PurposeAncient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations exist, the overall structural system and how they are interlocked have always been crucial but challenging parts of the study. Students find it hard to understand and remember the concepts using traditional 2D paper media, making such knowledge unattractive to pass on to the new generation. To overcome the challenges, this research aims to examine the effect of combining Virtual Reality (VR) with digital interaction games in learning structural characteristics (dougong) of ancient Chinese architecture.Design/methodology/approachThis research develops an interactive cognitive system in the VR environment based on constructivist theory to improve the learning approach of ancient Chinese architecture. Applying an experimental procedure, the feedback of an experimental group using the VR cognition system and a control group using traditional learning 2D media are collected to examine the differences in learning effectiveness and user experience.FindingsThis study develops an interactive cognitive system to aid in learning the structural system of ancient Chinese architecture. The results indicate that integrating VR and interactive learning games can increase students' positive attitudes and learning effectiveness towards ancient Chinese architecture.Originality/valueThis study integrates VR technology and interactive games to improve the learning approach. It examines the effect of applying the concept of human–computer interaction in learning ancient Chinese buildings. The concept of designing the interactive cognitive system is expected to guide students gradually to be the main body of learning and stimulate their learning enthusiasm and motivation.
Existing methods for generating 2D plans based on intelligent systems usually require human-defined rules, and their operations are complex. GANs can solve these problems through independent research and learning. However, they only have generative design research based on a single constraint condition, and whether they can generate a qualified design scheme under many constraints is still unclear. Therefore, this paper develops the M-StruGAN generative model based on the structural design framework of a GAN. Its application research is extended to the 2D-plan layout generation of homestay based on the constraints of hybrid structures, and the feasibility of the method is comprehensively verified through three aspects: image synthesis quality assessment, scheme rationality assessment, and scheme design quality assessment. Experimental results show that the quality of the drawings generated by M-StruGAN is qualified, designers have a high degree of acceptance of the design results of M-StruGAN, and M-StruGAN completed the learning of the critical points of the 2D layout. Finally, through the human–computer interaction application of M-StruGAN, it can be found that compared with traditional design methods, M-StruGAN based on pix2pixHD has high-definition image quality, higher design efficiency, lower design cost, and more stable design quality.
With the planning reform in China, public participation is becoming increasingly crucial to the success of rural planning. However, it is difficult to involve various stakeholders in planning and design projects, mainly due to insufficient planning knowledge and computer skills. Therefore, this paper introduces the Interactive Virtual Sand Table (IVST) as a participatory design tool so that non-professional users can use it conveniently and promote interactive and efficient collaborative design discussion. The IVST based participatory tool was applied in Xidong Village, Chaozhou City, Guangdong Province, China. The results show that IVST interaction is more natural and reduces non-professional users' difficulty participating in the design. Participants' ability to participate was highly enhanced, and their interest in IVST visualization was highly activated. In conclusion, the Interactive Virtual Sand Table highly supports the participatory village planning process and may apply to other areas and domains.
The Metaverse is a concept that has gained significant popularity in recent years, particularly in the field of technology and design. It is not just a mere Research Topic of virtual environments but a shared space where individuals can engage in various activities, such as socialising, gaming, and commerce. The rise of improved Virtual-and Augmented Reality technologies has reopened research avenues in the broader digital co-design realm. One of the critical areas of research in this field is the design of co-virtual cities, where users can interact with each other in a virtual environment.We have been researching this area for quite some time. Hence this Research Topic of 'Frontiers in Virtual Reality' brings together colleagues who share the same research interests. We now present a carefully selected set of undertakings that delve into the various aspects of co-virtual city design and how this realm can be leveraged to create new and innovative experiences.Co-design refers to designing a product or service with the active participation of the users who will ultimately use it. Akin to our own research approaches, co-design has been widely adopted in urban planning, architecture, and product design. However, we realised that Research Topic of 'co-design of virtual cities in the Metaverse' is still in its infancy.The unique nature of the Metaverse presents several opportunities and challenges for the co-design of virtual cities. One of the benefits of co-designing virtual cities in the Metaverse is increased user engagement: by involving users in the design process, they become more invested in the outcome and more likely to participate in the virtual environment. The process can lead to a more vibrant and active community, as users feel a sense of ownership and belonging to "their" virtual city. The engagement of users gathers valuable insights into user preferences and requirements and designers can gain a deeper understanding of their needs, desires, and limitations. This information can then create virtual cities that better meet the users' needs, leading to increased satisfaction and engagement. It also has the potential for increased creativity and innovation. By involving a diverse group of users in the design process, designers can tap into a wealth of ideas and perspectives they may not have considered otherwise. It can create unique and innovative virtual cities that offer users a new and exciting experience.However, co-designing virtual cities in the Metaverse also presents significant challenges. One of the biggest challenges is ensuring the participation of a diverse group of users. It is essential to involve a broad range of users with different backgrounds, experiences, and
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