Applied Sciences
Applied Sciences
sciences
Article
Spatial Skills and Perceptions of Space: Representing 2D
Drawings as 3D Drawings inside Immersive Virtual Reality
Hugo C. Gómez-Tone 1, * , Jorge Martin-Gutierrez 2 , John Bustamante-Escapa 1
and Paola Bustamante-Escapa 1
1 Academic Department of Architecture, Universidad Nacional de San Agustín de Arequipa, Arequipa 04002,
Peru; jbustamantee@unsa.edu.pe (J.B.-E.); pbustamantees@unsa.edu.pe (P.B.-E.)
2 Department of Techniques and Projects in Engineering and Architecture, Universidad de La Laguna,
38071 Tenerife, Spain; jmargu@ull.edu.es
* Correspondence: hgomezt@unsa.edu.pe
Abstract: Rapid freehand drawings are of great importance in the early years of university studies of
architecture, because both the physical characteristics of spaces and their sensory characteristics can
be communicated through them. In order to draw architectural spaces, it is necessary to have the
ability to visualize and manipulate them mentally, which leads us to the concept of spatial skills; but
it also requires a development of spatial perception to express them in the drawings. The purpose
of this research is to analyze the improvement of spatial skills through the full-scale sketching of
architectural spaces in virtual immersive environments and to analyze spatial perception in reference
to the capture of spatial sensations in virtual immersive environments. Spatial skills training was
created based on the freehand drawing of architectural spaces using Head Mounted Displays (HMD)
and registered the spatial sensations experienced also using HMD, but only in previously modeled
realistic spaces. It was found that the training significantly improved orientation, rotation and
Citation: Gómez-Tone, H.C.; Martin- visualization, and that the sensory journey and experimentation of architectural spaces realistically
Gutierrez, J.; Bustamante-Escapa, J.; modeled in immersive virtual reality environments allows for the same sensations that the designer
Bustamante-Escapa, P. Spatial Skills initially sought to convey.
and Perceptions of Space: Representing
2D Drawings as 3D Drawings inside Keywords: spatial skills; spatial perception; immersive virtual reality; 3D drawing; sketching; architecture
Immersive Virtual Reality. Appl. Sci.
2021, 11, 1475. https://doi.org/
10.3390/app11041475
1. Introduction
Academic Editor: Enrico Vezzetti
Architectural professionals must efficiently communicate their ideas; therefore, they
Received: 15 December 2020
Accepted: 25 January 2021
must master graphic representation as it is the natural method of communication for the
Published: 6 February 2021
dissemination of their architectural designs. Among the various techniques of graphic
representation, freehand drawing or sketching are the most used by architects and designers
Publisher’s Note: MDPI stays neutral
to quickly capture and communicate the instant wave of ideas as they appear in their
with regard to jurisdictional claims in
mind [1]. In a design process, ideas develop incrementally from an abstract level to a
published maps and institutional affil- concrete level by moving from a schematic level to a detailed level [2], hence the need for
iations. rapid freehand sketches. The architecture student must learn in the first few months of
university this important communication tool, which is essential for the traditional process
of teaching architectural design and fundamental in the initial and conceptual phases
of design. Sketches continue to be the most significant tools [3], even above models or
Copyright: © 2021 by the authors.
physical scale models, which are difficult to modify during the stages of communication or
Licensee MDPI, Basel, Switzerland.
while debating the design. These scaled models pose a couple of serious complications:
This article is an open access article
they do not lend themselves to the observation of interior spaces [4], and their assemblage
distributed under the terms and is unnecessarily time-consuming.
conditions of the Creative Commons In addition to the communicative function, rapid freehand drawings allow us, through
Attribution (CC BY) license (https:// the lens of perception, to imagine how the designed architectural space might ultimately
creativecommons.org/licenses/by/ function [5]. It can even allow us to directly experience an architectural space despite
4.0/). not being physically inside or in front it. Spaces based on the observation of sketches
can be keenly perceived due to their ability to stimulate the observer into experiencing
new spatial realities. They allow the observer to perceive the represented space as if it
were real, permitting them to be able to walk around, observe the environment, enter
and exit at will, feel temperatures and textures, smell, etc. [6]. Although architecture
is perceived predominantly with our sense of sight, it is through all our senses that the
experience comes to complete fruition. It is represented through drawings that put a special
emphasis on form with parameters like measurements, proportion and scale, materials,
color, and so on. In the field of ephemeral architecture, it has taken a huge dimension
in the world of design in recent years. Currently, the representation of architecture has
reached its simplest and most effective expression calling on the senses and emotions
through forms and materiality, always seeking maximum expressiveness with a minimum
of space. In architectural education, the student must be able to perceive and interpret
sketches, not only in their exact forms, but also in sensory-based forms which respond
to a vital imperative in architectural studies: a special sensitivity to both the natural and
constructed environment.
In contrast to technical drawing, there is the act of drawing that is linked to natural
abilities and special skills, which complement the creative and design processes. The act of
drawing is not only about exteriorizing the pre-existing mental models [7], but it also deals
with the development of ideas while drawing and searching for new spatial relationships.
Fundamentally, this happens in the initial phases of the product’s creation process [3].
The technique of manual drawing is the essential catalyst for an action which involves
not only sight but also other senses that are found in the individual’s corporeal and uncon-
scious memory. This additionally allows for the reflection of past experiences [6] as well as
various mental, cognitive and imaginative processes, which are aimed at the draftsperson
so they are able to develop the skills required to manipulate the three dimensions.
Consequently, in order to draw architectural spaces, it is necessary to have the ability
to mentally visualize and manipulate them in any position and to know the techniques of
representation systems, which directly leads to the concept of spatial skills. Furthermore,
it is also necessary to develop one’s own spatial perception to capture the sensations
expressed in the drawings and express them in the designs.
1.2. The Importance of Spatial Skills and Perception in the Field of Architecture
For the design of three-dimensional spaces in real and virtual and interactive envi-
ronment, a balanced combination of spatial skills and spatial perception must be achieved.
Regarding spatial skills, it is suitable to have a good level in each of the components
because benefit the designer to draw in 3D. These components provide the designer the
ability to manipulate “mentally” the positions of the object and their parts, the relation-
ships between them and their volumetric properties which help the designer to draw in
3D, giving coherence and cohesion to the projected space. As for spatial perception in
Appl. Sci. 2021, 11, 1475 4 of 23
the field of architecture, the experience of space by means of the senses is given special
consideration so that the qualities which are not considered in the drawing, such as color,
texture, lighting and sounds, become fundamental, thus allowing for the development of
a spatial sensitivity. This type of sensitivity is understood as the unconscious awareness
of the body in the world as a result of intersubjective interactions, and the receptiveness
to the transitory amalgamation of sensory signals that make up the sense of place at a
given time [19].
About the balance between spatial skills and spatial perception (including spatial
sensibility and emotions) in the architectural field, it is given a human and poetic dimension
that can guide students towards the creation of spaces as embodied experiences, rather
than abstract constructions, therefore, the teaching of architecture issues should focus on
developing both skills equally, on the one hand the spatial skills and on the other the
spatial perception and sensitivity, especially at the beginning of the student’s education,
skills that should be consistent with the competences covered in the current architectural
pedagogy [20].
There are some studies that also link spatial skills with spatial creativity, a necessary
component to undergo architectural design, such as the research of Suh and Cho [21]. Their
research found a correlation between spatial visualization and mental rotation as three-
dimensional volumetric design is creatively generated, and in terms of spatial strategies,
individuals with high spatial skills show strengths in the formation of shapes, while those
with medium and low spatial skills show strengths in additional approaches of a simpler
nature. However, this research, like many others, has failed to establish a real and direct link
of spatial skills with spatial creativity and this is because the complexity of architectural
designs requires the interaction of multiple cognitive skills and not just one or two of
them [21]. The truth is that learning spatial skills is an important supporting strategy in
the pedagogy and teaching of architecture at the beginning of the student’s university
studies, such that it can then provide a basis on which to build more complex skills for
solving complex real-world problems. Nevertheless, they are not necessarily predictive of
academic success towards the end of a degree plan [20] due to the different cognitive skills
required, but they are definitely at the beginning stages of their studies when the student is
first learning to express their ideas through drawing.
Several authors mention that there is a direct relationship between academic perfor-
mance, motivation, and self-regulated learning. They state that the ability to effectively
visualize graphics in university drawing courses can affect academic performance [21–23].
A study conducted by Burton and Dowling [24] with high school students determined that
the ability to visualize, understood as the ability to understand spatial shapes and mentally
rotate them in two dimensions in relation to a model, was a predictor for determining a
student’s academic success. This was further supported by Potter, Potter, van Der Merwe,
Kaufman and Delacour [25], who concluded that the student’s ability to understand spatial
relationships in three dimensions influenced academic success. Both studies show that
there is a direct relationship between academic performance in engineering studies and
spatial abilities. In the specific case of a university degree in architecture, because it is
within the set of science, technology, engineering, arts and math (STEAM) disciplines and
because it has several subjects related to drawing and descriptive geometry, there is also the
same relationship in which spatial skills are fundamental to success in the initial courses
of design and drawing [26], although most research has focused largely on the field of
engineering and its relationship with spatial skills [27–29].
InInthe
thefields
fieldsofofengineering
engineeringand
andarchitecture,
architecture,virtual
virtualreality
realitytechnology
technologyisisapplied
appliedand
and
supported by the use of 3D modeling tools and visualization techniques as
supported by the use of 3D modeling tools and visualization techniques as part of the part of the
design process. VR allows architects and engineers to see their project in 3D and to gain a
better understanding of how it works. In addition, they are able to detect any potential
defects or risks prior to implementation. This also allows the design team to observe
their project within a safe environment, make operational simulations and make all the
necessary changes.
Virtual reality has been integrated into the work routines of architects and engineers
and is therefore used from the beginning stages of the design life cycle. For example, VR
is implemented from the initial concept stage to the construction and execution stages,
positioning itself as an important tool to be incorporated into the work routines in order
Appl. Sci. 2021, 11, 1475 6 of 23
to review each stage of the project and check for flaws, structural weaknesses or other
design issues.
3. Methodology
For this research, a double experiment was carried out. The first one, directed specifi-
cally at first-year architecture students, created a series of training-oriented tasks for the
development of spatial skills and required them to create three-dimensional drawings in
an immersive virtual environment using head mounted displays. The second one, directed
specifically at final-year students in the same degree, required them to visit a series of vir-
tual architectural spaces in an immersive virtual reality environment using head mounted
displays, where they were able to experience these spaces and register their perceptions
and sensations while being inside them.
The Differential Aptitude Test: Spatial Rotation Subset (DAT-5) created by George K.
Bennet and Alexander G. Wesman [51] consists of 50 items that present a model or pattern
and to the right of each model are four three-dimensional figures. The student must de-
Appl. Sci. 2021, 11, 1475 8 of 23
The Differential Aptitude Test: Spatial Rotation Subset (DAT-5) created by George
The Differential Aptitude Test: Spatial Rotation Subset (DAT-5) created by George K.
K. Bennet and Alexander G. Wesman [51] consists of 50 items that present a model or
Bennet and Alexander G. Wesman [51] consists of 50 items that present a model or pattern
pattern and to the right of each model are four three-dimensional figures. The student
and to the right of each model are four three-dimensional figures. The student must de-
must determine from the original figure which is the only one that is able to be formed
termine from the original figure which is the only one that is able to be formed from the
from the model (see Figure 4). One point is given per correct answer, and the maximum
model (see Figure 4). One point is given per correct answer, and the maximum score is 50
score is 50 points.
points.
Figure 4. Example item in the Differential Aptitude Test: Spatial Rotation Subset (DAT-5).
Figure 4. Example item in the Differential Aptitude Test: Spatial Rotation Subset (DAT-5).
Figure 5. Example
Figure item in the
5. Example itemPerspective Taking/Spatial
in the Perspective Orientation
Taking/Spatial Test (SOT).
Orientation Test (SOT).
The
The Rey–Osterrieth
Rey–Osterrieth Complex
Complex Figure
Figure Test
Test (ROCFT)
(ROCFT) created
createdby by Rey
Rey and
and Osterrieth
Osterrieth [54]
[54]
consists
consists of drawing an exact copy of the drawing shown in Figure 6, which is
of drawing an exact copy of the drawing shown in Figure 6, which is always
always in in
view.
view. Once
Once the
the user
user has
has finished
finished drawing
drawing and
and after
after aa lapse
lapse of
of three
three minutes
minutes the
the user
user must
must
draw
draw the
the same
sameimage
imageagain,
again,butbutthis
thistime
timewithout
without seeing
seeing thethe
original object.
original This
object. testtest
This hashas
no
time limit, and 18 aspects are evaluated with two points each, so the maximum
no time limit, and 18 aspects are evaluated with two points each, so the maximum score score is 36.
Several studies collect normative/standard data on non-clinical sample neuropsychological
is 36. Several studies collect normative/standard data on non-clinical sample neuropsy-
measures [55–58].
chological measures [55–58].
The Rey–Osterrieth Complex Figure Test (ROCFT) created by Rey and Osterrieth [54]
consists of drawing an exact copy of the drawing shown in Figure 6, which is always in
view. Once the user has finished drawing and after a lapse of three minutes the user must
draw the same image again, but this time without seeing the original object. This test has
Appl. Sci. 2021, 11, 1475
no time limit, and 18 aspects are evaluated with two points each, so the maximum score
9 of 23
is 36. Several studies collect normative/standard data on non-clinical sample neuropsy-
chological measures [55–58].
Figure
Figure 6. 6.
An An abstract
abstract drawing
drawing replica
replica in in
thethe Rey–Osterrieth
Rey–Osterrieth Complex
Complex Figure
Figure Test
Test (ROCFT).
(ROCFT).
Studying
Studyingemotions
emotions is is
a complex
a complex and
andsubjective phenomenon.
subjective phenomenon. Recently
Recently psychologists
psychologists
and neuroscientists have deepened their quantitative understanding
and neuroscientists have deepened their quantitative understanding of bodily of bodily reactions
reactions
using
using advanced biosensors [59]. Nevertheless, these studies are unable to provideguide-
advanced biosensors [59]. Nevertheless, these studies are unable to provide guide-
lines and
lines andpractical
practicalcriteria
criteriasosothat architects
that and
architects anddesigners
designersare able
are abletoto
incorporate
incorporate emotions
emotions
inin
their designs.
their designs.This
This reductionist
reductionist approach
approach toto
understanding
understanding thetheimpact
impact ofof
architecture
architecture
ononemotions
emotionsfails
failstotoaddress
addressthe the complex
complex andand multisensory
multisensory nature
natureofofthe thearchitectural
architecturalex-
experience [60].This
perience [60]. Thisbodybody of of literature
literature merely
merely indicates
indicates thatthat in order
in order to improve
to improve the
the meas-
measurement of emotions it is necessary to combine objective and subjective
urement of emotions it is necessary to combine objective and subjective tests (surveys or tests (surveys
orinterviews).
interviews).
For the measurement of the perceptual experience in the virtual world, an ad-hoc
survey was created for this study. It consists of 10 questions in which the participant
expressed their sensations about five dimensions that the virtually built space showed:
scale and size, construction materials, architectural style, use, and domain (Table 1).
Categories Sensations
1. Scale and size (a) Restlessness (b) Balance (c) Grandeur
(b)
2. Materials (a) Warmth/Comfort (c) Distance/Frigitity
Fragility/Exposure
(a) Ele- (b) (c)
3. Architectural style
gance/Satisfaction Simplicity/Serenity Eccentrism/Surprise
4. Use and related (b) (c)
(a) Joy/Theatricality
activity Sadness/Nostalgia Emotion/Spirituality
5. Degree of
(a) Protection (b) Calmness (c) Freedom
enclosure
Figure
Figure 7.
7. Architectural
Architecturalspaces
spacesto
tobe
bedrawn
drawn using
using immersive
immersive virtual
virtual reality.
reality.
For the
For the second
second part
partof
ofthe
theexperimentation,
experimentation, thethe
same
samesetset
of six architectural
of six spaces
architectural was
spaces
used,used,
was but on this
but onoccasion the three-dimensional
this occasion virtual models
the three-dimensional virtual were
modelscreated
werewith SketchUp
created with
pro 2019, pro
SketchUp where various
2019, wherematerials, textures, colors
various materials, textures,andcolors
natural
andlighting
naturalwere assigned
lighting were
(Figure 8). Then, the Enscape 3D virtual reality application (https://enscape3d.com)
assigned (Figure 8). Then, the Enscape 3D virtual reality application (https://en- was
used for their respective visualization. Finally, each student, with the use
scape3d.com) was used for their respective visualization. Finally, each student, with the of the HMDs,
underwent
Appl. Sci. 2021, 11, x FOR PEER REVIEW
use a virtual
of the HMDs, tour of each
underwent one of
a virtual theofspaces
tour each onewhile having
of the their
spaces perceptions
while and
having11their
of 23
sensations recorded.
perceptions and sensations recorded.
4.
4. The
The Experimental
Experimental Study
Study
In
In order to evaluate the
order to evaluate two objectives
the two objectives of
of this
this research,
research, the
the experimental
experimental study
study was
was
carried out with architecture students from two universities: first-year students at
carried out with architecture students from two universities: first-year students at the the Uni-
versity of La
University of Laguna
La Lagunain Spain and
in Spain final-year
and final-yearstudents
studentsatatthe
theNational
NationalUniversity
University of
of San
San
Agustín in Peru.
Agustín in Peru.
4.1. Participants
The participants in this research were students enrolled in the first course of the Ar-
chitecture degree program at the University of La Laguna (ULL) in Spain. They partici-
pated in the experiment to verify the first objective of this research, which is related to the
improvement of spatial skills as a result of specific training in 3D sketching in immersive
Appl. Sci. 2021, 11, 1475 11 of 23
4.1. Participants
The participants in this research were students enrolled in the first course of the Archi-
tecture degree program at the University of La Laguna (ULL) in Spain. They participated
in the experiment to verify the first objective of this research, which is related to the im-
provement of spatial skills as a result of specific training in 3D sketching in immersive VR
environments. Additionally, students enrolled in the final course in the same degree plan
from the Universidad Nacional de San Agustín de Arequipa (UNSA) in Peru, participated
in the second experiment of this study. They verified the second objective of the research
related to the experimentation of sensory and experiential perception of architectural spaces
built in virtual environments.
In both cases, students were voluntarily recruited to participate in this pilot study.
In the ULL experience the training group consisted of 14 individuals, aged between 18
and 20 years old, while the control group made up of 16 individuals, aged between 18
and 20 years old, did not perform the training experiment; none of the students of the
two groups that participated in the experiment had previous training in spatial skills or
virtual reality management. In the UNSA experience, the experimental group consisted of
11 participants, aged between 21 and 27, and none of them had previous training in spatial
skills or virtual reality management.
4.2. Equipment
The hardware used for the training of spatial skills improvement by drawing in
an immersive virtual environment consisted of a laptop HP OMEN 15-dc1015ns Core
i7 9750H/2.6 GHz—6 cores Win 10 Home 64 bit 16 GB RAM to which the HTC VIVE
Cosmos VR Headset was connected. The laptop was connected to a large format monitor
so that the moderator could see how the participant was doing the experiment within the
virtual environment. The software application used to draw was Tilt Brush, a commercial
application developed by Google, as previously mentioned.
The hardware used to gather the participants’ perceptions and sensations when
experiencing the given spaces in an immersive virtual environment consisted of a PC, with
8 Gb of RAM, to which the Oculus Rift VR Headset was connected. The architectural
spaces were modeled in SketchUp Pro 2019 and visualized in the VR Enscape 3D version
2.6 app.
Figure 9. 9.
Figure Scenes
Scenesdrawing withTilt-Brush.
drawing with Tilt-Brush.
space. Once inside the virtual environment, for a period between 20 and 25 min, the par-
4.3.2. Perceptive
4.3.2.ticipant
Perceptive Experience in
Experience in the
theVirtual World
Virtual World
had the possibility to take an immersive virtual tour of an open space where the
The initial contact was made with all the participants to obtain their general informa-
six ephemeral architecture
The initial contact wasmodules
made with were located.
all the The participant to
participants autonomously
obtain their
tion and to inform them of the dates and times they would have to individually attend
walked
general inf
mationalong the pedestrian path, being able to look all around, bend over, turn around and be
theand to inform
experiment. them
Only oneof the dates
45-min and
session wastimes theyforwould
required have to individually
each participant. The first atte
transported directly to some point in order to observe both the space inside and outside,
the experiment.
15 min were usedOnlyto one 45-min
practice session
and become was required
familiar with the HMD,
as well as the materials, shapes and dimensions (Figures 10–12).
for each participant.
the immersive The first
virtual
reality
min wereOnce environment
used and
to practice the haptic
and (handheld) controllers to be able to move in the virtual
inside each space, thebecome familiar
participant withtothe
was offered sit HMD,
in a realthe
chairimmersive
to better ex-virtual
space. Once inside the virtual environment, for a period between 20 and 25 min, the
ality perience
environment and
the space andthe haptic
answer the(handheld) controllers
questions of the to bewhich
ad-hoc survey, able was
to move intothe virtu
created
participant had the possibility to take an immersive virtual tour of an open space where the
obtain information about their perceptions and sensations. The participant was then asked
six ephemeral architecture modules were located. The participant autonomously walked
to choose one sensation from a set of three in the scale and size category, then one from
along the pedestrian path, being able to look all around, bend over, turn around and be
the set of three in the materials category, and so on, until five sensations were chosen, one
transported directly to some point in order to observe both the space inside and outside, as
from each category (see Table 1). Finally, the participant was asked to mention two sensa-
well as the materials, shapes and dimensions (Figures 10–12).
tions that, according to their own perception, were the most representative of each space.
Figure 12. Artificially created architectural spaces in virtual reality environments used for the exercise of identifying sen-
Figure 12. Artificially created architectural spaces in virtual reality environments used for the exercise of identifying sensations.
sations.
Once inside each space, the participant was offered to sit in a real chair to better
5. Results the space and answer the questions of the ad-hoc survey, which was created to
experience
5.1. Results
obtain and Analysis
information aboutoftheir
Spatial Skills in ULL
perceptions and sensations. The participant was then asked
to choose one sensation from a set of three
To know the effect produced by the training in the scale andexperimental
in the size category,group,
then one
thefrom
gain the
ac-
set of three in the materials category, and so on, until five sensations were chosen,
quired in each of the instruments that measure the components of the spatial skills is com- one from
each category
pared with the(see
gainTable 1). Finally,
acquired the participant
by the control group. Inwasthisasked
study,tothe
mention two sensations
independent variable
that, according to their own perception, were the most representative
was the groups, and the dependent variable was the gain of each of the components. of each space.
Table 2 displays the statistical description of data that was compiled for each of the
5. Results
groups.
5.1. Results and Analysis of Spatial Skills in ULL
TableTo know thedescription
2. Statistical effect produced
of data. by the training in the experimental group, the gain
acquired in each of the instruments that measure the components of the spatial skills is
MRT
compared with the gain acquired by theDAT-5 SOT
control group. In this ROCFT vari-
study, the independent
Mean Value (SD) Mean Value (SD) Mean Value (SD) Mean Value (SD)
able was the groups, and the dependent variable was the gain of each of the components.
PRE POST PRE POST PRE POST
Experimental 17.21 23.29 29.29 36.29 46.52 28.03 27.00
group
(8.30) (11.02) (10.67) (9.10) (26.97) (19.40) (5.85)
n = 14
Control 20.06 22.25 28.25 32.06 43.49 26.42 23.00
Appl. Sci. 2021, 11, 1475 14 of 23
Table 2 displays the statistical description of data that was compiled for each of
the groups.
First, it is verified that the data collected before training follows a normal distribution.
In order to do the statistical analysis, it was necessary to establish the fact if the experimental
groups and control groups were homogeneous in terms of their spatial skills.
The Shapiro–Wilk test (used on samples of less than 50 people) were used to test the
normality of each sample. This test was run on data pretest from MRT, DAT-5SR, SOT and
ROCFT from each group (experimental and control).
Table 3 summarizes the results of the normality distribution analysis of the study
samples. The results of the normality tests for both groups indicate that in all cases the
data are distributed according to the normal.
Table 3. Normality test for samples from both groups (experimental group and control group).
Group Shapiro–Wilk
F gl Sig.
MRT Experimental 0.901 14 0.115
Control 0.968 16 0.825
DAT5-SR Experimental 0.949 14 0.548
Control 0.932 16 0.263
SOT Experimental 0.945 14 0.479
Control 0.885 16 0.052
ROCFT Experimental 0.884 14 0.055
Control 0.950 16 0.528
On the other hand, the mean values obtained in the Rey–Osterrieth complex figure
test indicate that the participants in both groups (experimental and control) do not have
any neurological/clinical problem that prevents them from training and improving the
components of spatial ability. The values are aligned with normalized values [55–58].
At this stage of analysis, the research team checked whether there is a significant dif-
ference in the level of spatial awareness between the two groups prior to receiving training.
A Student’s t-test on independent samples produced p-value > 0.05 for the components of
spatial ability (see Table 4). This means that in the three components of spatial ability that
have been measured there is no significant difference between experimental and control
groups before training, in other words both groups have the same level of spatial ability
before training.
The objective of this study was to assess whether the students made any gains in
spatial ability components after undergoing training based on drawing using full-scale 3D
sketching techniques in VR environments.
In a controlled experiment, students’ abilities were measured prior to and following
the proposed experiment. The control group did not perform any training. The mean value
of the gain in results of the pre and posttest of the experimental group and control group
are displayed at Table 5.
The research team proceeded to explore whether there are significant differences
between the control group and the experimental group at the Universidad de La Laguna
after training.
The following research hypotheses were defined to verify the improvement of spatial
skills on students at Universidad de La Laguna:
HR1: the experimental group demonstrates an improvement in spatial visualization
measured with the DAT5- following the proposed training experiment.
HR2: the experimental group demonstrates an improvement in spatial relation mea-
sured with the MRT following the proposed training experiment.
HR3: the experimental group demonstrates an improvement in spatial orientation
measured with the SOT test following the proposed training experiment.
The T-student statistic was applied to compare the average gain values of each of the
mean components between the two groups. It was obtained p-value = 0.01 for MRT gain,
p-value = 0.04 for DAT-5 gain and p-value = 0.039 for SOT.
In each case, the measurement of the components yields a p-value less than 0.05,
which means that there is a significant difference in the improvement of mental rotation,
visualization, orientation and spatial perception. It can be stated that the experimental
group has achieved greater gains in the measurements after training than the control group,
and the research hypotheses HR1, HR2 and HR3 were all accepted.
5.
Freedom 22.73%
Appl. Sci. 2021, 11, 1475 16 of 23
Warmth-comfort 18.18%
Protection 18.18%
Fragility-Exposure 18.18%
Table 6 shows the sensations that the designer expects the users to perceive from their
designs and the real sensations that the participants perceived when experiencing and
6.
walking through such spaces in an immersive virtual reality environment. The percentage
indicates the degree of agreement of the user with the designer. The average degree of
Sadness-nostalgia 22.73%
coincidence considering the six spaces evaluated reaches 72.29%.
Protection 22.73%
Table 7 shows the two sensations that the participants considered the most representa-
tive and intense of each space.
Appl. Sci.
Sci. 2021,
2021, 11,
11, xx FOR
FOR PEER
PEER REVIEW
REVIEW
3.
3. 17 of
of 23
23
Appl. 17
Appl.
Appl. Sci.
Sci. 2021,
2021, 11,
11, xx FOR
FOR PEER REVIEW
PEERTable
REVIEW
6. Cont. 17
17 of
of 23
23
Joy-theatricality
Joy-theatricality Joy-theatricality
Joy-theatricality 90.9%
90.9%
Eccentrism-surprise
Eccentrism-surprise
Sensations Proposed by Eccentrism-surprise
Eccentrism-surprise
Predominant Sensations 72.7%
72.7%
Space
Designer That Participants Felt
3.
3.
3.
3.3.
4. Joy-theatricality
Joy-theatricality Joy-theatricality 90.9%
Joy-theatricality 90.9%
4. Joy-theatricality
Joy-theatricality Joy-theatricality
Joy-theatricality 90.9%
90.9%
Eccentrism-surprise
Joy-theatricality
Eccentrism-surprise Eccentrism-surprise 72.7%
Joy-theatricality 90.9%
Eccentrism-surprise 72.7%
Eccentrism-surprise
Eccentrism-surprise
Eccentrism-surprise Fragility-Exposure
Eccentrism-surprise
Eccentrism-surprise 72.7% 63.6%
72.7%
Fragility-Exposure
Eccentrism-surprise 72.7% 63.6%
Fragility-Exposure
Fragility-Exposure Emotion-spirituality
Emotion-spirituality 54.5%
54.5%
Freedom
Freedom Restlessness
Restlessness 54.5%
54.5%
4.
4.
4.
4.4.
Fragility-Exposure 63.6%
Fragility-Exposure 63.6%
Fragility-Exposure
Fragility-Exposure Fragility-Exposure
Fragility-Exposure 63.6%
63.6%
Fragility-Exposure 63.6%
5.
5. Fragility-Exposure
Fragility-Exposure
Fragility-Exposure Emotion-spirituality
Emotion-spirituality 54.5%
54.5%
Freedom
Freedom Emotion-spirituality
Emotion-spirituality 54.5%
54.5%
Emotion-spirituality 54.5%
Freedom
FreedomFreedom Restlessness
Restlessness 54.5%
54.5%
Balance 90.9%
Balance
Balance Restlessness 54.5%90.9%
Balance
Restlessness
Restlessness 54.5%
54.5%
Joy-theatricality
Joy-theatricality 63.6%
63.6%
Simplicity-Serenity
Simplicity-Serenity Simplicity-Serenity
Simplicity-Serenity 54.5%
54.5%
5.5.
5.
5.
5.
Balance 90.9%
Balance 90.9%
Balance
Balance Balance
Balance 90.9%
Balance 90.9%
90.9%
6.
6. Balance
BalanceBalance Joy-theatricality
Joy-theatricality 63.6%
63.6%
Simplicity-Serenity
Simplicity-Serenity Joy-theatricality
Joy-theatricality
Joy-theatricality 63.6%
63.6%
63.6%
Simplicity-Serenity
Simplicity-Serenity Simplicity-Serenity 54.5%
Simplicity-Serenity
Sadness-nostalgia Simplicity-Serenity
Simplicity-Serenity 54.5%
54.5%
Restlessness
Simplicity-Serenity 72.7%
54.5%
Sadness-nostalgia Simplicity-Serenity 54.5%
Restlessness 72.7%
Protection
Protection Sadness-nostalgia
Sadness-nostalgia 72.7%
72.7%
6.6.
6.
6.
6.
Sadness-nostalgia
Sadness-nostalgia
Sadness-nostalgia Restlessness
Restlessness 72.7%
Restlessness 72.7%
72.7%
Table Sadness-nostalgia
Sadness-nostalgia Restlessness
Restlessness 72.7%
72.7%
Table 77 shows
shows the
the two
two sensations
sensations
Protection
Protection
Protection
that
that the
the participants
participants considered
72.7%the
considered
Sadness-nostalgia
Sadness-nostalgia 72.7%
Sadness-nostalgia 72.7%the most
most re
re
sentative and intense Protection
Protection
of each space Sadness-nostalgia
Sadness-nostalgia 72.7%
72.7%
sentative and intense of each space
Table
Table 7.
7. Most
Most representative
representative perceived
perceived sensations.
sensations.
Table
Table
Table 7. Most 777 shows
shows the
representative the two sensations
two
perceivedsensations that the
sensations.that the participants
participants considered
considered the
the most
most repre-
repre-
Table
Tableand 7 shows
shows the
the two
two sensations
Most
sensations
Most that
that the
Representative
the
Representative participants
Perceived
participants
Perceived considered
Sensations
considered
Sensations the
the most
Declared
most
Declaredrepre-
by
by Partic
repre-
Partic
sentative
sentative and intense
Space
intense
Space of
of each
each space
space
sentative and intense of each
sentative and intense of each spacespace pants
Most Representative Perceived Sensations
pants
Space
Table 7.
7. Most
Most representative
representative perceived
perceived sensations.
sensations. Declared by Participants
Table
Table
Table 7.
7. Most
Most representative
1.
representative
1.
1.
perceived
perceived sensations.
sensations.
Most Representative
Most Representative Perceived
Perceived Sensations
Sensations Declared
Declared by
by Partici-
Partici-
Space
Space Most
Most Representative Warmth-comfort
Representative Perceived
Perceived Sensations
Warmth-comfort 22.73%
Sensations Declared
22.73% by
Declared by Partici-
Partici-
Space
Space pants
pants
Warmth-comfort 22.73%
Protection
pants
pants
Protection 22.73%
22.73%
Protection 22.73%
1.
1.
1.
1.
Warmth-comfort 22.73%
Warmth-comfort 22.73%
2.
2. Warmth-comfort
Warmth-comfort 22.73%
22.73%
Protection
Protection 22.73%
22.73%
Restlessness 27.27%
Restlessness
Protection
Protection 22.73%
22.73% 27.27%
Restlessness 27.27%
Distance-Frigidity 27.27%
Distance-Frigidity 27.27%
Distance-Frigidity 27.27%
Fragility-Exposure
Fragility-Exposure 13.64%
13.64%
Fragility-Exposure 13.64%
2. Sadness-nostalgia
Sadness-nostalgia 13.64%
13.64%
Sadness-nostalgia 13.64%
2.
2.
2. Restlessness 27.27%
Restlessness 27.27%
Restlessness
Restlessness 27.27%
27.27%
Distance-Frigidity
Distance-Frigidity 27.27%
27.27%
3.
3.
3. Distance-Frigidity
Distance-Frigidity 27.27%
27.27%
Fragility-Exposure
Fragility-Exposure 13.64%
13.64%
Fragility-Exposure
Fragility-Exposure 13.64%
13.64%36.36%
Joy-theatricality
Sadness-nostalgia
Sadness-nostalgia 13.64%
13.64%
Joy-theatricality
Joy-theatricality 36.36%
36.36%
Sadness-nostalgia
Sadness-nostalgia 13.64%
13.64% 22.73%
Eccentrism-surprise
Eccentrism-surprise22.73%
Eccentrism-surprise 22.73%
3.
3.
3.
3.
Joy-theatricality 36.36%
Joy-theatricality 36.36%
Joy-theatricality
Joy-theatricality 36.36%
36.36%
Eccentrism-surprise
Eccentrism-surprise 22.73%
22.73%
Eccentrism-surprise
Eccentrism-surprise 22.73%
22.73%
Appl. Sci. 2021, 11, 1475 19 of 23
Appl. Sci.
Appl. Sci. 2021, 11,
11, x FOR PEER
PEER REVIEW
REVIEW 18
Appl. Sci. 2021,
2021, 11, xx FOR
FOR PEER
Table REVIEW
7. Cont. 18
18
5.
5.
5. Freedom 22.73%
22.73%
Freedom
Freedom 22.73%
Freedom 22.73%
Warmth-comfort
Warmth-comfort 18.18%
18.18%
Warmth-comfort 18.18%
Warmth-comfort 18.18%
Protection
Protection
Protection 18.18%
18.18%
18.18%
Protection 18.18%
Fragility-Exposure 18.18%
Fragility-Exposure 18.18%
Fragility-Exposure 18.18%
Fragility-Exposure 18.18%
6.
6.
6.
Sadness-nostalgia
Sadness-nostalgia 22.73%
22.73%
Sadness-nostalgia 22.73%
Sadness-nostalgia 22.73%
Protection 22.73%
Protection 22.73%
Protection 22.73%
Protection 22.73%
6. Discussion
The first part of this research has sought to determine the effects of short training
sessions using immersive virtual reality to improve spatial skills by differentiating three
components: spatial rotation, spatial visualization and spatial orientation. Based on the
results, it has been determined that there is a positive effect on the improvement of spatial
skills in each one of its dimensions. Most of the authors consider the spatial orientation
component as part of rotation and spatial visualization, so they do not consider it a specific
and independent component. In this research, we tried to find a difference in the spatial
orientation with respect to the others, since in the proposed training tasks took into account
working with architectural spaces at real scales, which demanded navigation capabilities
and orientation in walkarounds much more related to that spatial orientation component.
However, this difference has not yet been found, which suggests that it should be followed
this tendence of specific analysis of spatial orientation in trainings related to geographic
and cartographic tasks [30,31,61,62].
We consider that this study serves as a clarifying contribution so that the analyses of
spatial skills improvement can follow the proposal of Carroll [13] and backed by numerous
authors [27,28,63] who propose two components for spatial skills: spatial relations, which
contain the spatial orientation, and spatial visualization.
In the second part of the study, six architectural spaces have been designed to gen-
erate different sensations in users, with at least two with greater intensity and clarity. By
experiencing the life-size spaces in immersive virtual reality, students reported having per-
ceived the same sensations with a very high coincidence, up to 72,29%, e.g., the sensations
experienced by the participants coincide by 72.29% with those indicated by the designers
(considering the ideal case that the designers agree 100% on the two predominant sensa-
tions per space). This is due to the sense of presence (subjective feeling of being present
elsewhere) that is determined in virtual environments by immersion and realism, which
has been an important concept in understanding and evaluating the effectiveness of virtual
environments primarily in the context of human experience [64,65] and the perception of
architectural spaces. Although the ideal measurement of sensations is the combination
of objective tests through biosensors and subjective tests through questionnaires or sur-
Appl. Sci. 2021, 11, 1475 20 of 23
veys [59], in this study we have only used the last ones to complement them with sensors
in future research.
As for the categories of sensations proposed, it has been observed that the sensa-
tions for the category of use and activity (joy/theatricality, sadness/nostalgia and emo-
tion/spirituality), provoked greater coincidences, that is to say, the experience inside and
outside virtual spaces has allowed users to feel and imagine what activities they could
carry out in those spaces. This is essential in order to evaluate the spaces before they are
occupied and to additionally check whether the final utility of an architectural space has
been achieved before its actual construction by providing qualitative information on the
performance of the buildings [66,67].
The sensations caused by the category of materials (warmth/comfort, fragility/exposure
and distance/indifference) were expected to be the ones with the most coincidences; how-
ever, it was the second one behind use and activity. The realism of the materials used in
the virtual environment is an ever-present feature of immersive virtual reality, but the
texture to the touch is a huge weakness since modifying haptic impressions in VR remains
a challenge [68] and for now a disadvantage that distances it from the sensations that
the materials cause in the real world. This may explain why the sensations caused by
the materials have not been the most coincidental, but at the same time, it is a challenge
because users want the full experience of spatial perception like “touching” the elements
of space, interacting or feeling the real physical properties and effects of the elements.
7. Conclusions
There are many studies that have developed training programs aimed at the improve-
ment of spatial skills and supported by different technological tools in engineering students,
however, there is not much evidence of experiences that have used immersive virtual reality
and three-dimensional drawing of architectural spaces to achieve positive effects in three
components of spatial skills: spatial visualization, spatial rotation and spatial orientation.
In this research the experimental group has achieved a significant improvement of the three
mentioned components, which are important in the field of architecture. No significant
difference has been found that allows us to conclude that spatial orientation has been
improved by the training in which navigation and walkarounds were required and that it
could be of help to architecture students who manage spaces to be inhabited, experienced
and walked.
On the other hand, the walk arounds and sensory experimentation in architectural
spaces realistically modeled in immersive virtual reality environments allows for the same
sensations that the designer initially sought to convey. We are able to make this conclusion
based on the coincidences expressed by the students when interacting with the six spaces
in an immersive virtual environment. This second conclusion is also useful for learning
architectural design since it is essential to determine before building, if the designs will
meet the sensory expectations initially set by the architect, which will later determine the
appropriate use of these spaces.
In immersive virtual reality environments, as it happens in the real world, the percep-
tion of the physical characteristics of an architectural space, such as dimensions, materials
and degrees of enclosure, generate sensations that allow us to perceive a specific use and
activity for that space, which is supported by the relationship between the space and
the user who perceives it. This conclusion will allow us to investigate in the future, as
is already being done [69], which characteristics or specific physical elements generate
specific sensations, so that the student of architecture will be trained in this important
aspect of their education.
Author Contributions: Conceptualization, H.C.G.-T. and J.M.-G.; Data curation, J.B.-E. and P.B.-
E.; Formal analysis, H.C.G.-T., J.B.-E., P.B.-E. and J.M.-G.; Methodology, H.C.G.-T. and J.M.-G.;
Resources, H.C.G.-T. and J.M.-G.; Software, J.B.-E. and P.B.-E.; Supervision, H.C.G.-T. and J.M.-G.;
Validation, H.C.G.-T., J.B.-E. and J.M.-G.; Visualization, P.B.-E.; Writing—original draft, J.B.-E. and
Appl. Sci. 2021, 11, 1475 21 of 23
P.B.-E.; Writing—review and editing, H.C.G.-T., J.B.-E., P.B.-E. and J.M.-G. All authors have read and
agreed to the published version of the manuscript.
Funding: This research was funded by Universidad Nacional de San Agustín de Arequipa, grant
number IBA-IB-01-2019-UNSA.
Informed Consent Statement: Informed consent was obtained from all subjects involved in the study.
Data Availability Statement: The data presented in this study are available on request from the
corresponding author.
Acknowledgments: Thanks to the students of the Universidad La Laguna de Tenerife (Spain) and the
students of Universidad Nacional de San Agustín de Arequipa (Peru) for their generous participation
in this study.
Conflicts of Interest: The authors declare no conflict of interest.
References
1. Sandnes, F.E. Sketching 3D Immersed Experiences Rapidly by Hand Through 2D Cross Sections. In Online Engineering & Internet
of Things; Auer, M.E., Zutin, D.G., Eds.; Springer International Publishing: Cham, Switzerland, 2018; Volume 22, pp. 1001–1013.
ISBN 978-3-319-64351-9.
2. Kvan, T.; Wong, J.T.; Vera, A.H. The Contribution of Structural Activities to Successful Design. Int. J. Comput. Appl. Technol. 2003,
16, 122–126. [CrossRef]
3. Israel, J.H.; Wiese, E.; Mateescu, M.; Zöllner, C.; Stark, R. Investigating Three-Dimensional Sketching for Early Conceptual
Design—Results from Expert Discussions and User Studies. Comput. Graph. 2009, 33, 462–473. [CrossRef]
4. Tsou, C.-H.; Hsu, T.-W.; Lin, C.-H.; Tsai, M.-H.; Hsu, P.-H.; Lin, I.-C.; Wang, Y.-S.; Lin, W.-C.; Chuang, J.-H. Immersive VR
Environment for Architectural Design Education. In Proceedings of the SA ‘17: SIGGRAPH Asia 2017 Posters; ACM Press: New
York, NY, USA, 2017; pp. 1–2.
5. Hermund, A.; Klint, L.S.; Bundgaard, T.S. The Perception of Architectural Space in Reality, in Virtual Reality, and through Plan
and Section Drawings. In Proceedings of the Computing for a better tomorrow, Lods, Poland, 19–21 September 2018; Volume 2,
pp. 735–744.
6. Gomes, R.; Aquilué, I.; Roca, E. Cuerpo, espacio y el dibujo arquitectónico. ACE Archit. City Environ. 2017, 12. [CrossRef]
7. Tversky, B.; Suwa, M.; Agrawala, M.; Heiser, J.; Stolte, C.; Hanrahan, P.; Phan, D.; Klingner, J.; Daniel, M.-P.; Lee, P.; et al.
Sketches for Design and Design of Sketches. In Human Behaviour in Design: Individuals, Teams, Tools; Lindemann, U., Ed.; Springer:
Berlin/Heidelberg, Germany, 2003; pp. 79–86. ISBN 978-3-662-07811-2.
8. Lohman, D.F. Spatial ability and g. In Human Abilities: Their Nature and Measurement; Lawrence Erlbaum Associates, Inc.: Hillsdale,
NJ, USA, 1996; pp. 97–116. ISBN 0-8058-1800-6.
9. Stumpf, H.; Eliot, J. A Structural Analysis of Visual Spatial Ability in Academically Talented Students. Learn. Individ. Differ. 1999,
11, 137–151. [CrossRef]
10. McGee, M.G. Human Spatial Abilities: Psychometric Studies and Environmental, Genetic, Hormonal, and Neurological Influences;
American Psychological Association: Washington, DC, USA, 1979; Volume 86, ISBN 1939-1455(Electronic), 0033-2909(Print).
11. Schneider, W.J.; McGrew, K.S. The Cattell-Horn-Carroll model of intelligence. In Contemporary Intellectual Assessment: Theories,
Tests, and Issues, 3rd ed.; The Guilford Press: New York, NY, USA, 2012; pp. 99–144. ISBN 978-1-60918-995-2.
12. Buckley, J.; Seery, N.; Canty, D. Spatial Cognition in Engineering Education: Developing a Spatial Ability Framework to Support
the Translation of Theory into Practice. Eur. J. Eng. Educ. 2019, 44, 164–178. [CrossRef]
13. Carroll, J.B. Human Cognitive Abilities. A Survey of Factor-Analytic Studies; Cambridge University Press: New York, NY, USA, 1993.
14. Gómez-Tone, H.C. Impacto de La Enseñanza de La Geometría Descriptiva Usando Archivos 3D-PDF Como Entrenamiento de La
Habilidad Espacial de Estudiantes de Ingeniería Civil En El Perú. Form. Univ. 2019, 12, 73–82. [CrossRef]
15. Tartre, L.A. Spatial Orientation Skill and Mathematical Problem Solving. J. Res. Math. Educ. 1990, 21, 216–229. [CrossRef]
16. Sorby, S.A. Developing 3-D Spatial Visualization Skills. Eng. Des. Graph. J. 1999, 63, 21–32.
17. Colby, C.L. Perception of Extrapersonal Space: Psychological and Neural Aspects. In International Encyclopedia of the Social &
Behavioral Sciences; Elsevier: Amsterdam, The Netherlands, 2001.
18. Linn, M.C.; Petersen, A.C. Emergence and Characterization of Sex Differences in Spatial Ability: A Meta-Analysis. Child. Dev.
1985, 56, 1479–1498. [CrossRef]
19. Mitrache, A. Spatial Sensibility in Architectural Education. Procedia Soc. Behav. Sci. 2013, 93, 544–548. [CrossRef]
20. Akin, Ö.; Erem, Ö. Architecture Students’ Spatial Reasoning with 3-D Shapes. J. Des. Res. 2011, 9, 339–359. [CrossRef]
21. Suh, J.; Cho, J.Y. Linking Spatial Ability, Spatial Strategies, and Spatial Creativity: A Step to Clarify the Fuzzy Relationship
between Spatial Ability and Creativity. Think. Ski. Creat. 2020, 35, 100628. [CrossRef]
22. Wigfield, A.; Eccles, J.S.; Schiefele, U.; Roeser, R.W.; Davis-Kean, P. Development of Achievement Motivation. In Handbook of Child
Psychology; John Wiley & Sons, Inc.: Hoboken, NJ, USA, 2007.
Appl. Sci. 2021, 11, 1475 22 of 23
23. Zimmerman, B.J.; Martinez-Pons, M. Student Differences in Self-Regulated Learning: Relating Grade, Sex, and Giftedness to
Self-Efficacy and Strategy Use. J. Educ. Psychol. 1990, 82, 51–59. [CrossRef]
24. Burton, L.J.; Dowling, D.G. Key Factors That Influence Engineering Students’ Academic Success: A Longitudinal Study. In
Proceedings of the Research in Engineering Education Symposium (REES 2009); University of Melbourne: Parkville, VIC, Australia,
2009; pp. 1–6.
25. Potter, C.; Van Der Merwe, E.; Kaufman, W.; Delacour, J. A Longitudinal Evaluative Study of Student Difficulties with Engineering
Graphics. Eur. J. Eng. Educ. 2006, 31, 201–214. [CrossRef]
26. Sutton, K.; Williams, A.; Tremain, D.; Kilgour, P. University Entry Score Is It a Consideration for Spatial Performance in
Architecture Design Students? J. Eng. Des. Technol. 2016, 14, 328–342. [CrossRef]
27. Connolly, P.; Sadowski, M. Measuring and Enhancing Spatial Visualization in Engineering Technology Students. Age 2009, 14, 1.
28. Martín-Gutiérrez, J.; Luís Saorín, J.; Contero, M.; Alcañiz, M.; Pérez-López, D.C.; Ortega, M. Design and Validation of an
Augmented Book for Spatial Abilities Development in Engineering Students. Comput. Graph. 2010, 34, 77–91. [CrossRef]
29. Sorby, S.A. Educational Research in Developing 3-D Spatial Skills for Engineering Students. Int. J. Sci. Educ. 2009, 31, 459–480.
[CrossRef]
30. Hegarty, M.; Montello, D.R.; Richardson, A.E.; Ishikawa, T.; Lovelace, K. Spatial Abilities at Different Scales: Individual
Differences in Aptitude-Test Performance and Spatial-Layout Learning. Intelligence 2006, 34, 151–176. [CrossRef]
31. Montello, D.R.; Lovelace, K.L.; Golledge, R.G.; Self, C.M. Sex-Related Differences and Similarities in Geographic and Environ-
mental Spatial Abilities. Ann. Assoc. Am. Geogr. 1999, 89, 515–534. [CrossRef]
32. Gómez-Tone, H.C.; Martin-Gutierrez, J.; Valencia Anci, L.; Mora Luis, C.E. International Comparative Pilot Study of Spatial
Skill Development in Engineering Students through Autonomous Augmented Reality-Based Training. Symmetry 2020, 12, 1401.
[CrossRef]
33. Roca-González, C.; Martin-Gutierrez, J.; García-Dominguez, M.; Carrodeguas, M. del C.M. Virtual Technologies to Develop
Visual-Spatial Ability in Engineering Students. Eurasia J. Math. Sci. Technol. Educ. 2017, 13, 441–468. [CrossRef]
34. Kaufmann, H.; Schmalstieg, D.; Wagner, M. Construct3D: A Virtual Reality Application for Mathematics and Geometry Education.
Educ. Inf. Technol. 2000, 5, 263–276. [CrossRef]
35. Dahmani, L.; Ledoux, A.A.; Boyer, P.; Bohbot, V.D. Wayfinding: The Effects of Large Displays and 3-D Perception. Behav. Res. Meth-
ods 2012, 44, 447–454. [CrossRef] [PubMed]
36. Darken, R.P.; Goerger, S.R. The Transfer of Strategies from Virtual to Real Environments: An Explanation for Performance
Differences? Simul. Ser. 1999, 31, 159–164.
37. Lin, C.-H.; Chen, C.-M.; Lou, Y.-C. Developing Spatial Orientation and Spatial Memory with a Treasure Hunting Game. J. Educ.
Technol. Soc. 2014, 17, 79–92.
38. Navarro, I.; de Reina, O.; Rodiera, A.; Fonseca, D. Indoor Positioning Systems: 3D Virtual Model Visualization and Design
Process of Their Assessment Using Mixed Methods: Case Study: World Heritatge Buildings and Spatial Skills for Architecture
Students. In Proceedings of the 2016 11th Iberian Conference on Information Systems and Technologies (CISTI), Las Palmas,
Spain, 15–18 June 2016; pp. 1–6.
39. Gerson, H.B.P.; Sorby, S.A.; Wysocki, A.; Baartmans, B.J. The Development and Assessment of Multimedia Software for Improving
3-D Spatial Visualization Skills. Comput. Appl. Eng. Educ. 2001, 9, 105–113. [CrossRef]
40. Martin Gutierrez, J.; Garcia Dominguez, M.; Roca Gonzalez, C. Using 3D Virtual Technologies to Train Spatial Skills in Engineering.
Int. J. Eng. Educ. 2015, 31, 323–334.
41. Regian, J.W.; Shebilske, W.L.; Monk, J.M. Virtual Reality: An Instructional Medium for Visual-Spatial Tasks. J. Commun. 1992,
42, 136–149. [CrossRef]
42. Cho, J.Y. Three Areas of Research on Spatial Ability in the Architectural Design Domain. J. Archit. Eng. Technol. 2012, 1, 1.
[CrossRef]
43. Schnabel, M.A. The immersive virtual environment design studio. In Collaborative Design in Virtual Environments; Springer:
Berlin/Heidelberg, Germany, 2011; pp. 177–191.
44. Milovanovic, J.; Moreau, G.; Siret, D.; Miguet, F. Virtual and Augmented Reality in Architectural Design and Education. In
Proceedings of the 17th International Conference; CAAD Futures: Eindhoven, The Netherlands, 2017.
45. Sandeep, G.; Harish, P. Tools and Techniques for Conceptual Design in Virtual Reality Environment. Manag. J. Future Eng. Technol.
2017, 12, 8. [CrossRef]
46. Yang, E.K.; Lee, J.H. Cognitive Impact of Virtual Reality Sketching on Designers’ Concept Generation. Digit. Creat. 2020, 1–16.
[CrossRef]
47. Roberts, G.; Holmes, N.; Alexander, N.; Boto, E.; Leggett, J.; Hill, R.M.; Shah, V.; Rea, M.; Vaughan, R.; Maguire, E.A.; et al.
Towards OPM-MEG in a Virtual Reality Environment. NeuroImage 2019, 199, 408–417. [CrossRef] [PubMed]
48. Kuliga, S.F.; Thrash, T.; Dalton, R.C.; Hölscher, C. Virtual Reality as an Empirical Research Tool—Exploring User Experience in a
Real Building and a Corresponding Virtual Model. Comput. Environ. Urban. Syst. 2015, 54, 363–375. [CrossRef]
49. Yeom, D.; Choi, J.-H.; Kang, S.-H. Investigation of the Physiological Differences in the Immersive Virtual Reality Environment
and Real Indoor Environment: Focused on Skin Temperature and Thermal Sensation. Build. Environ. 2019, 154, 44–54. [CrossRef]
50. Vandenberg, S.G.; Kuse, A.R. Mental Rotations, a Group Test of Three-Dimensional Spatial Visualization. Percept. Mot. Ski. 1978,
47, 599–604. [CrossRef]
Appl. Sci. 2021, 11, 1475 23 of 23
51. Bennett, G.K.; Seashore, H.G.; Wesman, A.G. The Differential Aptitude Tests; Spanish Of.; TEA Ediciones: New York, NY, USA,
1947; Volume 35.
52. Hegarty, M.; Waller, D. A Dissociation between Mental Rotation and Perspective-Taking Spatial Abilities. Intelligence 2004,
32, 175–191. [CrossRef]
53. Kozhevnikov, M.; Hegarty, M. A Dissociation between Object Manipulation Spatial Ability and Spatial Orientation Ability.
Mem. Cognit. 2001, 29, 745–756. [CrossRef]
54. Osterrieth, P.A. Le Test de Copie d’une Figure Complexe; Contribution à l’étude de La Perception et de La Mémoire. [Test of
Copying a Complex Figure; Contribution to the Study of Perception and Memory.]. Arch. Psychol. 1944, 30, 206–356.
55. Bornstein, R.A. Normative Data on Selected Neuropsychological Measures from a Nonclinical Sample. J. Clin. Psychol. 1985,
41, 651–659. [CrossRef]
56. Caffarra, P.; Vezzadini, G.; Dieci, F.; Zonato, F.; Venneri, A. Rey-Osterrieth Complex Figure: Normative Values in an Italian
Population Sample. Neurol. Sci. 2002, 22, 443–447. [CrossRef] [PubMed]
57. Bertolani, L.; De Renzi, E.; Faglioni, P. Normative Data on Non-Verbal Memory Test of Clinical Interest. Arch. Psicol. Neurol. Psichi-
atr. 1993, 54, 477–486.
58. Ardila, A.; Rosselli, M.; Rosas, P. Neuropsychological Assessment in Illiterates: Visuospatial and Memory Abilities. Brain Cogn.
1989, 11, 147–166. [CrossRef]
59. Homolja, M.; Maghool, S.A.H.; Schnabel, M.A. The Impact of Moving through the Built Environment on Emotional and
Neurophysiological State-A Systematic Literature Review. In Proceedings of the 25th CAADRIA Conference, Bangkok, Thailand,
5–6 August 2020.
60. Pallasmaa, J. The Thinking Hand: Existential and Embodied Wisdom in Architecture; Wiley Chichester: Chichester, UK, 2009; ISBN
0-470-77928-4.
61. Weisberg, S.M.; Newcombe, N.S. How Do (Some) People Make a Cognitive Map? Routes, Places, and Working Memory. J. Exp.
Psychol. Learn. Mem. Cogn. 2016, 42, 768–785. [CrossRef] [PubMed]
62. Carbonell-Carrera, C.; Saorin, J.L.; Hess-Medler, S. Spatial Orientation Skill for Landscape Architecture Education and Professional
Practice. Land 2020, 9, 161. [CrossRef]
63. Veurink, N.; Hamlin, A.J.; Sorby, S. Impact of Spatial Training on “Non-Rotators”. In Proceedings of the 68th Mid-Year Conference,
Worcester, MA, USA, 20–23 October 2013; pp. 15–22.
64. Ghani, I.; Rafi, A.; Woods, P. The Effect of Immersion towards Place Presence in Virtual Heritage Environments. Pers. Ubiquitous
Comput. 2020, 24, 861–872. [CrossRef]
65. Alatta, R.A.; Freewan, A. Investigating the effect of employing immersive virtual environment on enhancing spatial perception
within design process. ArchNet-IJAR Int. J. Archit. Res. 2017, 11, 219. [CrossRef]
66. Moloney, J.; Globa, A.; Wang, R.; Khoo, C. Principles for the Application of Mixed Reality as Pre-Occupancy Evaluation Tools
(P-OET) at the Early Design Stages. Archit. Sci. Rev. 2019, 63, 441–450. [CrossRef]
67. Ergan, S.; Radwan, A.; Zou, Z.; Tseng, H.; Han, X. Quantifying Human Experience in Architectural Spaces with Integrated Virtual
Reality and Body Sensor Networks. J. Comput. Civ. Eng. 2019, 33, 04018062. [CrossRef]
68. Degraen, D.; Zenner, A.; Krüger, A. Enhancing Texture Perception in Virtual Reality Using 3D-Printed Hair Structures. In
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems; ACM: New York, NY, USA, 2019.
69. Shemesh, A.; Talmon, R.; Karp, O.; Amir, I.; Bar, M.; Grobman, Y.J. Affective Response to Architecture–Investigating Human
Reaction to Spaces with Different Geometry. Archit. Sci. Rev. 2017, 60, 116–125. [CrossRef]