Abstract (EN):
Virtual Reality (VR) is gradually becoming a part of the life of the average person as hardware prices become more affordable for the end user. A growing variety of hardware allows users to engage in a series of immersive experiences for ludic, educational or even professional activities. In this regard, the diversity of affordable solutions could provide an alternative to highly immersive, but expensive environments such as, CAVE experiences [1]. The development of VR technologies is starting to spread its influence to the AECO (Architecture, Engineering, Construction and Operations) sector through the creation of new work methodologies and techniques, as well as original interfaces for communication. Creating new tools for the discussion of topics and providing collaborative work among participants with different backgrounds provides opportunities not only for the industry, but also for applications in education. The development of VR applications and its outcomes, regarding the acceptance (or lack of it) from the students will be the focus of this paper. The description of three case studies will be fully detailed, providing data analysis from each one of the tests conducted.
Language:
English
Type (Professor's evaluation):
Scientific
No. of pages:
8