.05 × X + 188.8 | ||
Patterned | 0.65 | 0.43 | Y = 1.44 × X − 57.3 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Azarby, S.; Rice, A. Spatial Perception Imperatives in Virtual Environments: Understanding the Impacts of View Usage Patterns on Spatial Design Decisions in Virtual Reality Systems. Buildings 2023, 13, 160. https://doi.org/10.3390/buildings13010160
Azarby S, Rice A. Spatial Perception Imperatives in Virtual Environments: Understanding the Impacts of View Usage Patterns on Spatial Design Decisions in Virtual Reality Systems. Buildings. 2023; 13(1):160. https://doi.org/10.3390/buildings13010160
Chicago/Turabian StyleAzarby, Sahand, and Arthur Rice. 2023. "Spatial Perception Imperatives in Virtual Environments: Understanding the Impacts of View Usage Patterns on Spatial Design Decisions in Virtual Reality Systems" Buildings 13, no. 1: 160. https://doi.org/10.3390/buildings13010160
APA StyleAzarby, S., & Rice, A. (2023). Spatial Perception Imperatives in Virtual Environments: Understanding the Impacts of View Usage Patterns on Spatial Design Decisions in Virtual Reality Systems. Buildings, 13(1), 160. https://doi.org/10.3390/buildings13010160