5 minute read
Literature Review
• 1.1. Meltem Yılmaz, Fine Arts FacultyHacettepe University Ankara Turkey,
Sustainable Innovation (2019) Virtual Reality as A Tool for Participatory
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Architectural Design, https://www.researchgate.net/publication/337334259_
Virtual_Reality_As_A_Tool_For_Participatory_Architectural_Design. This paper explores the use of reality-shaping technologies in relation to the field of architecture.
It proposes several questions and gives many definitions to help understand the field of immersive technologies. Through the research done by Emre Dedekargınoğlu (Research Assistant) and Meltem Yılmaz (Professor) from Hacettepe University, they conclude with predictions of specific uses that will aid in the implementation and wider adoption of [X]R technologies within Architecture practice for both the designer and the end-users. Most of the data collected are for the assistance in developing a built environment as opposed to after an environment has been built and what happens with BIM software once the project is completed. This is a good base of information to look at how XR tech is currently fitting into the world of architectural practice.
• 1.2. Juan Manuel Davila Delgado, Lukumon Oyedele, Peter Demian,
Thomas Beach, (2020) A research agenda for augmented and virtual reality in architecture, engineering and construction, Advanced Engineering Informatics,
Volume 45, 101122, ISSN 1474-0346, https://doi.org/10.1016/j.aei.2020.101122. (https://www.sciencedirect.com/science/article/pii/S1474034620300914).
Throughout this paper, multiple examples are given of how practitioners and professionals managed to test and experiment through their practice different ways of utilizing VR, AR, and MR in the world of architecture engineering and construction (often referred to as AEC). Many charts and diagrams are used to aid in illustrating the accumulated data from the varying field. It gives recommendations for successful implementation as well as a roadmap for those researching a variety of topics surrounding architecture and immersive technologies. However, it also demonstrates how the resources of VR, AR, or MR aren’t fully adopted into the industry.
• 1.3. Jürgen Zimmermann (Jun 22, 2020), World building is fun. You should try it. https://medium.com/swlh/you-should-build-your-own-world-heres-
why-8356ce661fad. This article encourages readers to use their imagination and creativity to invent or reimaging “worlds” for their own inhabitants or the occupation of things small and unseen. It helps guide readers to start creating for themselves an environment of their own where they determine the physical or non-physical limitations. The entire article is centered around the ability for individual investigation and exploration. It gives 5 reasons why we should world build. As well as what you might consider having in a world to help the reader expand on the thought. It also gives ideas and information on how to continue world-building through other forms of media. All of this is helpful to guide users to create their own space. This Could be a formula for allowing XR users to engage with building their own worlds in architecture. • 1.4 Worldbuilding in Science Fiction, Foresight and Design, Leah Zaidi,
Independent Scholar, Canad, DOI:10.6531/JFS.201906_23(4).0003
• 1.5. Kathy Battista First published: 02 April 2021 The White Cube, Publisher
Architectural Design https://onlinelibrary-wiley-com.ezproxy1.lib.asu.edu/
doi/epdf/10.1002/ad.2699. “As every architect, builder or gallerist knows, space can never be controlled and is always subject to change.” This reading looks at art and architecture as they relate to virtual reality. It discusses artist approaches and concepts that address social issues through digital work that anchors the users in white boxes. Installations that focus on the overwhelming nature of social media have on us utilize digital content to drive the message home. It calls to surface the issues with International Modernism and its utopian ideals. “Architects propose built worlds, but it is the people within them that determine how the space is used.”
The virtual works are what allow the white spaces to come to life as people and the objects interacting in the cube are what make the space. “What does The White
Cube’s space offer as a potential world? It renders a Utopian space where anything is possible, yet it alludes to the violence of technology as an inherent problem of virtual reality: what are the ethics of virtual rea. • 1.6 Eckardt, F.D. (2018). From augmented urbanism to urban hacking. This paper helps to define the methods that would be useful for connecting [X]R to the community through forms of tactical urbanism. It outlines useful terms and examples for urban hacking for the overlay of technical information onto public forms. It refers to the “Augmented City” and how the use of the information collected and used would help to reshape and or create new geographies due to the increased information exchange.
• 1.7 Virtual Place-making - The re-discovery of architectural,places through augmented play, A playful emergence between the real and unreal, by
Mohammad Qabshoqa1, University of Lincoln, mqabshoqa@lincoln.ac.uk” This paper introduces the concept of Virtual Place-making through Urban Gamification for architects and designers as a potential application and approach in architecture and urban design. This introduction will be achieved through introducing Augmented
Play and Urban Gamification; identifying the urban gamification components based on the game Pokémon Go; exploring the effect of augmented reality games on the experience of architectural and urban spaces; identifying the role of augmented urban gamification in rediscovering cities and redefining architectural spaces. Finally, an investigation of the existing literature concerning making places is combined with the understanding of the impact of digital technologies to construct an understanding of the concept of Virtual Place-making.”
• 1.8 A research agenda for augmented and virtual reality in architecture, engineering and construction, by Juan Manuel Davila Delgadoa,⁎, Lukumon
Oyedelea,⁎, Peter Demianc, Thomas Beachb, Big Data Enterprise and Artificial
Intelligence Laboratory, University of West of England Bristol, UK , School of Engineering, Cardiff University, UK, School of Architecture, Building and
Civil Engineering, Loughborough University, UK. This study was performed with professional architects to determine the usability and potential opportunities for future growth or development for architecture within the increasingly broadening fields that surround [X]R technology. 54 experts were used with 34 organizations within varied industries and academia.” Based on the data collected from the workshops, six AR and VR use-cases were defined: stakeholder engagement, design support, design review, construction support, operations and management support, and training.” this work offers helpful ways for architects to adopt forms of this relatively new technology into the office environment. While for research purposes this work gives a
“road map” to guide research efforts. The diagrams and charts within this work would be helpful visual aids.