The Effect of Personal Characteristics on Spatial Perception in BIM-Based Virtual Environments: Age, Gender, Education, and Gaming Experience
Abstract
:1. Introduction
2. Literature Review
3. Research Methodology
- Preliminary Survey: A preliminary survey was conducted to understand participants’ personal information and previous virtual environment experiences. Questions regarding age, gender, knowledge level acquired through BIM or 3D modeling-related education, and experiences using games or VR devices were presented. This demographic information was used to comprehend the participants’ backgrounds and identify which variables could influence their understanding and interpretation of virtual environments;
- Post-Experience Survey: A post-experience study was conducted after participants had directly experienced the BIM multi-display virtual environment. In the post-experience survey, questions were posed to understand how participants evaluated their spatial cognition in the virtual environment. Specifically, they were asked: ‘How many sprinklers did you find in the experiment?’, ‘Do you think the virtual environment is realistic?’, and ‘How would you rate the realism of the virtual environment?’. The focus was to collect feedback on participants’ spatial cognition and understanding and aimed to understand how participants evaluated their spatial cognition and realism in the virtual environment. A 5-point Likert scale was employed, rating the level of realism in the virtual environment they felt as ‘not real at all’, ‘somewhat unreal’, ‘average’, ‘somewhat real’, or ‘very real’.
4. Experiment Materials and Method
4.1. Hypothesis Formulation
- Age Hypothesis: Age may influence adaptability to new technology and comprehension of virtual environments. The younger generation, being digital natives, may better understand new technologies, such as virtual environments. Therefore, participants in younger age brackets are expected to demonstrate higher spatial cognition;
- Gender Hypothesis: From scientific research and empirical evidence, it has generally been demonstrated that males show higher spatial cognition than females. Such differences often relate to structural variances in the brain and differences in testosterone levels. Therefore, it is hypothesized that male participants will exhibit more spatial cognition in a 3D virtual environment than their female counterparts;
- Education Hypothesis: Education significantly influences an individual’s information processing, problem-solving, and analytical abilities. These skills are directly correlated with spatial cognition in a virtual environment. Therefore, it is hypothesized that participants with a higher level of education will display stronger spatial cognition in a virtual environment;
- Gaming Experience Hypothesis: Experiences with VR and simulation games can enhance comprehension and spatial cognition in virtual environments. Gaming is particularly effective in enhancing the ability to navigate and understand complex spaces. Therefore, participants with extensive experience in such games are expected to exhibit higher spatial cognition in a 3D virtual environment.
4.2. Survey Design
4.3. Data Analysis
5. Results and Discussion
5.1. Survey Participants
5.2. Differences in Spatial Perception Based on Personal Characteristics of Survey Participants
5.2.1. Age Range
5.2.2. Gender
5.2.3. Education
5.2.4. Gaming Experience
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Belle, I. The architecture, engineering and construction industry and blockchain technology. Digit. Cult. 2017, 2017, 279–284. [Google Scholar]
- Wang, L.; Huang, M.; Zhang, X.; Jin, R.; Yang, T. Review of BIM adoption in the higher education of AEC disciplines. J. Civ. Eng. Educ. 2020, 146, 06020001. [Google Scholar] [CrossRef]
- Deke, S. An introduction to building information modeling. J. Build. Inf. Model. 2007, 1, 12–14. [Google Scholar]
- Koppinen, T.; Kiviniemi, A. Requirements Management and Critical Decision Points; Working Papers 74; VTT: Espoo, Finland, 2007. [Google Scholar]
- Fraser, J.; Chevez, A.; Crawford, J.; Kumar, A.; Froese, T.; Gard, S. Business Drivers for BIM; CRC for Construction Innovation: Brisbane, Australia, 2007. [Google Scholar]
- Bozoglu, J. Collaboration and coordination learning modules for BIM education. J. Inf. Technol. Constr. 2016, 21, 152–163. [Google Scholar]
- Kassem, M.; Brogden, T.; Dawood, N. BIM and 4D planning: A holistic study of the barriers and drivers to widespread adoption. J. Constr. Eng. Proj. Manag. 2012, 2, 1–10. [Google Scholar] [CrossRef]
- Wang, X.; Love, P.E.; Kim, M.J.; Park, C.-S.; Sing, C.-P.; Hou, L. A conceptual framework for integrating building information modeling with augmented reality. Autom. Constr. 2013, 34, 37–44. [Google Scholar] [CrossRef]
- Bhoir, S.; Esmaeili, B. State-of-the-art review of virtual reality environment applications in construction safety. In AEI 2015; American Society of Civil Engineers: Reston, VA, USA, 2015; pp. 457–468. [Google Scholar] [CrossRef]
- Delgado, J.M.D.; Oyedele, L.; Demian, P.; Beach, T. A research agenda for augmented and virtual reality in architecture, engineering and construction. Adv. Eng. Inform. 2020, 45, 101122. [Google Scholar] [CrossRef]
- 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]
- Dashti, B.; Viljevac-Vasquez, R. Exploring Use and Perception of Augmented-and Virtual Reality in the Swedish AEC Industry. Master’s Thesis, KTH Royal Institute of Technology, Stockholm, Sweden, 2020. [Google Scholar]
- Ghobadi, M.; Sepasgozar, S.M. An investigation of virtual reality technology adoption in the construction industry. In Smart Cities and Construction Technologies; IntechOpen: London, UK, 2020; pp. 1–35. [Google Scholar] [CrossRef]
- Badamasi, A.A.; Aryal, K.R.; Makarfi, U.U.; Dodo, M. Drivers and barriers of virtual reality adoption in UK AEC industry. Eng. Constr. Archit. Manag. 2022, 29, 1307–1318. [Google Scholar] [CrossRef]
- Liu, Y.; Castronovo, F.; Messner, J.; Leicht, R. Evaluating the impact of virtual reality on design review meetings. J. Comput. Civ. Eng. 2020, 34, 04019045. [Google Scholar] [CrossRef]
- Cruz-Neira, C.; Sandin, D.J.; DeFanti, T.A.; Kenyon, R.V.; Hart, J.C. The CAVE: Audio visual experience automatic virtual environment. Commun. ACM 1992, 35, 64–73. [Google Scholar] [CrossRef]
- Nseir, H. Immersive Representation of Building Information Model. Master’s Thesis, Texas A & M University, College Station, TX, USA, 16 July 2012. [Google Scholar]
- Subramanian, A.G. Immersive Virtual Reality System Using BIM Application with Extended Vertical Field of View. Master’s Thesis, Texas A & M University, College Station, TX, USA, 19 October 2012. [Google Scholar]
- Kuncham, K. Timelining the Construction in Immersive Virtual Reality System Using BIM Application. Master’s Thesis, Texas A & M University, College Station, TX, USA, 17 May 2013. [Google Scholar]
- Kang, J.; Yeon, J.; Kandregula, S. Fabrication of BIM CAVE 2: Challenges in Handling 9 Screen Walls. In Proceedings of the 2015 32nd International Symposium on Automation and Robotics in Construction and Mining (ISARC), Oulu, Finland, 15–18 June 2015; pp. 1–5. [Google Scholar] [CrossRef]
- Lawton, C.A. Gender differences in way-finding strategies: Relationship to spatial ability and spatial anxiety. Sex Roles 1994, 30, 765–779. [Google Scholar] [CrossRef]
- Saucier, D.M.; Green, S.M.; Leason, J.; MacFadden, A.; Bell, S.; Elias, L.J. Are sex differences in navigation caused by sexually dimorphic strategies or by differences in the ability to use the strategies? Behav. Neurosci. 2002, 116, 403–410. [Google Scholar] [CrossRef] [PubMed]
- Parsons, T.D.; Larson, P.; Kratz, K.; Thiebaux, M.; Bluestein, B.; Buckwalter, J.G.; Rizzo, A.A. Sex differences in mental rotation and spatial rotation in a virtual environment. Neuropsychologia 2004, 42, 555–562. [Google Scholar] [CrossRef] [PubMed]
- Feng, J.; Spence, I.; Pratt, J. Playing an action video game reduces gender differences in spatial cognition. Psychol. Sci. 2007, 18, 850–855. [Google Scholar] [CrossRef] [PubMed]
- Moffat, S.D. Aging and spatial navigation: What do we know and where do we go? Neuropsychol. Rev. 2009, 19, 478–489. [Google Scholar] [CrossRef]
- Sorby, S.A. Educational Research in Developing 3-D Spatial Skills for Engineering Students. Int. J. Sci. Educ. 2009, 31, 459–480. [Google Scholar] [CrossRef]
- Salthouse, T.A. Selective review of cognitive aging. J. Int. Neuropsychol. Soc. 2010, 16, 754–760. [Google Scholar] [CrossRef]
- Klencklen, G.; Després, O.; Dufour, A. What do we know about aging and spatial cognition? Reviews and perspectives. Ageing Res. Rev. 2012, 11, 123–135. [Google Scholar] [CrossRef]
- Green, C.S.; Bavelier, D. Learning, attentional control, and action video games. Curr. Biol. 2012, 22, R197–R206. [Google Scholar] [CrossRef]
- Wiener, J.M.; de Condappa, O.; Harris, M.A.; Wolbers, T. Maladaptive bias for extrahippocampal navigation strategies in aging humans. J. Neurosci. 2013, 33, 6012–6017. [Google Scholar] [CrossRef] [PubMed]
- Cheng, Y.L.; Mix, K.S. Spatial training improves children’s mathematics ability. J. Cogn. Dev. 2014, 15, 2–11. [Google Scholar] [CrossRef]
- Uttal, D.H.; Meadow, N.G.; Tipton, E.; Hand, L.L.; Alden, A.R.; Warren, C.; Newcombe, N.S. The malleability of spatial skills: A meta-analysis of training studies. Psychol. Bull. 2013, 139, 352–402. [Google Scholar] [CrossRef]
- Salthouse, T.A. Adult age differences in integrative spatial ability. Psychol. Aging 1987, 2, 254–260. [Google Scholar] [CrossRef] [PubMed]
- Weiss, E.M.; Kemmler, G.; Deisenhammer, E.A.; Fleischhacker, W.W.; Delazer, M. Sex differences in cognitive functions. Personal. Individ. Differ. 2003, 35, 863–875. [Google Scholar] [CrossRef]
- Marunic, G.; Glazar, V. Spatial ability through engineering graphics education. Int. J. Technol. Des. Educ. 2013, 23, 703–715. [Google Scholar] [CrossRef]
- McClurg, P.A.; Chaillé, C. Computer games: Environments for developing spatial cognition? J. Educ. Comput. Res. 1987, 3, 95–111. [Google Scholar] [CrossRef]
- Daniel, W.W. Kruskal–Wallis one-way analysis of variance by ranks. In Applied Nonparametric Statistics; Cengage Learning: Boston, MA, USA, 1990; pp. 226–234. [Google Scholar]
- Mann, H.B.; Whitney, D.R. On a test of whether one of two random variables is stochastically larger than the other. Ann. Math. Stat. 1947, 18, 50–60. [Google Scholar] [CrossRef]
- MacNeilage, P.F.; Rogers, L.J.; Vallortigara, G. Origins of the left & right brain. Sci. Am. 2009, 301, 60–67. [Google Scholar] [CrossRef]
- Allen, G.L. Functional families of spatial abilities: Poor relations and rich prospects. Int. J. Test. 2003, 3, 251–262. [Google Scholar] [CrossRef]
- Sheskin, D.J. Handbook of Parametric and Nonparametric Statistical Procedures; CRC Press: Boca Raton, FL, USA, 2020. [Google Scholar] [CrossRef]
- Lazar, J.; Feng, J.H.; Hochheiser, H. Research Methods in Human-Computer Interaction; Morgan Kaufmann: Burlington, MA, USA, 2017. [Google Scholar]
- Seabold, S.; Perktold, J. Statsmodels: Econometric and statistical modeling with python. In Proceedings of the 9th Python in Science Conference(SciPy), Austin, TX, USA, 28 June–3 July 2010; pp. 92–96. [Google Scholar] [CrossRef]
- Virtanen, P.; Gommers, R.; Oliphant, T.E.; Haberland, M.; Reddy, T.; Cournapeau, D.; Burovski, E.; Peterson, P.; Weckesser, W.; Bright, J. SciPy 1.0: Fundamental algorithms for scientific computing in Python. Nat. Methods 2020, 17, 261–272. [Google Scholar] [CrossRef] [PubMed]
- Cattell, R.B. Abilities: Their Structure, Growth, and Action; Houghton Mifflin: Boston, MA, USA, 1971; pp. 130–167. [Google Scholar]
- Goldstein, E.B. Sensation and Perception, 8th ed.; Cengage Learning: Belmont, CA, USA, 2021; pp. 5–67. [Google Scholar]
Type | Authors | Methods | Advantages | Disadvantages | Applications | Research Gap |
---|---|---|---|---|---|---|
Age | Moffat [25] | Virtual environments for examining aging and spatial navigation | Precise recording, controlled environment | Limited real-world applicability | Understanding age-related changes in spatial navigation | While based on prior research, actual experiments were not conducted |
Salthouse [27] | Review of studies analyzing aging and cognitive ability | Wide array of cognitive measurement tools | Selective sampling excluding certain seniors | Understanding age-related changes in cognitive abilities | Did not address real test results | |
Klencklen et al. [28] | Meta-analysis on spatial cognitive ability in elderly | Comprehensive review of interventions | Human and animal studies can have different tasks | Strategies for spatial cognition in elderly | Lacked experiments and research involving diverse age groups | |
Wiener et al. [30] | Testing wayfinding strategies in different age groups | Direct observation of wayfinding behaviors | Difficult alignment with real-world wayfinding | Insights into age-related wayfinding strategies | Strategies for spatial cognition in elderly | |
Gender | Lawton [21] | Survey on gender-specific wayfinding strategies | Identification of gender-specific strategies | Failed to consider age groups and cultural backgrounds | Insights into gender-specific wayfinding tendencies | Various age groups were not taken into consideration |
Saucier et al. [22] | Navigation instructions based on landmarks or cues | Direct measure of navigation strategies | Limited to university students | Understanding gendered preferences in spatial navigation | No research based on various demographic characteristics | |
Parsons et al. [23] | Mental rotation tests in traditional and virtual setups | Examination in both traditional and digital settings | Small sample size and lack of diverse causal consideration | Exploring gender differences in mental and spatial rotation | Did not consider participants’ diverse backgrounds (job, education) | |
Education | Sorby [26] | Course on enhancing 3D spatial skills for students | Direct educational intervention | Applicability limited to specific institutions | Educational strategies to enhance spatial skills | Only targeted majors, not considering diverse occupational characteristics |
Cheng & Mix [31] | Mental rotation training on math performance in children | Direct impact assessment on math skills | Age-limited sample | Application of spatial training in enhancing math skills | Did not account for variations in adults’ virtual environment experiences | |
Uttal et al. [32] | Meta-analysis of 217 training studies | Demonstrated malleability of spatial skills, persistence, and generalizability of training effects. | Significant variance across studies; insufficient comparison between different training methods. | Training’s impact on spatial skills. | No actual experiments conducted; individual characteristics not considered | |
Game | Feng et al. [24] | Experiments with action video games on university students | Direct comparison with a control group | Small experimental and control groups | Enhancement of spatial cognitive ability after game exposure | Insufficient data used in the experiment, making generalization difficult |
Green & Bavelier [28] | Comparison study using action video games | Wide range of cognitive ability measures | Predominantly college student participants | Effects of action video games on cognitive abilities | Focused on a specific age group, did not consider diverse age factors |
No. | Variable | Statistical Test Method |
---|---|---|
1 | Age | Kruskal–Wallis one-way |
2 | Gender | Mann–Whitney U test |
3 | Education | Mann–Whitney U test |
4 | Gaming experience | Mann–Whitney U test |
Variables | Category | Population |
---|---|---|
Age | 20–24 | 5 |
25–34 | 6 | |
35–44 | 12 | |
Over 45 | 7 | |
Gender | Male | 14 |
Female | 16 | |
Education | Yes | 6 |
No | 24 | |
Gaming experience | Yes | 22 |
No | 8 |
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
Ji, B.; Kang, J.; Kim, C.; Kim, S.; Song, Y.; Yeon, J. The Effect of Personal Characteristics on Spatial Perception in BIM-Based Virtual Environments: Age, Gender, Education, and Gaming Experience. Buildings 2023, 13, 2103. https://doi.org/10.3390/buildings13082103
Ji B, Kang J, Kim C, Kim S, Song Y, Yeon J. The Effect of Personal Characteristics on Spatial Perception in BIM-Based Virtual Environments: Age, Gender, Education, and Gaming Experience. Buildings. 2023; 13(8):2103. https://doi.org/10.3390/buildings13082103
Chicago/Turabian StyleJi, Bongjun, Julian Kang, Chaehyeon Kim, Sojung Kim, Yooseob Song, and Jaeheum Yeon. 2023. "The Effect of Personal Characteristics on Spatial Perception in BIM-Based Virtual Environments: Age, Gender, Education, and Gaming Experience" Buildings 13, no. 8: 2103. https://doi.org/10.3390/buildings13082103