A Comparative Analysis of Architectural Experience in The Reality Continuum Based On Embodiment, Tactility and Affordance
A Comparative Analysis of Architectural Experience in The Reality Continuum Based On Embodiment, Tactility and Affordance
1. Introduction
Historically, in the architectural design process, two-dimensional drawings, physical
models, and materials have played a crucial role in visualising and experiencing the
space before it was built(Mindrup & Wells, 2020). The role played by the physical
model in this paradigm was important and preferred by many artists, architects, and
patrons throughout history for various structural and experiential properties.
Architects like Callimachus of Greece during the Hellenic period, Michelangelo and
the Medicis during the Renaissance, Antoni Gaudi during art nouveau, Frei Otto
during Modernism and Alvar Alto, Peter Zumthor, Rem Koolhas in the post-modern
to present day have explored the physical materiality and spatial qualities with
physical models of varying typology and scale. In the past 30 years, with the
development of technology, computer-aided design (CAD), 3D modelling
capabilities, building information modelling (BIM) and photorealistic visualizations
have grown and have developed on an unprecedented scale. Consequently, these
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70 A. DAS, L. B. FICH AND C. B. MADSEN
2. Methods
French Philosopher Maurice Merleau-Ponty, in his seminal work, represented the
“body” not only from the sole anatomical perspective or a static passive entity but as
an entry point to explore reality; the body as a tool with certain affordances that helps
us experience our immediate world(Hale, 2017). In this case, the body acts as a
compass of navigation in our immediate world, be it virtual or real. On a very similar
note, for the ocular-centric approach to architectural experience, renaissance master
Michelangelo often used the metaphor “seste negli occhi” or compass in the eyes
emphasizing the importance of appearance and the degree of realism that
encompassed architectural representation(Conforti et al., 2020). Through these ideas
“body as a compass” and “eye as a compass” we would like to like to explore the
importance of movement, visual quality, and embodiment in spatial cognition.
In this experiment, participants needed to experiment with a single architectural
project in different modalities. An architectural project was chosen among three
shortlisted projects showing enough spatial complexity and consisting of volumes of
different scales. In this case, it is a model of an institutional building made for a
cultural icon. Physical and mesh models were made of the same in 1:200 scale of
similar material appearance. In this case, the material was chosen to be white material
without any resemblance to any physical material that might have been used on the
building. Regarding the level of detail, this model could be classified as a LOD 300
model.
are from academia with a range of research assistants, assistant and associate
professors and PhD fellows.
3. Design Experimentation
Though the visual perception of the space appears as the primary stimuli or the
gateway to experience the architecture it is a multisensory and tactile
discourse(Pallasmaa, 2012). Spatial volumes alone can evoke certain emotions but
our bodily interactions like walking, touching, and smelling can append/modify our
base understanding of the space. This sensory-motor coupling helps us create a better
understanding of the world(Hostetter & Alibali, 2008). Often through computer
graphics and visualization, we tend to compress this multisensory experience into an
ocular-centric experience which is essentially the case of immersive virtual reality or
augmented reality-based representation.
In this design experiment, the participants have experienced one space in different
modalities which are spread over the reality continuum encompassing a different
level of embodied cognition. Each participant in this experiment went through 6
different modes of representations of the space: physical model in 1:200 scale, VR
model in 1:200 scale, 3D models in 1:200 scale with passthrough enabled which has
the controls and visual qualities of Arkio but seems like an AR, VR model in 1:1
scale, AR model through Hololens2 and AR model through an iPad. For each mode
participants got two minutes to explore the model once they became comfortable with
navigation in that mode. In each participant’s case, the order of the modalities was
shuffled to ensure a non-biased opinion on the experience itself. To ensure the
participant can navigate the model space, three control questions were asked at each
stage; if they can clearly see the model, if they can navigate with ease and if they feel
at ease with the modality and the environment; once they were comfortable the
experiment continued. The experiment was conducted in a studio space where
students usually work with physical models and projects with which the participants
are familiar. This choice was made to ensure the experiment space should not hinder
the movement of the participants. After each participant went through all six
modalities, a questionnaire was presented to the participants to record their
experience which had both qualitative and quantitative parameters.
4. Results
The results of the experiment gave insight into how different modalities can offer
different experiences on the same model. According to the post-experiment
questionnaire, 71% of preferred the 1:200 scale model as the most favourable
exploratory medium while 29% preferred the VR 1:1 model. But as a second
preference, 66% chose VR 1:1 model. On the other hand, 71% of participants ranked
74 A. DAS, L. B. FICH AND C. B. MADSEN
A similar observation was found in the case of AR-based visualizations but in this
case, participants chose to walk around the model as picking up in the model was not
a viable solution, but the patterns of the movement are different in nature. In the case
of Hololens2-based AR, participants mostly walked around in mostly circular pattern
while looking at the model from a distance (Fig. 4).
movement.
In the case of VR 1:200, the observation was like the physical model; participants
picked up the model and put it up at eye level while rotating the model itself. But in
the passthrough mode, participants were observed to move around more around the
model as they were made aware of their surroundings (See Fig. 6). This phenomenon
happened despite the participants knowing they were within a safe boundary, and
they could be warned if they wanted to leave the same.
But in the case of VR 1:1, participants observed some difficulties as they could
not walk around a large model or climb up a stair in the model. In the 1:1 mode, the
participants need to “teleport” themselves in the model using the joystick, which
resembles jumping movement in the real world and deters the participants from
exploring the model compared to the other modes. Often in this mode participants
found themselves lost in the model. This effect is known to be present in the VR and
causes disorientation of the participant in the space as the participant is not using their
body to move around causing a disjunction between sensory and motor
function(Prithul et al., 2021).
Figure 6: User Movement in VR & Passthrough
5. Discussion
In this experiment, it has firmly been ascertained that each of the modalities has its
benefits and limitations. The agency of the physical model is well established in the
architectural educational discourse which helps architects lean towards the physical
model given a choice. But VR is being used in most practices for its versatility in
scales and advantages over quick visualization, like how rapid prototyping disrupted
the manufacturing industry. But the limitation of movements in the VR environment
even in the commercially available tools sometimes hinders the purpose of the tool.
Due to technical development in the last two years, VR headsets have leapt forward
towards modes like passthrough which allows the user to the ground reality while
seeing the model in the device. These modes enable the user to be “present” their
reality and still view the models in another reality thus ranking higher on embodied
cognition. But again, the lack of haptic interaction with the model makes the physical
model much more viable for a quick study without the technological overload.
Though it has been found that AR is not being used in architectural offices(Das et
al., 2022) as actively as VR and physical models, their utility through low-cost
handheld devices could offer certain pertinent insight. These devices can be used to
view the model from the outside as well as can help to look inside the model
exposing the spatial configurations. But the visualization style for the AR
visualizations needs to be improved by a certain degree to make it a viable
alternative.
Based on the evidence presented it could be indicated that due to classical
architectural training, many architects might prefer the physical model but to explore
the space in detail, AR models could pose a significant opportunity for architects
using low-cost handheld devices. On the other hand, through VR one can study the
volumetric quality of the space better than a physical model or a screen. These
technologies are part of a spectrum, and their utility should be complemented by one
another based on the goals and relevant stages of architectural design, pertinent to the
advantages and affordances they provide.
Some technological development is focused on developing haptic interaction
devices for VR but another intermediate stage between the user and the object could
again create the distance between the object and the user. But similarly, if these
realities could overlap and inform one another in the architectural discourse, e.g., data
visualization over the physical model like pre-visualization of unbuilt works on-site,
hypothetically the acceptance of the technology could be increased by addressing the
value creation and haptic capability. In all these studies, material properties and
material representation play a lesser role due to technological limitations and an
understanding of the digital representation of materials. The graphical representation
of the models in computer graphics always reminds of a “finished” object while some
physical materials like cardboard or foam give a sense of “unfinished”(Rowe &
Bechthold, 2017). If this material representation can be obtained in mixed reality,
then the acceptance of the technology could be arguably higher.
Acknowledgements
The authors would like to thank all the participants for their time and involvement in
78 A. DAS, L. B. FICH AND C. B. MADSEN
the project; the CREATE workshop team who helped to create the models lent their
expertise in fabrication and a special thanks to Post-Doctoral Fellow Kasper Hald for
his help in establishing HTC Vive Tracking. We are also thankful to Square
Consultancy services who have generously allowed their model to be used in this
experiment.
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