CubeVR: Digital Affordances for Architecture Undergraduate Education using Virtual Reality

CubeVR incorporates the traditional studio-based learning in architecture with virtual reality (VR) and in doing so it enables features that are not available or difficult to achieve in the real-world. CubeVR allows students and instructors to move from the existing studio to a virtual environment, allowing for a more impactful learning experience. This paper presents our current state of the CubeVR prototype, informal impressions of users, and the use of different affordances in the virtual world.

[1]  Lei Gao,et al.  Design and implementation of fire safety education system on campus based on virtual reality technology , 2017, 2017 Federated Conference on Computer Science and Information Systems (FedCSIS).

[2]  K. M. West The case against teaching. , 1966, Journal of medical education.

[3]  Claudia Susie C. Rodrigues VisAr3D: an approach to software architecture teaching based on virtual and augmented reality , 2010, 2010 ACM/IEEE 32nd International Conference on Software Engineering.

[4]  Christos Chrysoulas,et al.  Teaching Industrial Automation Concepts with the use of Virtual/Augmented Reality - The IEC 61499 Case , 2018, 2018 17th International Conference on Information Technology Based Higher Education and Training (ITHET).

[5]  Armando Barreto,et al.  Use of 3D Human-Computer Interaction for Teaching in the Architectural, Engineering and Construction Fields , 2018, HCI.

[6]  Lin Li,et al.  Using Virtual Reality to Enhance Learning in a Chinese Architectures Course: A Flipped Classroom Approach , 2018, 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE).

[7]  Michael Boyles,et al.  Virtual Simulation for Lighting & Design Education , 2009, 2009 IEEE Virtual Reality Conference.