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Virtual reality architectural spaces and the shift of populace in online social vr platforms in 2020

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EN
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EN
Virtual reality and the digital architectural representations of buildings that exist in the cyber realm are gathering more and more users as their platforms develop spaces better suited for the virtual human. Design of sites and interiors is being carried out by both experienced creators and those completely lacking skill in spatial creativity. Research was conducted during the course of two record gathering sessions lasting two weeks each, one at the beginning of February in the year 2020, the other at the end of the year in the last two weeks of the month of November 2020. Information was gathered about the population status of the most visited worlds at those times, as well as their specificity in architectural design traits. Comparison of the data showed that humans who attend online social gatherings and interactions in virtual reality worlds shifted their favor from median traits to those representing more high-end quality at the end of the year. Demographics show a rise in the amount of users aged between 6-10, and 21-35, in comparison to that of the beginning of 2020 where the dominant age group was between 16 and 21 years old. The global lockdown due to the pandemic attracted people from the home office generation who preferred architectural spaces of higher quality, larger and more complex floor plans, and spatial representations of high-rise residential, nightlife and fictional spaces for virtual human to human socializing and interaction.
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1--12
Opis fizyczny
Bibliogr. 17 poz., rys., tab., wykr.
Twórcy
  • Bialystok University of Technology, Faculty of Architecture, ul. Oskara Sosnowskiego 11, 15-893, Białystok, Poland
Bibliografia
  • 1. Achten H.H., Vries de B., Jessurun J. (2000), DDDoolz – A Virtual Reality Sketchtool for Early Design, In: Proceedings of CAADRIA Conference, Singapore, p. 451-460.
  • 2. Asanowicz A. (2014), The phenomenology and philosophy of simulacra influence on the VR, “Architecturae et Artibus” Vol. 6, p. 5−8.
  • 3. Bum C.-H., Mahoney T.Q., Choi C. (2018), A Comparative Analysis of Satisfaction and Sustainable Participation in Actual Leisure Sports and Virtual Reality Leisure Sports, “Sustainability” Vol. 10, 3475.
  • 4. Fonseca D., Cavalcanti J., Peña E., Valls V., Sanchez-Sepúlveda M., Moreira F., Navarro I., Redondo E. (2021), Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education, “Sensors” Vol. 21, 3102.
  • 5. Gómez-Tone H.C., Bustamante Escapa J., Bustamante Escapa P., Martin-Gutierrez J. (2021), The Drawing and Perception of Architectural Spaces through Immersive Virtual Reality, “Sustainability” Vol. 13, 6223.
  • 6. Karuzaki E., Partarakis N., Patsiouras N., Zidianakis E., Katzourakis A., Pattakos A., Kaplanidi D., Baka E., Cadi N., Magnenat-Thalmann N., Ringas C., Tasiopoulou E., Zabulis X. (2021), Realistic Virtual Humans for Cultural Heritage Applications, “Heritage” Vol. 8, 4148-4171.
  • 7. Komarzyńska-Świeściak E., Adams B., Thomas L. (2021), Transition from Physical Design Studio to Emergency Virtual Design Studio. Available Teaching and Learning Methods and Tools—A Case Study, “Buildings” Vol. 11, 312.
  • 8. Kurkiewicz D. (2003), Wirtualna architektura – granica wyobraźni, „Czasopismo Techniczne. Architektura” Vol. 100, 8-A.
  • 9. Montag C., Diefenbach S. (2018), Towards Homo Digitalis: Important Research Issues for Psychology and the Neurosciences at the Dawn of the Internet of Things and the Digital Society, “Sustainability” Vol. 10, 415.
  • 10. Salwierz A., Szymczyk T. (2020), Methods of creating realistic spaces – 3D scanning and 3D modeling, “Journal of Computer Sciences Institute” Vol. 14, p. 101 – 108.
  • 11. Shao D., Lee I.-J. (2020), Acceptance and Influencing Factors of Social Virtual Reality in the Urban Elderly, “Sustainability” Vol. 12, 9345.
  • 12. Skoczylas O. (2018), Emotional reactions of the respondents compared to different ways of perceiving the square in front of the WICA building of the Lublin University of Technology, “Teka Komisji Architektury, Urbanistyki i Studiów Krajobrazowych” vol. 14, nr 3.
  • 13. Suchłocka K., Siewczyński B., Szot J. (2020), Architecture in the age of digitalization and coding meanings, “Przestrzeń i Forma” Vol. 44, p. 177-190.
  • 14. Świt-Jankowska B. (2010), Współczesne narzędzia pracy architekta a jakość nowo projektowanej przestrzeni mieszkalnej, „Architecturae et Artibus” Vol. 2, no. 2.
  • 15. Urbanowicz B., Szuliński T. (2020), Wirtualna rzeczywistość w architekturze. Zastosowania i korzyści, „Builder” Vol. 24, no. 2.
  • 16. Van N.T.T., Vrana V., Duy N.T., Minh D.X.H., Dzung P.T., Mondal S.R., Das S. (2020), The Role of Human–Machine Interactive Devices for Post-COVID- 19 Innovative Sustainable Tourism in Ho Chi Minh City, Vietnam, “Sustainability” Vol. 12, 9523.
  • 17. https://www.goldmansachs.com/insights/pages/technology-driving-innovation-folder/virtual-andaugmentedreality/report.pdf
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-691e129c-a4db-425e-81f3-ee3f7f1c8031
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