EVALUATING RELATIVE IMPACT OF VR COMPONENTS SCREEN SIZE, STEREOSCOPY AND FIELD OF VIEW ON SPATIAL COMPREHENSION AND PRESENCE IN ARCHITECTURE
Nevena Zikic · 2007
iii In the last couple of years, computing technology has brought new approaches to higher education, particularly in architecture. They include simulations, multimedia presentations, and more recently, Virtual Reality. Virtual Reality (also referred to as Virtual Environment) is a computer generated three-dimensional environment which responds in real time to the activities of its users. Studies have been performed to examine Virtual Reality’s potential in education. Although the results point to the usefulness of Virtual Reality, recognition of what is essential and how it can be further adapted to educational purposes is still in need of research. The purpose of this study is to examine Virtual Reality components and assess their potential and importance in an undergraduate architectural design studio setting. The goal is to evaluate the relative contribution of Virtual Reality components: display and content variables, (screen size, stereoscopy and field of view; level of detail and level of realism, respectively) on spatial comprehension and sense of presence using a variable-