Examining the Use of VR Technologies to Improve Architectural Visualization and Immersive Design Experiences Virtual Reality for Architectural Visualization. Andia VLLAMASI, Anxhela ASIMI

Examining the Use of VR Technologies to Improve Architectural Visualization and Immersive Design Experiences Virtual Reality for Architectural Visualization. Andia VLLAMASI, Anxhela ASIMI

150 150 Sadmira Malaj
DOI: 10.37199/c41000120

Author: Andia VLLAMASI1, Anxhela ASIMI2
Affiliation: 1POLIS University, Albania 2B-Services, Albania

When we think about architectural design what comes to mind is the final result, this being the visualisation ofthe proposed structure, which enables architects to successfully present their con- cepts to customers, stakeholders, and the general public. Advancements in technology systemat- ically keep transforming the way architects present their work, from traditional methods such as drawings, renderings and physical models to digital representation. Although these techniques offer useful presentation, they frequently fail to capture the real spatial experience and sense of immersion that buildings offer. Today, Virtual reality (VR) technologies offer an either further ad- vancement, and are effective tools for improving architecture visualization and offering immersive design experiences. This paper will look into the potential of VR for architectural visualization as well as its effects on how architects communicate and make decisions.

By building immersive, engaging, and realistic virtual worlds that closely mimic the sensation of being inside a built location, virtual reality presents a potential to reduce this gap. The study evaluates the effect of VR on architectural vision from various angles. What are the benefits of VR? Does virtual reality truly capture an authentic spatial experience? This prompts the need to assess how VR can enhance design communication. This involves facilitating interaction and immediate input among stakeholders like architects, clients, and others. Additionally, it requires contemplat- ing how VR can facilitate collaborative design procedures. One way it achieves this is by aiding architects in appraising design alternatives and experimenting with light conditions.

However, while presenting opportunities, the pragmatic application of VR includes many obsta- cles to its acceptance. These considerations encompass factors such as accessibility and the ne- cessity for specialized knowledge and tools. The study also outlines fundamental principles and optimal approaches to effectively integrate VR into architectural visualization workflows. This is realized by conducting a thorough examination of existing literature and case studies. The investi- gation delves into various VR techniques and their real-time interactivity, along with their impacts on architectural design and communication. In addition, the human elements that influence VR experiences will be taken into account such as user comfort, presence, and the risk for cognitive overload. The results of this study demonstrate how virtual reality can revolutionize architectural visualization. Suggestions for architects, designers, and stakeholders include how to use virtual reality (VR) to improve decision-making, increase design communication, and provide more cap- tivating and immersive architectural experiences.

Publisher: Polis_press


[1] Gębczyńska-Janowicz, A. (2020). Virtual reality technology in architectural education. Archi- tectural Science Review, 18(1), 24–28.
[2] Regenbrecht, H., & Donath, D. (1997). Architectural education and virtual reality aided design (VRAD). In Designing Digital Space-An Architects Guide to Virtual Reality (pp. 155-176)
[3] Portman, M. E., Natapov, A., & Fisher-Gewirtzman, D. (2015). To go where no man has gone before: virtual reality in architecture, landscape architecture and environmental planning. Com- puters, Environment and Urban Systems, 54, 376-384.
[4] Ruddle, R. A., Payne, S. J., & Jones, D. M. (1999). Navigating large-scale virtual environments: what differences occur between helmet-mounted and desk-top displays? Presence: Teleoperators and Virtual Environments, 8(2), 157-168.
[5] Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London B: Biological Sciences, 364(1535), 3549-3557.
[6] Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A metaanalysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272-309.
[7] Prabhakaran, A., Mahamadu, A. M., & Mahdjoubi, L. (2022). Understanding the challenges of immersive technology use in the architecture and construction industry: A systematic review. Automation in Construction, 137.