虚拟现实与混合现实环境下的建筑设计:比较分析

Oguzcan Ergün, Şahin Akln, I. Dino, Elif Sürer
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引用次数: 16

摘要

虚拟现实(VR)提供了一个完全数字化的交互世界,使用户能够以响应的方式修改、编辑和转换数字元素。混合现实(MR)是数字世界和物理世界融合在一起的结果,给人、计算机和环境的互动带来了新的进步和挑战。本文的重点是将现有的建筑方法和工具应用于可持续建筑设计领域的VR和MR环境。为此,我们受益于建筑信息模型(BIM)工具的语义丰富的数据平台,建筑能源模拟工具的性能计算功能,同时将这些数据超越到VR和MR环境中。通过这种方式,我们能够将这些不同的数据合并到虚拟设计活动中。在我们之前的研究[1]中,已经有9名参与者测试了基于核磁共振的唯一交互环境的初始原型。根据反馈,更新了用户界面和交互机制,并使环境在VR中也可访问。这些更新使得在MR和VR中可以进行四种类型的交互:1)使用带有手势的HoloLens的MR环境,2)使用带有点击器的HoloLens的MR环境,3)使用带有两个控制器的HTC Vive的VR环境,以及4)带有鼠标的HoloLens模拟器。所有这些交互案例都由21名建筑专业的学生在一个室内工作坊中进行了测试。在本次研讨会中,我们收集了关于这些案例的存在、可用性和技术接受度的数据。我们的研究结果表明,在VR环境中的交互是最自然的交互类型,参与者渴望同时使用MR和VR环境而不是模拟器。据我们所知,这是第一次在VR和MR环境中对基于bim的建筑设计媒介进行比较研究。
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Architectural Design in Virtual Reality and Mixed Reality Environments: A Comparative Analysis
Virtual reality (VR) provides a completely digital world of interaction which enables the users to modify, edit, and transform digital elements in a responsive way. Mixed reality (MR), which is the result of blending the digital world and the physical world together, brings new advancements and challenges to human, computer and environment interactions. This paper focuses on adapting the already-existing methods and tools in architecture to both VR and MR environments under sustainable architectural design domain. For this purpose, we benefit from the semantically enriched data platforms of Building information modelling (BIM) tools, the performance calculation functions of building energy simulation tools while transcending these data into VR and MR environments. In this way, we were able to merge these diverse data for the virtual design activity. Nine participants have already tested the initial prototype of MR-based only interaction environment in our previous study [1]. According to the feedbacks, the user interface and interaction mechanisms were updated and the environment was made accessible also in VR. These updates made four types of interactions possible in MR and VR: 1) MR environment using HoloLens with gestures, 2) MR environment using HoloLens with a clicker, 3) VR environment using HTC Vive with two controllers, and 4) HoloLens emulator with a mouse. All these interaction cases were tested by 21 architecture students in an in-house workshop. In this workshop, we collected data on presence, usability, and technology acceptance of these cases. Our results show that interaction in a VR environment is the most natural interaction type and the participants were eager to use both MR and VR environments instead of an emulator. To our best of knowledge, this is the first comparative study of a BIM-based architectural design medium in both VR and MR environments.
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