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the application of virtual reality technologies in built environment education (BEE). In addition to an analysis of the current trends and developments in current virtual reality technologies and systems, it also evaluates their educational usability and effectiveness in the mirror of the literature. First, a reasoning model is introduced, which is used as a structuring skeleton of the paper. The context of the analysis is learning experience of BEE students who tend to form individual perspective and expectations. When the experience and perspective of the virtual reality developer differs from that of the user the virtual environment-based learning may result in a perceived negative experience because of a strong focus on the reality of the virtual tasks. We found that the literature does not specifically address the issue of learning experience when different virtual reality technologies are used in BEE, but it does emphasize the importance of usability evaluation to enhance the effectiveness of applications. It was also found that stimulation of learners plays an important role and this explains why conventional single-person oriented (HMD-based) and multi-person oriented (CAVE-based) solutions are complemented with game-based stimulation. Future research should consider how game-based simulation can be applied in virtual reality learning environment in the context of BEE.
Keenaghan, G. and Horvath, I. State of the Art of Using Virtual Reality Technologies in Built Environment Education. Proceedings of TMCE 2014, May 19-23, 2014, Budapest, Hungary,