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The Integration of Virtual Reality Technology into Architectural Design Studio Education

2026/07/24 by Ayşegül Kıdık, Burak Asıliskender · 1 voice
Computer Science · Engineering · #Design Education and Practice #Spatial Cognition and Navigation #Virtual Reality Applications and Impacts

paper · pdf · doi:10.65775/livenarch.1815488

openalex publication_date 2026/07/24 · openalex created_date 2026/07/25 · openalex updated_date 2026/07/26

Abstract

Virtual Reality (VR) technologies are increasingly integrated into architectural design studio education; however, the pedagogical impact of different immersion levels and instructional configurations remains methodologically fragmented. This systematic literature review synthesizes empirical and conceptual studies published between 2019 and 2025 to examine how VR integration influences spatial cognition, creativity, pedagogical structures, and technological constraints within architectural design studios. Following an adapted PRISMA protocol, 22 studies were comparatively analysed from the point of three aspects: level of immersion, pedagogical configuration, and evaluation methodology. The findings reveal four dominant thematic clusters. First, fully immersive head-mounted display (HMD) systems demonstrate stronger correlations with perceptual recalibration and scale comprehension, whereas semi-immersive configurations primarily enhance workflow flexibility and visualization efficiency. Second, while creativity gains are frequently reported, their operationalization varies substantially; experimental and meta-analytical studies provide stronger empirical validation than qualitative case-based reports. Third, VR integration appears in four pedagogical configurations: immersive studio implementation, hybrid support models, workflow-based experimentation, and experiential field simulation, indicating a shift from representational visualization toward embodied and performative design interaction. Finally, technological constraints, including cognitive load, ergonomic limitations, and accessibility disparities, vary according to immersion level and influence pedagogical sustainability. Although VR demonstrates significant short-term cognitive and affective benefits, the predominance of case-specific implementations and methodological heterogeneity limits cross-institutional generalizability. Future research should prioritize comparative, longitudinal designs and standardized assessment frameworks to position VR as a structurally integrated component of architectural pedagogy rather than a supplementary digital tool.

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