A Comparative Evaluation of Visual Perception of Architectural Environments in the Human-Computer Interaction Technologies
Subject Areas :Shahin Bahadori 1 , Asem Sharbaf 2 *
1 - Tabriz branch, Islamic Azad University, Tabriz, Iran.
2 - Assistant Professor, Faculty of Architecture, Department of Digital Technology, Islamic Art University of Tabriz, Iran.
Keywords: Visual perception, Architectural environment, Computer-based environment, Virtual reality, Augmented reality.,
Abstract :
Visual perception of architectural environments requires a deep understanding of concepts that are challenging to acquire only through traditional methods. Therefore, human-computer interaction (HCI) technologies can be used in this field. Among the most essential methods of experiencing architectural space are the virtual environment within the computer, virtual reality, and augmented reality. The purpose of this article is to measure the quality of visual perception of architectural environments using modern digital and computer-based methods. A descriptive-analytical research methodology was employed to achieve the desired goals. The visual perception of the architectural environment was analyzed to identify influential indicators at the cognitive and interpretative component levels. Each component was subdivided into five sub-components according to the literature review, which thoroughly examines all available literature and theories to direct the research. A Likert scale survey questionnaire was used with a statistical sample of 100 people. The questionnaire items were assessed for reliability using Cronbach's alpha coefficient of 0.854, and the questionnaire data were analyzed using SPSS software. Based on the obtained results, virtual reality has the most significant effect on the visual understanding of the architectural environment in the interpretation component. Augmented reality and computer-based environments are next in terms of audience acceptance. Computer-based environments and virtual reality showed superior performance in the cognitive section, while audiences were less receptive to augmented reality.
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