著者
石田 康平 野城 智也
出版者
日本建築学会
雑誌
日本建築学会計画系論文集 (ISSN:13404210)
巻号頁・発行日
vol.87, no.798, pp.1452-1462, 2022-08-01 (Released:2022-08-01)
参考文献数
10

The paper aims to clarify the value of MR as a tool for presenting information and promoting dialogue in the design process. First, we constructed an MR-based information presentation tool, which was exhibited in the event space. After that, we conducted user observation and analyzed the scenes. The effectiveness of MR was recognized as a tool to induce users to view information in a way that the information presenters intended through experiential sequences, and to make it easier for users of the tool to clarify the main and sub-information through looping in the experience.
著者
石田 康平 千葉 学 田中 義之 酒谷 粋将
出版者
日本建築学会
雑誌
日本建築学会計画系論文集 (ISSN:13404210)
巻号頁・発行日
vol.86, no.781, pp.815-825, 2021 (Released:2021-03-30)
参考文献数
17

Mixed Reality (MR), which has been attracting attention in recent years, is a technology that allows digital information to be superimposed on real space. By using this technology, designers can place a 3D model of a design proposal in a real space, and proceed with the design while grasping the various information and elements that exist in the real space and the design proposal in an integrated manner. In addition, people who do not specialize in architectural design will be able to participate in the design process while smoothly grasping concrete spatial images of a proposal. This study examines the impact of the experience of space through such MR on the design process. First, we conducted design experiments using MR, where architectural students participated. The experimental conditions were set in which pairs worked together to design a rest area in the plaza at the University of Tokyo. Models, drawings, and MR were used as design tools. Then, the theoretical framework for MR space is organized. The possible effects of experience the complex relationship between real space elements and design proposals in MR space on changing perceptions of the design subject are discussed. In this study, we organized the existing theories of VR and MR space, and some cases where visual information in MR space has influenced the design are considered. After that, a few cases of non-visual information in MR space influenced the design are discussed. We considered the influence of the experience of MR space on the design of relationships, and in conclusion, confirmed the two values of MR in the design process. First, through the experience of MR space, not only it becomes possible to grasp the design object in an integrated manner with the surrounding space, but also the MR design plan contributes to the formation of a frame to recapture the surrounding environment. That leads to the discovery of hidden elements of space that were previously unrecognized. The possibility of MR as a tool that can consider and develop a design proposal while flexibly reframe according to the situation without strictly setting the frame that captures the target in the design tool construction stage is pointed out. Second, by discovering the elements of the visible space and the relationships between them through MR, it would become possible to focus on the non-visual elements that exist in the surrounding space. This would point out the usefulness of MR, which makes it possible to examine design proposals under a lot of information and conditions while capturing a wider and more detailed target. In the future, it will be necessary to conduct research that will give designers a clearer spatial image that is even closer to the real space. It is necessary to acquire the knowledge to seamlessly integrate online and offline information, we need to find an appropriate balance in integrating digital information and real-world information.
著者
石田 康平 酒谷 粋将 田中 義之 千葉 学
出版者
日本建築学会
雑誌
日本建築学会計画系論文集 (ISSN:13404210)
巻号頁・発行日
vol.84, no.761, pp.1579-1587, 2019 (Released:2019-07-30)
参考文献数
13
被引用文献数
1 4

Collaboration is becoming important in design process today. Design was for increasing the efficiency of industry in the past, and the role of design has been changed as the society has developed and as we have had various kinds of needs. The problems of design are getting complex. In order to tackle such problems, the importance of collaboration has increased. In this research, we focused on using VR as a design tool in collaboration, and this paper aims to clarify the possibility of VR which stands for virtual reality in the collaborative design process. We used HMD, which is one of the most famous tools for immersive virtual reality. It can work effectively in design process because it will help to imagine the designed space for many people who join the process and are not necessarily good at imagining the designed space. Design experiment was conducted in order to examine the effect of immersive VR on design process. 12 participants were divided into 6 pairs, and one person who is studying architecture in each group works as a designer, and the other works as a client. Through three critics in one experiment, a house was designed. Three preliminary consideration were conducted in order to analyze the result. First consideration was about virtual reality. Through the consideration, it is examined that the virtual reality experience can be regarded as substantially same as the real space experience, and it was also considered that HMD can give users such virtual experience of space. Second consideration was about experiencing the space with body sensations. The importance of the experience is considered through referring the definition of virtual reality and considering the relationship human body and space. Thirdly, it is pointed out that the move in the VR space is an important aspect of experiencing space. We focused on the design process of pair 1 and pair 6, because they include some noticeable scenes which should be discussed deeply, and three scenes are picked up and discussed. In first scene, we can see that it became easier for users to give feedback to designed architecture based on their own taste or needs. In second scene, it has seen that user’s hidden needs were revealed and the user’s frame of needs has changed through the experience of VR space. In third scene, we can see that it became easier for users to recognize the complex relationship of designed spaces by walking around and looking around in the VR space. It is concluded that immersive VR is the design tool which makes it easier for users to imagine the real space, to join the discussion more actively, to make the frame of user change and to recognize the relationship of multiple spaces through the move in the virtual space.