Popularity of Virtual Reality has increased dramatically since 2016. However, adoption rates within landscape architecture remains low. The thesis explores use of VR technology during the design process of landscape architecture. Research questions investigates how VR differs from alternative forms of presentation, how this can affect design evaluation and collaboration, and whether practical obstacles limit usefulness. A case study puts the technology to the test, using an ongoing landscape design project. Interviews of 18 landscape architects are employed to evaluate the result from the case study.
The findings reveal that currently available VR technology has potential to improve the outcome of the design process and can be employed in a cost-effective manner. However, there are significant limitations and downsides that should be factored in. If employed under the wrong circumstances, VR technology may lead to a hampered design process and inefficient time expenditure. Some factors that should be considered before employing VR are:
Project type, scale, complexity, purpose and design team.
Individual designers’ processes, workflows and experience.
Synergistic uses of 3D model throughout the project.