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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

University classrooms, core to higher education, have indoor light environments that directly affect students’ learning efficiency, visual health, and psychological states. This study integrates parametric optical simulation and virtual reality (VR) to explore light environment perception in ordinary university classrooms. Forty college students (18–25 years, ~1:1 gender ratio) participated in real virtual comparative experiments. VR scenarios were optimized via real-time rendering and physical calibration. The results showed no significant differences in subjects’ perception evaluations between environments (p > 0.05), verifying virtual environments as effective experimental carriers. The analysis of eight virtual conditions (varying window-to-wall ratios and lighting methods) revealed that mixed lighting performed best in light perception, spatial perception, and overall evaluation. Light perception had the greatest influence on overall evaluation (0.905), with glare as the core factor (0.68); closure sense contributed most to spatial perception (0.45). Structural equation modeling showed that window-to-wall ratio and lighting power density positively correlated with subjective evaluations. Window-to-wall ratio had a 0.412 direct effect on spatial perception and a 0.84 total mediating effect (67.1% of total effect), exceeding the lighting power density’s 0.57 mediating effect sum. This study confirms mixed lighting and window-to-wall ratio optimization as keys to improving classroom light quality, providing an experimental paradigm and parameter basis for user-perception-oriented design.

Details

Title
Perception of Light Environment in University Classrooms Based on Parametric Optical Simulation and Virtual Reality Technology
Author
Xu, Zhenhua 1   VIAFID ORCID Logo  ; Chang, Jiaying 2 ; Han, Cong 3   VIAFID ORCID Logo  ; Wu, Hao 4 

 School of Urban Construction, Beijing City University, Beijing 100000, China; [email protected], School of Architecture and Art, Hebei University of Architecture, Zhangjiakou 075000, China 
 School of Architecture, University of Manchester, Manchester M13 9PL, UK; [email protected] 
 School of Urban Construction, Beijing City University, Beijing 100000, China; [email protected] 
 School of Architecture and Design, Beijing Jiaotong University, Beijing 100000, China; [email protected] 
First page
2585
Publication year
2025
Publication date
2025
Publisher
MDPI AG
e-ISSN
20755309
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
3239021058
Copyright
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.