Navigation Tasks in Desktop VR Environments to Improve the Spatial Orientation Skill of Building Engineers

被引:5
作者
Carbonell-Carrera, Carlos [1 ]
Luis Saorin, Jose [2 ]
Jaeger, Allison J. [3 ]
机构
[1] Univ Laguna, Dept Techn & Projects Engn & Architecture, Area Cartog Geodet & Photogrammetry Engn, San Cristobal De Laguna 38200, Spain
[2] Univ Laguna, Dept Techn & Projects Engn & Architecture, Area Engn Graph, San Cristobal De Laguna 38200, Spain
[3] St Johns Univ, Dept Psychol, New York, NY 11439 USA
基金
美国国家科学基金会;
关键词
spatial orientation skill; virtual reality (VR); desktop VR environments; head mounted displays (HMD) VR environments; navigation; building engineering training; userVR experience; COVID-19; VIRTUAL-REALITY; AUGMENTED REALITY; MENTAL ROTATION; DISSOCIATION; SPACE; MAPS;
D O I
10.3390/buildings11100492
中图分类号
TU [建筑科学];
学科分类号
0813 ;
摘要
Virtual reality is a powerful tool for teaching 3D digital technologies in building engineering, as it facilitates the spatial perception of three-dimensional space. Spatial orientation skill is necessary for understanding 3D space. With VR, users navigate through virtually designed buildings and must be constantly aware of their position relative to other elements of the environment (orientation during navigation). In the present study, 25 building engineering students performed navigation tasks in a desktop-VR environment workshop. Performance of students using the desktop-VR was compared to a previous workshop in which navigation tasks were carried out using head-mounted displays. The Perspective Taking/Spatial Orientation Test measured spatial orientation skill. A questionnaire on user experience in the virtual environment was also administered. The gain in spatial orientation skill was 12.62%, similar to that obtained with head-mounted displays (14.23%). The desktop VR environment is an alternative to the HMD-VR environment for planning strategies to improve spatial orientation. Results from the user-experience questionnaire showed that the desktop VR environment strategy was well perceived by students in terms of interaction, 3D visualization, navigation, and sense of presence. Unlike in the HDM VR environment, student in the desktop VR environment did not report feelings of fatigue or dizziness.
引用
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页数:20
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