This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of VR and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim, a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and VR into built environment subject areas. Although two-dimensional (2D) representations have been greatly accepted by built environment professions and education, 3D computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The study attempts to understand the values and challenges of integrating visualisation technologies into built environment teaching and investigates tutors' perceptions, opinions and concerns with respect to these technologies. The study reports on the integration process and considers how 3D computer modelling and VR technologies can combine with, and extend, the existing range of learning and teaching methods appropriate to different disciplines and programme areas.
During the latter part of the 20 th century, while a small number of exemplar city centre squares continued to be attractive places, the vast majority acquired either an image of empty spaces or an unattractive picture as traffic islands. This was emphasised by the decline of traditional community activities and the perception of comfort generated by internalising external space; coupled with a commodifying of cities in which they were merely viewed as commercial and retail opportunities. Communities need public spaces as places for assembly. They are the physical manifestation that each community is coherent and vibrant. Increasingly it is being recognised that identity and place have enormous roles in reinforcing society. The re-introduction of public squares is part of reversing the erosion of the public sector and the public realm, and reclaiming city centres from private interests for the benefit of communities. Criteria for comfortable external spaces have been researched, and these recognise the differences between northern and southern Europe. The most recent advances are in the simulation of city centre design; which includes geometry, uses, pedestrian movement and environmental conditions. There is confidence to be gained from visualisation of how squares will look, feel and be used; and will make a real contribution to sustainable urban design.
This paper presents results from the first stage of an analysis of the use of virtual reality (VR) within the building industries of strategically selected countries, namely, China, Sweden, the UK and the US. The aims of the research are to assess VR usage and its benefits within the building industries of these countries and to identify perceived barriers to VR usage and ways of overcoming them. The countries selected offer a range of experience in the adoption of VR technologies and the paper provides an initial analysis of developments at an international level. Semi-structured interviews were conducted with senior professionals from each of six leading construction companies within each country. The findings included the rationale for the adoption of VR and the barriers to doing so, as well as some divergence between the respondents in their working definition of what visualization and, specifically, VR actually represents.
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