Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
3
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
5
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 7 publications
(3 citation statements)
references
References 0 publications
0
3
0
Order By: Relevance
“…About 20% of students experience difficulty in problems dealing with spatial skills, such as manipulating figures in space and analyzing complex shapes (Garmendia et al 2007;Sorby 2009). Literature indicates that when students engage in physical interaction, it boosts their creativity in generating design ideas (Kim and Lou Maher 2008;Viswanathan and Linsey 2012), reduces unnecessary cognitive burden during the creative design process (Chandrasekera and Yoon 2015), enhances their spatial skills in comprehending size relationships among geometries (Sun et al 2014), and fosters improved collaboration and communication during group work (Seichter 2007;Kendon 1994;Figen Gül and Halıcı 2015).…”
Section: Literaturementioning
confidence: 99%
“…About 20% of students experience difficulty in problems dealing with spatial skills, such as manipulating figures in space and analyzing complex shapes (Garmendia et al 2007;Sorby 2009). Literature indicates that when students engage in physical interaction, it boosts their creativity in generating design ideas (Kim and Lou Maher 2008;Viswanathan and Linsey 2012), reduces unnecessary cognitive burden during the creative design process (Chandrasekera and Yoon 2015), enhances their spatial skills in comprehending size relationships among geometries (Sun et al 2014), and fosters improved collaboration and communication during group work (Seichter 2007;Kendon 1994;Figen Gül and Halıcı 2015).…”
Section: Literaturementioning
confidence: 99%
“…XR encompasses a range of immersive technologies, such as VR, AR, and MR, enabling users to experience and interact with digital content and physical spaces in engaging and intuitive ways. In architecture, XR technologies have been employed for various applications, including design collaboration, education, reconstruction, simulation, and visualization (Stals and Caldas, 2022;Ahn, Ko, and Gim, 2019;Milovanovic et al, 2017;Gül and Halıcı, 2016). For instance, Chen, Gu, and Lo ( 2021) developed an MR game integrating intangible content, like comics, with immersive interactions in tangible heritage sites.…”
Section: Literature Reviewmentioning
confidence: 99%
“…In 2009, Xiangyu Wang [44] proposed a solution for AR in terms of real-world modeling and technical constraints. In 2016, Süheyla Müge Halıcı et al [45] researched the use of AR in collaborative design. In 2021, Shan Luob et al [46] found that the use of augmented reality (AR) was significantly increasing in three areas: AR data exchange, AR human-computer interaction, and AR 3D whole-system training.…”
Section: Application Statusmentioning
confidence: 99%