Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Developing three-dimensional spatial embodiment in architectural design education

Underwater Experiences

Bibliographic Data

ID7168781
AuthorsEsen Gökçe Özdamar (0000-0001-7189-3633, Namık Kemal University, corresponding author)
Year2025
Volume30
Issue6
Pages698-714
Publication date2025-07-24
Open AccessNo
TypeARTICLE
VenueSport Education and Society (JOURNAL)
Journal identifiersISSN: 1357-3322 • E-ISSN: 1470-1243
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/13573322.2024.2333967
OpenAlexW4393529571
LanguageEN
References cited33

Three-dimensional thinking, observation, and practice have long been an important part of architectural education. Reduced awareness of corporeality and the senses can impair a student’s capacity to create and develop an architectural environment holistically. Simulation programmes are an important tool to fill this gap, as they can broaden a student’s perceptual framework. This article aims to understand the potential of underwater contact experiences to serve this purpose, especially underwater (UW) rugby which is one of the few sports that is three-dimensional. The article also aims to understand how simulation programmes, virtual reality, or augmented environments of UW rugby can contribute to design and architecture education by increasing student awareness. The article is grounded in the impact of this sport on the author and the author’s perceptions based on personal experience as a former UW rugby player. It is argued that the simulation of UW rugby can contribute to design-related topics such as free form-finding, role-sharing and group collaboration, the development of awareness to sensorial design processes, risk- taking and action-oriented processes, designing with environmental uncertainty, and even design management, as these immersive environments provide a new agenda for future designers. Due to practical limitations, the article presents a theoretical argument as a first step toward developing a theoretical framework. Future studies with cognitive research methods and quantitative approaches in sports simulation design research will address these constraints

Archaeology · Architectural design · Architectural engineering · Geography · Underwater · Augmented Reality Applications · Computer Science · Engineering · Spatial Cognition and Navigation · Virtual Reality Applications and Impacts · Architecture

  • The Unknown City

    Iain Borden, Joe Kerr et al.•Unknown City•2000

  • A Framework for Immersive Virtual Environments (Five)

    Mel Slater, Sylvia Wilbur•PRESENCE Virtual and Augmented…•1997

  • Augmented reality tools for sports education and training

    Open Access•Pooya Soltani, Antoine H P Morice•Computers & Education•2020

  • Design thinking models for architectural education

    Open Access•Bojan Tepavcevic•The Journal of Public Space•2017

  • ESport

    Open Access•Antonio Sánchez-Pato, Antonio Sánchez Pato et al.•Cultura Ciencia y Deporte•2018

  • Feeling the way

    Open Access•J Allen-Collinson, J Hockey•International Review for the…•2011

Highly citedNo

Tools

Open DOI
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae