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Understanding spatial perception and visual modes in the review of architectural designs

Published: 28 July 2017 Publication History

Abstract

Spatial analysis of floor plans is typically constrained to blueprints. We investigate how a person's perception of space in different visual modes relates to common computational spatial measures for environment designs. The three spatial measures, grounded in Space-Syntax analysis, are used to capture different aspects of a design such as visibility, accessibility, and organization. We perform two studies involving novice users and the experts.
First, we conduct a perceptual study to find out how novice users perceive these spatial measures when exploring and environment design using different visual modes including 2D blueprints, 3D first-person view, and room-scale virtual reality A correlation analysis between the users' perceptual ratings and the spatial measures indicates that virtual reality is the most effective of the three methods. We conclude that virtual reality provides the requisite fidelity needed to sufficiently capture subtle aspects of 3D space, needed to perceive accessibility, visibility, and organization of an environment. On the other hand, 2D blueprints and 3D first-person exploration often fail to convey the spatial measures.
In the second study, experts are asked to evaluate and rank the design blueprints for each spatial measure. The expert observations are in strong agreement with the spatial measures for accessibility and organization, but not for visibility in some cases. This indicates that even experts have difficulty understanding spatial aspects of an architectural design from 2D blueprints alone.

References

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Reginald G Golledge. 1997. Spatial behavior: A geographic perspective. Guilford Press.
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Brandon Haworth, Muhammad Usman, Glen Berseth, Mahyar Khayatkhoei, Mubbasir Kapadia, and Petros Faloutsos. 2017. CODE: Crowd-optimized design of environments. CAVW (2017), e1749-n/a. e1749 cav.1749.
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Bill Hillier and Julienne Hanson. 1984. The social logic of space, 1984. Cambridge: Press syndicate of the University of Cambridge (1984).
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Alejandra J Magana. 2014. Learning strategies and multimedia techniques for scaffolding size and scale cognition. Computers & Education 72 (2014), 367--377.
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Alejandra J Magana, Sean P Brophy, and Lynn A Bryan. 2012. An integrated knowledge framework to characterize and scaffold size and scale cognition (FS2C). Science Education 34, 14 (2012), 2181--2203.
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Alasdair Turner and Alan Penn. 1999. Making isovists syntactic: isovist integration analysis. In Proceedings of Symposium on Space Syntax. Citeseer, 103--121.

Cited By

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  • (2024)Sketch–to–3D: Transforming Hand-Sketched Floorplans into 3D Layouts2024 International Conference on Digital Image Computing: Techniques and Applications (DICTA)10.1109/DICTA63115.2024.00060(359-366)Online publication date: 27-Nov-2024
  • (2023)"I Am a Mirror Dweller": Probing the Unique Strategies Users Take to Communicate in the Context of Mirrors in Social Virtual RealityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581464(1-19)Online publication date: 19-Apr-2023
  • (2022)User Performance in Virtual Reality Environments: The Capability of Immersive Virtual Reality Systems in Enhancing User Spatial Awareness and Producing Consistent Design ResultsSustainability10.3390/su14211412914:21(14129)Online publication date: 29-Oct-2022
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Published In

cover image ACM Conferences
SCA '17: Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation
July 2017
212 pages
ISBN:9781450350914
DOI:10.1145/3099564
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 July 2017

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Author Tags

  1. architecture
  2. perceptual study
  3. spatial analysis
  4. virtual reality

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  • Natural Sciences and Engineering Research Council of Canada

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SCA '17
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Overall Acceptance Rate 183 of 487 submissions, 38%

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View all
  • (2024)Sketch–to–3D: Transforming Hand-Sketched Floorplans into 3D Layouts2024 International Conference on Digital Image Computing: Techniques and Applications (DICTA)10.1109/DICTA63115.2024.00060(359-366)Online publication date: 27-Nov-2024
  • (2023)"I Am a Mirror Dweller": Probing the Unique Strategies Users Take to Communicate in the Context of Mirrors in Social Virtual RealityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581464(1-19)Online publication date: 19-Apr-2023
  • (2022)User Performance in Virtual Reality Environments: The Capability of Immersive Virtual Reality Systems in Enhancing User Spatial Awareness and Producing Consistent Design ResultsSustainability10.3390/su14211412914:21(14129)Online publication date: 29-Oct-2022
  • (2019)Finding the Optimal D/H Ratio for an Enclosed Urban Square: Testing an Urban Design Principle Using Immersive Virtual Reality Simulation TechniquesInternational Journal of Environmental Research and Public Health10.3390/ijerph1605086516:5(865)Online publication date: 9-Mar-2019

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