نوع مقاله : مقاله پژوهشی
عنوان مقاله English
نویسندگان English
1. Introduction and Objective
In recent years, the utilization of Virtual Reality (VR) technology has experienced an exponential upward trend, capturing widespread attention due to its capacity to facilitate immersive and interactive user experiences (Ceylan, 2020; Lyu et al., 2023). As a discipline heavily reliant on digital innovation, architecture possesses immense potential for integrating VR across diverse domains, including construction management, design synthesis, project presentation, pedagogical training, and advanced empirical research (Kim & Kim, 2020).
In empirical architectural studies, conventional methodologies often struggle with significant challenges, particularly regarding the precise control of environmental variables and the systematic replication of experiments required to validate research outcomes. To address these methodological bottlenecks, VR has emerged as an innovative, high-fidelity tool capable of overcoming such traditional limitations (Shakibamanesh & Ajidanpour, 2021). By leveraging the psychological and spatial phenomenon of immersion, VR head-mounted displays (HMDs) enable researchers to conduct experimental investigations within highly controlled, simulated environments. While current applications predominantly focus on stimulating the visual and auditory senses, the technology's capability to analyze the intricate relationship between human behavior and environmental stimuli positions it as a cornerstone for future human-centered design frameworks (Barchino et al., 2021).
Visual perception plays a vital role in how individuals experience and navigate spatial configurations, and it is actively shaped by environmental attributes such as spatial dimensions, color palettes, and geometry. VR successfully replicates these dynamics by offering visual experiences that closely mirror real-world complexities (Chen et al., 2024). Beyond visual simulation, VR exhibits a high capacity for generating three-dimensional, spatialized audio, thereby supporting sophisticated research into auditory comfort and soundscape perception (Pedersen et al., 2023; Shakibamanesh & Ajidanpour, 2021).
Consequently, the primary objective of this study is to systematically classify existing literature concerning the application of VR in analyzing visual and auditory perceptions within architectural spaces. To achieve this objective, this research addresses two pivotal questions:
1. What do existing research findings reveal about the scope of application and the potential of Virtual Reality technology as a tool for analyzing visual and auditory perceptions in architectural spaces?
2. Based on previous studies, what strategies and requirements have been proposed to achieve more reliable and accurate results in Virtual Reality-based research?
To address these questions, this study adopts a scoping review approach based on the Arksey and O’Malley framework, executing a rigorous five-stage process: identifying the research question, searching for relevant studies, study selection, data charting, and collating, summarizing, and reporting the results. The outcomes of this study are expected to serve as a comprehensive methodological blueprint for architectural researchers seeking to leverage VR for multisensory spatial analysis.
2. Methodology and Data Collection
2.1. Initial Bibliometric Analysis and Knowledge Mapping
To identify research trends and systemic gaps at the intersection of architecture and Virtual Reality (VR), an initial bibliometric analysis was executed. A primary search was conducted in the Web of Science (WoS) Core Collection, utilizing "Virtual Reality" under the category "Architecture" for the period 2020–2025. Bibliographic data were exported into VOSviewer to analyze the co-occurrence network of author keywords.
The Overlay Visualization revealed that "Perception", "Visual Perception", and "Immersive Virtual Reality" have consolidated as critical, high-frequency focal points of recent architectural inquiries. To delve deeper into conceptual weights, a two-stage Density Visualization was conducted. In the first phase, "Virtual Reality" naturally exhibited the highest density, overshadowing peripheral concepts. However, this mapping revealed an asymmetrical distribution: while visual perception-related nodes occupied central clusters, auditory perception concepts—such as "Soundscape"—appeared as isolated, peripheral nodes with exceptionally weak network links.
To eliminate this saturation, a second visualization was implemented by excluding the focal term "Virtual Reality." The resulting filtered density map distinctly revealed the independent weight of secondary terms. This structural asymmetry highlights a critical research gap; despite the multisensory nature of architectural experiences, VR-driven research has disproportionately focused on visual parameters, largely underutilizing the technology's capacity for spatialized auditory analysis. This empirical evidence underscores the necessity of evaluating visual and auditory perceptions as complementary components.
2.2. Scoping Review Framework and Search Strategy
Grounded in these findings, a scoping review was conducted based on the framework established by Arksey and O’Malley (2005) to systematically chart the nature, range, and extent of scientific evidence. A rigorous five-stage process was executed: (1) identifying research questions, (2) identifying relevant studies, (3) study selection, (4) charting data, and (5) collating, summarizing, and reporting results.
2.2.1. Study Identification and Selection (Stages 1 to 3)
Driven by the two core research questions regarding VR's efficacy and the methodological strategies proposed for reliable results, a parallel search was conducted within local Persian scientific registries endorsed by the Ministry of Science, Research, and Technology (MSRT). This process initially retrieved 32 peer-reviewed Persian articles across leading academic journals, which was narrowed down to 6 papers directly aligned with spatial perception.
Concurrently, the systematic search via the WoS database narrowed the global dataset from 531 to 380 English articles after applying the 2020–2025 filter. Reference management and de-duplication were handled via Pazhoohyar software. To filter out irrelevant literature, a multi-tiered screening mechanism was instituted. For the 380 English articles, Stage 1 involved an author-keyword alignment check, while Stage 2 comprised a rigorous abstract evaluation. Any article excluded during abstract screening underwent a secondary full-text review, targeting the conclusions section. Setting author-keyword co-occurrence thresholds in VOSviewer to a minimum of 8 occurrences isolated 14 core nodes. Ultimately, 24 English articles and 6 Persian articles (30 papers in total) were selected for comprehensive synthesis.
2.2.2. Data Charting and Material Synthesis (Stages 4 & 5)
Data extraction was standardized using a comprehensive charting matrix capturing participant demographics, target perceptual modalities, experimental apparatus, and primary findings.
Analysis revealed significant heterogeneity in sample sizes (ranging from 10 to 200 participants). Sampling methodologies spanned online recruitment, random sampling, and expert vs. non-expert cohorts. To ensure internal validity, several high-fidelity studies integrated rigorous pre-experimental screenings, including visual acuity and audiometric tests. In terms of perceptual classification, the literature presents distinct dichotomies. While a dominant faction implements a monomodal approach—focusing exclusively on visual stimuli or isolated soundscapes—an emerging cadre of advanced studies emphasizes a multisensory paradigm, cross-examining visual and auditory inputs simultaneously to capture a holistic spatial experience.
3. Discussion and Conclusion
This study aimed to systematically classify research on Virtual Reality (VR) and visual and auditory perceptions. Using a scoping review approach, selected studies were examined according to the type of perception investigated, participant selection procedures, research instruments, and study objectives. The findings are discussed below in relation to the research questions.
In response to the first research question, the reviewed studies show that VR has primarily been used in architectural research to simulate, represent, and analyze users’ perceptual experiences in controlled environments. It enables the recreation of spatial conditions and the representation of physical and perceptual features such as scale, color, lighting, sound, and spatial organization, thereby supporting the examination of users’ responses to architectural environments. Its application has also extended across various contexts, including urban, educational, retail, and other architectural spaces. Therefore, VR can be understood not only as a tool for visualizing and presenting space, but also as a research platform for investigating spatial experience, environmental perception, and responses to visual and auditory qualities.
Regarding the second research question, previous studies have emphasized the use of complementary assessment tools to obtain more reliable and accurate results. Structured questionnaires administered after the VR experience are commonly used to verify participants’ perceptual responses. In studies examining deeper effects, such as the influence of visual and auditory stimuli on emotional states including stress, physiological measurement instruments have also been used to provide more precise and objective findings.
3.1. Research Limitations and Future Directions
A major limitation of VR-based architectural research is the restricted duration of user exposure, as prolonged use of head-mounted displays may cause discomfort or cybersickness and affect behavioral results. Future studies should therefore combine VR simulations with physical site visits, field observations, and post-occupancy evaluations to improve ecological validity.
The reviewed literature also reveals a strong emphasis on visual perception, while auditory perception remains underexplored. Given VR’s capacity for spatial audio, future research should focus more on auditory and multisensory integration to provide a more comprehensive understanding of human spatial experience and support human-centered architectural design.
کلیدواژهها English