The aim of this research was to develop a workflow for transforming architectural plans into an
interactive virtual reality (VR) visualisation, and to evaluate the added value of such a
presentation for the user. To that end, we conducted a literature review and developed a
workflow from 2D plans to a VR prototype in Unreal Engine 5 (UE5). We prepared a 3D model
of a house in Blender, optimised the geometry and materials, and imported the model into
UE5. For real-time lighting, we used Lumen and optimised the system for stable performance
in VR. We also implemented interactive features such as changing materials, turning lights on
and off, and simulating a day-night cycle. The experimental part comprised technical testing
and a user study with four participants (involving surveys and observation) to test the
formulated hypotheses regarding the user experience.
The results showed that the developed interactive VR application provides a realistic spatial
experience of the renovated house in real time. Stable performance was achieved on a modern
PC as well as on the Meta Quest 3 VR headset, enabling a smooth and comfortable user
experience with no occurrence of nausea. Users reported a significantly better spatial
understanding and faster decision-making regarding materials compared to 2D plans and
static renderings. The optimised lighting and adjusted navigation parameters allowed smooth
movement and reduced the likelihood of nausea. Surprisingly, however, the additional
interactive elements (e.g., opening doors and grabbable objects) did not significantly contribute
to user satisfaction, as users showed little interest in them.
In conclusion, all of the set objectives were achieved. The developed VR prototype
successfully translates the architectural design into a VR environment and demonstrably
improves users’ spatial understanding, speeding up the client’s decision-making before
renovation. Interactive architectural visualisation proved to be an effective tool in architectural
design. The presented workflow is replicable and applicable in practice, and the research
results open up possibilities for further optimisation of VR visualisations and interactions for an
even better user experience.
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