Saudi Cultural Missions Theses & Dissertations

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    LEARNING BUILDING THERMAL BEHAVIOR VIA EXTENDED REALITY
    (Texas A&M University, 2025-05) Alhazzaa, Kifah; Wei, Yan
    In this dissertation, the author explores the utilization of Extended Reality (XR) technologies, encompassing both Virtual Reality (VR) and Augmented Reality (AR), to facilitate a deeper understanding and enhanced visualization of building thermal behavior. The research targets all undergraduate students at the Texas A&M University, aiming to elevate their comprehension of complex energy dynamics and thermal processes through innovative, immersive learning environments. The dissertation unfolds through the development and analytical comparison of two XR-based prototypes, one each in VR and AR formats. These prototypes serve as interactive educational tools that allow users to engage directly with multi-faceted energy models and dynamic thermal scenarios. This embodied interaction is proposed to aid in demystifying the often-complex phenomena of energy efficiency and thermal behavior in buildings, making these concepts more accessible and intuitively understandable. A comprehensive series of user studies were carried out to assess the impact of Extended Reality (XR) technologies on educational effectiveness. These evaluations included participants majoring in Architecture, Engineering, and Construction (AEC), as well as students from STEM (science, technology, engineering, and mathematics) and non-STEM disciplines. Various metrics, including levels of engagement and overall learning outcomes, were used by the students to measure the effectiveness of XR platforms on students’ performance and experience. The findings from the research indicate that both VR and AR have enhanced the learning experience, with marked improvements in understanding critical concepts related to building energy efficiency. The immersive nature of XR appears to be particularly effective in helping students grasp sophisticated topics such as thermal insulation, energy consumption patterns, and the overall impact of architectural design on a building's environmental footprint. The study explores the potential of these technologies to alter pedagogical approaches within architectural and engineering education, suggesting that XR could be substantial in training a new generation of architects and engineers who are well-prepared to implement sustainable and energy-efficient design practices. The implications of this shift are profound, offering a pathway to reduce overall energy consumption in buildings and thus contributing significantly to global efforts aimed at mitigating climate change. This dissertation provides compelling evidence that XR technologies can transform how building thermal behavior and energy simulation are taught and understood in the architectural and engineering community. By integrating VR and AR into educational frameworks, there is a strong potential to enhance not only academic learning but also professional practice in the field of sustainable architecture.
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    Deployment Of Advanced ICT To Achieve Net Zero
    (Loughborough University, 2024-09) Alghamdi, Ghaida; Hassan, Tarek
    This research investigates how advanced Information and Communication Technology (ICT) can contribute to achieving net-zero carbon emissions throughout the construction process's life cycle. Utilizing a quantitative approach, the study employed a questionnaire to evaluate the role of ICT utilisation in reducing carbon emissions across the various construction phases. The survey, distributed via email and industry-related online platforms, gathered data from 45 participants, including engineers, project managers, and architects. The results indicated that Building Information Modelling (BIM) was the most widely used ICT tool, adopted by 77.78% of participants, with Virtual Reality (VR) and Computer Vision (CV) also prominently featured. Notably, drones and VR were extensively used during the construction phase, while Wireless Sensor Networks (WSNs) saw increased usage in the post-construction phase. An overwhelming 88% of participants perceived the impact of these tools on sustainability as either strong or moderate. The study concludes that deploying advanced ICT tools such as VR, AR, and AI significantly enhances time savings, quality, safety, and overall project performance, contributing to the reduction of CO2 emissions. BIM, in particular, emerged as the most extensively used tool, supported by technologies like VR and drones. The research highlights the vital role of ICT in advancing sustainability and achieving net-zero targets in the construction industry, while also acknowledging the need to address challenges associated with emerging technologies like WSNs.
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    A Survey Assessing the Perceptions and Interpretations of Saudi Therapists on the Use of Virtual Reality Therapy for Patients with Spinal Cord Injury
    (Cardiff University, 0024-06-13) Alqarni, Rawabi; Williams, Alison
    Title: A Survey Assessing the Perceptions and Interpretations of Saudi Therapists on the Use of Virtual Reality Therapy for Patients with Spinal Cord Injury. Background: Virtual Reality (VR) has emerged as a promising tool for enhancing rehabilitation, particularly for individuals with spinal cord injuries (SCI) and neurological conditions. This study offered a comprehensive examination of VR-based interventions, encompassing the user experience (UX), game mechanics (GM), in-game assistance (IGA), and VR-induced symptoms and effects (VRISE). Methods: A descriptive survey with a self-developed questionnaire investigating the 31 Saudi therapist's perspectives that were based on patient feedback who were recruited via WhatsApp then filled up the questionnaire that contained 22 questions (both closed& opened-ended), providing a well-rounded assessment of the VR rehabilitation experience. Statistical outcomes, therapist involvement, and specific context were considered to identify areas for improvement and opportunities for further research. Results: The study highlighted the significance of enjoyment in fostering patient engagement and the need for customized VR setups aligned with patient preferences. Graphics and sound quality, while important, are not the sole determinants of engagement, emphasizing the importance of a holistic VR experience. GM and IGA show promise but require customization. Addressing VRISE through technological advancements is essential. Conclusion: This research underscored the continuous evolution of VR technology and design to better serve individuals with SCI and neurological conditions, emphasizing the importance of tailored approaches and ongoing advancements in VR-based rehabilitation.
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    An Exploration of the Role of Virtual Reality in Early Childhood: A Qualitative Study Focusing on Parents’ and Carers’ Perspectives
    (2023-07-04) Abdulkareem, Mai; Himonides, Evangelos; Purves, Ross
    This study aims to investigate the potential role of virtual reality (VR) in the early childhood development (ages four to six) of Saudi children based on a qualitative approach: subjective data were collected by interviewing 20 parents or carers of Saudi children who use VR. Each child’s parents or carers were selected for interview as a couple. A semi-structured interview was held with each mother, father or carer. Traditional views in Saudi Arabia were compared with those of Saudis living in the UK, which has a different culture. Participants reported some positive effects of VR on their children: they perceived it as a source of distraction from pain and fear, in some cases at the physiological level. Participants considered VR to be beneficial for developing cognitive and academic skills, self-awareness, self-confidence and empathy. VR also improved self-regulation at the emotional and behavioural levels, including attention control, working memory, impulse inhibition, waiting for one’s turn and task completion. However, participants also reported adverse effects, indicating specific health risks, false memories and addiction at the physiological level; reservations existed concerning inappropriate content at the cognitive level. Other undesirable effects attributed to VR included social isolation, inability to control emotional expression at the emotional and social levels and encouragement of anger at the behavioural level. These results indicate that VR is a viable choice for young children, though adult supervision is still required. However, they also offer a warning about the effects that may result from VR overuse or misuse. The study also showed a lack of meaningful content and variety in commercial VR games, and thus it would benefit from the participation of educators and specialists in developing design strategies. This project represents a novel preliminary approach for future research concerning the influence of VR on the essential aspects of early childhood development.
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