Research Article
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Building Surveying Experience of Architecture Students in Safranbolu Tannery using Virtual Reality

Year 2024, Volume: 36 Issue: 1, 35 - 47, 28.03.2024
https://doi.org/10.35234/fumbd.1322782

Abstract

Historical buildings damaged due to natural disasters and man-made destruction are restored to have the most similar appearance to their original state. At the same time, architecture students conduct research and gather information on these buildings to learn about the restoration process. However, conditions such as pandemics, diseases, dangers, and adverse weather conditions that restrict accessibility prevent students from accessing these buildings. This study aims to overcome the access difficulties experienced by architecture students during the examination of historical buildings in the restoration courses by utilizing Virtual Reality (VR) and especially to teach the measurement techniques in the restoration course in a virtual environment with remote access. Within the scope of the study, the Historic Safranbolu Tannery Building, whose data collection process was completed before restoration, was modeled with its actual dimensions, and transferred to the VR environment. For students to work together interactively in this building, we implemented virtual versions of traditional measuring tools such as tape measure, water hose, plumb and whiteboard into the system. Thus, unlike other studies in the literature in the field of architectural restoration, a virtual educational environment has been created in which multiple students interact with each other simultaneously as if they were in the same environment, despite being in physically different environments. In the post-experiment questionnaires, it was observed that the participants generally had a positive perspective on the developed method. The system achieved an average score of 88.62% across a comprehensive set of 14 statements within the questionnaire. These findings indicate that VR presents a valuable opportunity for practical training in restoration courses, particularly when face-to-face education is not accessible.

Project Number

2020-1-TR01-KA226-HE-098433

References

  • Donath D, Thurow T. Integrated architectural surveying and planning: methods and tools for recording and adjusting building survey data. Autom Constr. 2007;16:19–27.
  • Maghool SAH, Moeini SH (Iradj), Arefazar Y. An educatıonal application based on virtual reality technology for learning architectural details: challenges and benefıts. International Journal of Architectural Research: ArchNet-IJAR. 2018;12:246-272.
  • Jumani AK, Siddique WA, Laghari AA, Abro A, Khan AA. Virtual reality and augmented reality for education. Multimedia Computing Systems and Virtual Reality. CRC Press, 2022;189–210.
  • Embaby, Mohga E. Heritage conservation and architectural education: An educational methodology for design studios. HBRC Journal, 2014;10(3):339-350.
  • ICOMOS, UK. Guidelines on education and training in the conservation of monuments, ensembles and sites. London; ICOMOS, 1993.
  • Arrighi G, See ZS, Jones D. Victoria theatre virtual reality: a digital heritage case study and user experience design. Digital applications in archaeology and cultural heritage. 2021;21:e00176.
  • Ferwati MS, El Menshawy S. Virtual reconstruction of the historic city of Al-Zubarah in Qatar. Digital applications in archaeology and cultural heritage. 2021;21:e00177.
  • Fukuda T, Ban H, Yagi K, Nishiie J. Development of high-definition virtual reality for historical architectural and urban digital reconstruction: a case study of Azuchi Castle and Old Castle Town in 1581. Communications in Computer and Information Science. Springer Verlag; 2015;75–89.
  • Oudatzi K. Virtual reality in restoration of historic buildings: 3d model projection of the restoration project of Alaca Imaret Cami with intuitive and interactive application through hyper realism technology. In: 2010 16th International Conference on Virtual Systems and Multimedia; 20-23 Oct. 2010; Seoul, Korea: IEEE. pp. 361–364.
  • Daşdemir Y. A brain-computer interface with gamification in the Metaverse. Dicle Üniversitesi Mühendislik Fakültesi Mühendislik Dergisi. 2021;12(4):645–652.
  • Zhang Y, Liu H, Kang S-C, Al-Hussein M. Virtual reality applications for the built environment: Research trends and opportunities. Autom Constr. 2020;118:103311.
  • Radianti J, Majchrzak TA, Fromm J, Wohlgenannt I. A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Comput Educ. 2020;147:103778.
  • Özacar K, Ortakcı Y, Küçükkara MY. VRArchEducation: Redesigning building survey process in architectural education using collaborative virtual reality. Comput Graph. 2023;113:1–9.
  • Walmsley AP, Kersten TP. The imperial cathedral in Königslutter (Germany) as an immersive experience in virtual reality with integrated 360° panoramic photography. Applied Sciences. 2020;10(4):1517.
  • Hrozek F, Sobota B, Szabó C. Digital preservation of historical buildings using virtual reality technologies. Open Computer Science. 2012;2:272–282.
  • Kersten TP, Tschirschwitz F, Deggim S. Development of a virtual museum including a 4D presentation of building history in virtual reality. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. 2017;2/W3:361–367.
  • Erbaş E, Tuncel D. Kültür Varlıklarının Sanal Ortamda Yeniden İşlevlendirilmesi: Yerebatan Sarnıcı Örneği. European Journal of Science and Technology. 2022;41:362-372
  • De Paolis LT, Faggiano F, Gatto C, Barba MC, De Luca V. Immersive virtual reality for the fruition of ancient contexts: The case of the archaeological and Naturalistic Park of Santa Maria d’Agnano in Ostuni. Digital Applications in Archaeology and Cultural Heritage. 2022;27:e00243.
  • Şahbaz E. VR-based interactive learning in architectural education: a case on Safranbolu Historical Bathhouse. Iconarp International Journal of Architecture and Planning. 2020;8:342–356.
  • Bashabsheh AK, Alzoubi HH, Ali MZ. The application of virtual reality technology in architectural pedagogy for building constructions. Alexandria Engineering Journal. 2019;58:713–723.
  • Williams J, Orooji F, Aly SJ. Integration of virtual reality (vr) in architectural design education: exploring student experience. In: ASEE Annual Conference and Exposition; 15-19 June 2019;Tampa, Florida, USA:ASEE. 27354:1-11.
  • Erkan İ. Investigation of the contribution of virtual reality to architectural education. Art, Design & Communication in Higher Education. 2020;19:221–240.
  • A. Aboushal E, Salah Gharib M. The future of architectural education in Egypt:Architecture pedagogy focuses on educational concepts and approaches. Engineering Research Journal. 2021;171:301–313.
  • Ibrahim A, Al-Rababah AI, Bani Baker Q. Integrating virtual reality technology into architecture education: the case of architectural history courses. Open House International. 2021;46:498–509.
  • Jenek W, Caldwell G, Donovan J, Garcia Hansen V, Adcock M, Xi M, et al. Media architecture in architecture studio education capturing dynamics in the process: exploring how architecture students design with virtual design environments tools. In: MAB20: Media Architecture Biennale 20; 28 June - 2 July 2021; Amsterdam and Utrecht, Netherlands: pp. 200–204.
  • Anifowose H, Yan W, Dixit M. BIM LOD + Virtual Reality - Using game engine for visualization in architectural & construction education. CoRR. 2022;abs/2201.09954.
  • Safikhani S, Keller S, Schweiger G, Pirker J. Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review. Int J Digit Earth. 2022;15:503–526.
  • Fidan F. Safranbolu’da tabakhane bölgesi örneğinde endüstriyel alanların incelenmesi, kamusal fonksiyonlarla yeniden değerlendirilmesi. Yüksek Lisans Tezi. Yıldız Teknik Üniversitesi; İstanbul, Türkiye, 2011.
  • MRTK-Unity Developer Documentation - MRTK 2 | Microsoft Docs. https://docs.microsoft.com/en-us/windows/mixed-reality/mrtk-unity/mrtk2/?view=mrtkunity-2022-05. Erişim Tarihi 21 Haziran 2022.
  • Photon. https://www.photonengine.com/. Erişim Tarihi 20 Haziran 2022.
  • Oculus VR, 2021. https://developer.oculus.com/blog/meta-avatars-sdk-now-available/. Erişim Tarihi 20 Haziran 2022.
  • Karaoglan-Yilmaz FG, Yilmaz R, Zhang K, Ustun AB. Development of educational virtual reality attitude scale: A validity and reliability study. Virtual Reality. 2023;27:1875-1885

Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi

Year 2024, Volume: 36 Issue: 1, 35 - 47, 28.03.2024
https://doi.org/10.35234/fumbd.1322782

Abstract

Doğal afetler ve insan kaynaklı tahribatlar sebebi ile zarar gören tarihi yapılar ilk haline en yakın bir görünüme kavuşacak şekilde restore edilmektedir. Aynı zamanda mimarlık öğrencileri bu yapılar üzerinde restorasyon süreçlerini öğrenmek için araştırmalar yapmakta ve bilgi toplamaktadır. Fakat erişebilirliği kısıtlayan pandemi, hastalık, tehlike ve olumsuz hava gibi koşullar öğrencilerin bu yapılara erişmelerini engellemektedir. Bu çalışma, mimarlık öğrencilerinin restorasyon derslerinde tarihi yapıları inceleme sırasında yaşadıkları erişim zorluklarını Sanal Gerçeklik (SG) teknolojisinden faydalanarak gidermeyi ve özellikle öğrencilere uzaktan erişimle, restorasyon dersindeki ölçme tekniklerini sanal ortamda uygulamalı olarak öğretmeyi amaçlamaktadır. Çalışma kapsamında, restorasyon öncesi veri toplama işlemi tamamlanmış olan Tarihi Safranbolu Tabakhane Binası gerçek ölçüleri ile modellenmiş ve sanal gerçeklik ortamına aktarılmıştır. Öğrencilerin bu binada etkileşimli olarak beraber çalışabilmeleri için geleneksel ölçme araçları olan metre, su hortumu, şakül ve yazı tahtasının sanal versiyonları sisteme entegre edilmiştir. Böylece mimari restorasyon alanında literatürde yer alan diğer çalışmalardan farklı olarak, birden fazla öğrencinin fiziksel olarak farklı ortamlarda olmalarına rağmen aynı ortamdaymış gibi eş zamanlı olarak birbirleriyle etkileşimde bulunduğu, sesli ve görsel iletişim kurabildikleri sanal bir eğitim ortamı oluşturulmuştur. Kullanıcı deneyi sonrası yapılan anketlerde, öğrencilerin geliştirilen yönteme genellikle olumlu bakış açısı sergiledikleri ve anketteki toplam 14 ifadenin puanlamasında sistemin %88,62’lik bir puan ortalamasına ulaştığı gözlemlenmiştir. Sonuçlar, sanal gerçekliğin yüz yüze eğitime ulaşımın olmadığı durumlarda, restorasyon derslerine yönelik uygulamalı bir eğitim fırsatı sunduğunu ortaya koymaktadır.

Supporting Institution

Ulusal Ajans

Project Number

2020-1-TR01-KA226-HE-098433

Thanks

Bu çalışma Türkiye Ulusal Ajansı tarafından Erasmus+ Yükseköğretim Programı 2020 Yılı Ana Eylem – KA226 Dijital Eğitime Hazırlık İçin Ortaklıklar çağrısı kapsamında yer alan “Digitizing Architectural Restoration Education through Virtual Reality” isim ve 2020-1-TR01-KA226-HE-098433 proje numarası ile desteklenmiştir.

References

  • Donath D, Thurow T. Integrated architectural surveying and planning: methods and tools for recording and adjusting building survey data. Autom Constr. 2007;16:19–27.
  • Maghool SAH, Moeini SH (Iradj), Arefazar Y. An educatıonal application based on virtual reality technology for learning architectural details: challenges and benefıts. International Journal of Architectural Research: ArchNet-IJAR. 2018;12:246-272.
  • Jumani AK, Siddique WA, Laghari AA, Abro A, Khan AA. Virtual reality and augmented reality for education. Multimedia Computing Systems and Virtual Reality. CRC Press, 2022;189–210.
  • Embaby, Mohga E. Heritage conservation and architectural education: An educational methodology for design studios. HBRC Journal, 2014;10(3):339-350.
  • ICOMOS, UK. Guidelines on education and training in the conservation of monuments, ensembles and sites. London; ICOMOS, 1993.
  • Arrighi G, See ZS, Jones D. Victoria theatre virtual reality: a digital heritage case study and user experience design. Digital applications in archaeology and cultural heritage. 2021;21:e00176.
  • Ferwati MS, El Menshawy S. Virtual reconstruction of the historic city of Al-Zubarah in Qatar. Digital applications in archaeology and cultural heritage. 2021;21:e00177.
  • Fukuda T, Ban H, Yagi K, Nishiie J. Development of high-definition virtual reality for historical architectural and urban digital reconstruction: a case study of Azuchi Castle and Old Castle Town in 1581. Communications in Computer and Information Science. Springer Verlag; 2015;75–89.
  • Oudatzi K. Virtual reality in restoration of historic buildings: 3d model projection of the restoration project of Alaca Imaret Cami with intuitive and interactive application through hyper realism technology. In: 2010 16th International Conference on Virtual Systems and Multimedia; 20-23 Oct. 2010; Seoul, Korea: IEEE. pp. 361–364.
  • Daşdemir Y. A brain-computer interface with gamification in the Metaverse. Dicle Üniversitesi Mühendislik Fakültesi Mühendislik Dergisi. 2021;12(4):645–652.
  • Zhang Y, Liu H, Kang S-C, Al-Hussein M. Virtual reality applications for the built environment: Research trends and opportunities. Autom Constr. 2020;118:103311.
  • Radianti J, Majchrzak TA, Fromm J, Wohlgenannt I. A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Comput Educ. 2020;147:103778.
  • Özacar K, Ortakcı Y, Küçükkara MY. VRArchEducation: Redesigning building survey process in architectural education using collaborative virtual reality. Comput Graph. 2023;113:1–9.
  • Walmsley AP, Kersten TP. The imperial cathedral in Königslutter (Germany) as an immersive experience in virtual reality with integrated 360° panoramic photography. Applied Sciences. 2020;10(4):1517.
  • Hrozek F, Sobota B, Szabó C. Digital preservation of historical buildings using virtual reality technologies. Open Computer Science. 2012;2:272–282.
  • Kersten TP, Tschirschwitz F, Deggim S. Development of a virtual museum including a 4D presentation of building history in virtual reality. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. 2017;2/W3:361–367.
  • Erbaş E, Tuncel D. Kültür Varlıklarının Sanal Ortamda Yeniden İşlevlendirilmesi: Yerebatan Sarnıcı Örneği. European Journal of Science and Technology. 2022;41:362-372
  • De Paolis LT, Faggiano F, Gatto C, Barba MC, De Luca V. Immersive virtual reality for the fruition of ancient contexts: The case of the archaeological and Naturalistic Park of Santa Maria d’Agnano in Ostuni. Digital Applications in Archaeology and Cultural Heritage. 2022;27:e00243.
  • Şahbaz E. VR-based interactive learning in architectural education: a case on Safranbolu Historical Bathhouse. Iconarp International Journal of Architecture and Planning. 2020;8:342–356.
  • Bashabsheh AK, Alzoubi HH, Ali MZ. The application of virtual reality technology in architectural pedagogy for building constructions. Alexandria Engineering Journal. 2019;58:713–723.
  • Williams J, Orooji F, Aly SJ. Integration of virtual reality (vr) in architectural design education: exploring student experience. In: ASEE Annual Conference and Exposition; 15-19 June 2019;Tampa, Florida, USA:ASEE. 27354:1-11.
  • Erkan İ. Investigation of the contribution of virtual reality to architectural education. Art, Design & Communication in Higher Education. 2020;19:221–240.
  • A. Aboushal E, Salah Gharib M. The future of architectural education in Egypt:Architecture pedagogy focuses on educational concepts and approaches. Engineering Research Journal. 2021;171:301–313.
  • Ibrahim A, Al-Rababah AI, Bani Baker Q. Integrating virtual reality technology into architecture education: the case of architectural history courses. Open House International. 2021;46:498–509.
  • Jenek W, Caldwell G, Donovan J, Garcia Hansen V, Adcock M, Xi M, et al. Media architecture in architecture studio education capturing dynamics in the process: exploring how architecture students design with virtual design environments tools. In: MAB20: Media Architecture Biennale 20; 28 June - 2 July 2021; Amsterdam and Utrecht, Netherlands: pp. 200–204.
  • Anifowose H, Yan W, Dixit M. BIM LOD + Virtual Reality - Using game engine for visualization in architectural & construction education. CoRR. 2022;abs/2201.09954.
  • Safikhani S, Keller S, Schweiger G, Pirker J. Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review. Int J Digit Earth. 2022;15:503–526.
  • Fidan F. Safranbolu’da tabakhane bölgesi örneğinde endüstriyel alanların incelenmesi, kamusal fonksiyonlarla yeniden değerlendirilmesi. Yüksek Lisans Tezi. Yıldız Teknik Üniversitesi; İstanbul, Türkiye, 2011.
  • MRTK-Unity Developer Documentation - MRTK 2 | Microsoft Docs. https://docs.microsoft.com/en-us/windows/mixed-reality/mrtk-unity/mrtk2/?view=mrtkunity-2022-05. Erişim Tarihi 21 Haziran 2022.
  • Photon. https://www.photonengine.com/. Erişim Tarihi 20 Haziran 2022.
  • Oculus VR, 2021. https://developer.oculus.com/blog/meta-avatars-sdk-now-available/. Erişim Tarihi 20 Haziran 2022.
  • Karaoglan-Yilmaz FG, Yilmaz R, Zhang K, Ustun AB. Development of educational virtual reality attitude scale: A validity and reliability study. Virtual Reality. 2023;27:1875-1885
There are 32 citations in total.

Details

Primary Language Turkish
Subjects Interactive Narrative, Virtual and Mixed Reality
Journal Section MBD
Authors

Muhammed Yusuf Küçükkara 0000-0003-0600-3651

Kasım Özacar 0000-0001-7637-0620

Yasin Ortakcı 0000-0002-0683-2049

Project Number 2020-1-TR01-KA226-HE-098433
Publication Date March 28, 2024
Submission Date July 4, 2023
Published in Issue Year 2024 Volume: 36 Issue: 1

Cite

APA Küçükkara, M. Y., Özacar, K., & Ortakcı, Y. (2024). Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi. Fırat Üniversitesi Mühendislik Bilimleri Dergisi, 36(1), 35-47. https://doi.org/10.35234/fumbd.1322782
AMA Küçükkara MY, Özacar K, Ortakcı Y. Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi. Fırat Üniversitesi Mühendislik Bilimleri Dergisi. March 2024;36(1):35-47. doi:10.35234/fumbd.1322782
Chicago Küçükkara, Muhammed Yusuf, Kasım Özacar, and Yasin Ortakcı. “Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi”. Fırat Üniversitesi Mühendislik Bilimleri Dergisi 36, no. 1 (March 2024): 35-47. https://doi.org/10.35234/fumbd.1322782.
EndNote Küçükkara MY, Özacar K, Ortakcı Y (March 1, 2024) Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi. Fırat Üniversitesi Mühendislik Bilimleri Dergisi 36 1 35–47.
IEEE M. Y. Küçükkara, K. Özacar, and Y. Ortakcı, “Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi”, Fırat Üniversitesi Mühendislik Bilimleri Dergisi, vol. 36, no. 1, pp. 35–47, 2024, doi: 10.35234/fumbd.1322782.
ISNAD Küçükkara, Muhammed Yusuf et al. “Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi”. Fırat Üniversitesi Mühendislik Bilimleri Dergisi 36/1 (March 2024), 35-47. https://doi.org/10.35234/fumbd.1322782.
JAMA Küçükkara MY, Özacar K, Ortakcı Y. Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi. Fırat Üniversitesi Mühendislik Bilimleri Dergisi. 2024;36:35–47.
MLA Küçükkara, Muhammed Yusuf et al. “Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi”. Fırat Üniversitesi Mühendislik Bilimleri Dergisi, vol. 36, no. 1, 2024, pp. 35-47, doi:10.35234/fumbd.1322782.
Vancouver Küçükkara MY, Özacar K, Ortakcı Y. Mimarlık Öğrencilerinin Sanal Gerçeklik Ortamında Safranbolu Tabakhanesinde Rölöve Alma Deneyimi. Fırat Üniversitesi Mühendislik Bilimleri Dergisi. 2024;36(1):35-47.