Journal of Information Technology and Application in Education (JITAE)
JITAE Vol.1 No. 1 2012 PP.19-27 www.jitae.org © World Academic Publishing
- 19 -
Augmented Reality in Architecture Degree New
Approaches in Scene Illumination and User
Evaluation
Dr. Ernest Redondo
1
, Dr. David Fonseca
2
, Prof. Albert Sánchez
3
, Prof. Isidro Navarro
1
1
Departamento de Expresión Gráfica Arquitectónica I. Universidad Politécnica de Cataluña
Barcelona Tech. Escuela Técnica Superior de Arquitectura de Barcelona, ETSAB
Avda Diagonal 649, 2. 08028. Barcelona, Spain
2
Arquitectura La Salle, Universitat Ramon Llull
C/ Quatre Camins 2. 08022. Barcelona, Spain
3
Departamento de Expresión Gráfica Arquitectónica II. Universidad Politécnica de Cataluña. Escuela Politécnica Superior de
Edificación de Barcelona. EPSEB
C/. Gregorio Marañón, 44-50, 3. 08028. Barcelona, Spain
1
ernesto.redondo@upc.edu;
2
fonsi@salle.url.edu;
3
asri@telefonica.net;
1
isidro.navarro@upc.edu
Abstract- In this paper we report our experience in designing,
developing and evaluating new didactic methods, in order to help
students to improve their spatial and graphical skills. Specifically,
in this educational research investigation, the goal is to evaluate
the use of Augmented Reality (AR) in architecture, urbanism, to
build construction and interior design of undergraduate, and to
master students learning processes. We have used mobile phones,
laptops, as well as low cost AR applications.
Keywords- Augmented Reality; Education Research;
Architectural Graphic Representation; User Experience;
Technology in Education
I. INTRODUCTION
The main objective of this study is to assess the degree of
satisfaction and integration of students using new visual
technologies associated with mobile devices in the process of
architectural design. To evaluate our objectives, we reviewed
the state of the art related to the use of surveys to describe the
user profile and to evaluate their satisfaction using new
technologies, and the application of new technologies in the
educational framework, as well as the degree of
implementation of a specific technology such AR in
heterogeneous frameworks and professional training.
II. STATE OF THE ART
A. Advanced Technology in Teaching Experiences
The emergence of new communications technologies in all
areas of society has created a new situation in the specific
framework of the education and how we can integrate these
technologies into the dynamic role of teaching. The constantly
development of these digital technologies allows new models
of information and requires user's skills improvement to
manage all type of data in digital environments. These types of
skills are often referred as “digital literacy” [1, 2]. As described
[3], we can find a detailed description of the main skills
ranging from cognitive to motor, sociological, and emotional.
Some tasks required in this framework include the interaction
with different displays and user interfaces, using digital
reproductions or hyper-textual navigation to obtain a better
mastering and experience with computer programs and
navigation [4].
We can begin to find solutions implemented in pre-
university education that relate to higher education, especially
in areas where the use of visual information is very important
such as in the frameworks of multimedia, design,
communication, or architecture and in any other area of higher
education [5]. Some examples are the use of whiteboards,
interactive books, social media and other eLearning resources
[6], and more advanced systems in the visualization of 3D
models, buildings and spaces in the architecture education, as
interactive models, spatial analysis or new 3D mobile
interactions [7] using AR, one technology with a great
development in the last years [8].
The introduction of more user-friendly technology (such as
mobile phones, tablet, social networks, etc.), in the learning
process is an educational strategy that removes the traditional
and bored lectures. With these new methodologies the teacher
achieves greater motivation in the monitoring of contents, a
new interface to share educational material that allows a work
timeless and adaptation to the professional technologies by the
students.
B. Designing User Test
A basic topic in the experimentation and research of
scientific hypotheses based on the user's response lies in the
adequate design and use of different “test of user” or “survey of
profile” that allows the extraction of data to study.
A common mistake is to simplify these studies to the
concept of “usability”. We could understand it as the interaction
of a physical or virtual device with a user and his basic human
capabilities [9]. Therefore, we can state the difficulty in
establishing proper ways and adapt the study to test, measure,
evaluate and compare measurable results that depend on the
user experience. These processes require defining methods,
metrics, processes and tools to measure how to fit each
experiment [10].
In the teaching framework, the type of test to use is usually
the main objective to determine usability of new learning
processes of the training project. This approach means that the
type of questions should be directed to the teaching