Project · 01 · Unity VR

ARTH.

ARTH montage: factory space, object placement validation, and 4E cognition framing

Summary

ARTH (Adaptive Reuse Thinking for Housing) is a Unity-based VR learning environment where learners transform an old factory/warehouse into a new interior program (e.g., office, living room, bedroom, or a full residential layout). The experience is structured as a hands-on adaptive reuse task: users clear existing industrial elements, then iteratively build and furnish a new layout using a digital tablet tool, grid-assisted placement, and three interaction modes (placing, demolition, and editing). Real-time “valid/invalid” feedback (green vs. red) encourages rapid iteration while keeping placements spatially plausible.

A preliminary user study with students from different backgrounds suggested the experience is usable and engaging—overall results were promising.

Unity VR XR Interaction Adaptive Reuse 4E Cognition

Project at a glance

Learning scenario

  • Starting point: an industrial warehouse/factory filled with outdated elements.
  • Goal: transform the space into a functional and stylish residential interior through iterative design decisions.
  • Core activities: site exploration, selective removal, spatial planning, construction of partitions/ceilings, furnishing, and material selection.

My role

  • Designed and implemented the VR experience flow, UI, and interaction logic
  • Led study deployment and data collection (setup, participant sessions, and instrumentation)
  • Synthesized findings and co-authored project manuscripts

Tech stack

  • Engine: Unity (C#)
  • VR: XR Interaction Toolkit
  • Interaction tools: virtual tablet library, laser pointer selection, physics-based constraints

Project video

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Experience flow

ARTH is structured as a complete, learn-by-doing adaptive reuse workflow, from understanding the existing conditions to testing and refining a new spatial proposal:

1) Orient + read the site

Start inside the original warehouse and explore the existing elements and structure before changing anything.

  • Walk the space at full scale and identify constraints (columns, beams, openings).
  • Use exterior cues (e.g., surroundings and signage) to build spatial orientation.

2) Clear what’s obsolete

Switch to demolition mode to remove outdated industrial components while preserving primary structural elements.

  • Remove non-structural partitions and machinery to reveal design opportunities.
  • Use removal as an explicit “adaptive reuse” decision: what stays vs. what goes.

3) Build + furnish iteratively

Use placing mode (tablet + ray selection) to create layouts, then editing mode to refine.

  • Place walls/ceilings with grid assistance for cleaner alignment.
  • Place furniture with collision checks to prevent unrealistic intersections.
  • Adjust orientation and position through direct manipulation.

Tablet interface + placement feedback

The tablet UI is the “external workspace” inside VR: it reduces menu friction and keeps the learner focused on spatial reasoning rather than tool hunting. A grid system and constraint checks provide immediate feedback, supporting realistic decision-making.

Grid + constraints (why it matters)

  • Structural placement: grid guidance helps align walls and ceilings for cleaner spatial organization.
  • Conflict detection: green vs. red feedback reveals collisions and prevents unrealistic intersections.
  • Lightweight “structural logic”: ceilings can start above walls, but extending them requires additional supporting walls—encouraging planning and load-bearing awareness.

Learning design: 4E cognition as a blueprint

ARTH is designed around the 4E cognition framing—treating learning as something that happens through the body, through action, inside context, and with the help of tools.

4E cognition diagram: embodied, embedded, enacted, extended
4E cognition framing used to guide experience design: embodied interaction, embedded context, enacted learning-by-doing, and extended tools that offload and support reasoning.

Embodied

  • Full-scale navigation, reaching, pointing, grabbing, and spatial manipulation.
  • Physical engagement supports “thinking with the body” in layout decisions.

Embedded

  • Learning occurs inside a realistic industrial shell with constraints and contextual cues.
  • Adaptive reuse is framed as context-sensitive decision-making (site + structure + program).

Enacted

  • Knowledge emerges through action: remove, place, test, revise, and iterate.
  • Immediate feedback makes consequences of decisions visible in real time.

Extended

  • The tablet UI and placement system act as external cognitive supports.
  • Tools reduce memory/coordination load, freeing attention for spatial reasoning.

Outcome

  • A VR prototype that supports an end-to-end adaptive reuse scenario: from exploration and demolition to building, furnishing, and refinement.
  • A reusable interaction toolkit for mode switching, tablet-based selection, grid-assisted placement, and constraint-driven feedback.
  • Study-ready deployment setup; early evaluation feedback was promising.

Links