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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual Reality and 3D Printing in Architectural Design. Case study: the Conceptual Model.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Hugo Gomez-Tone</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cinthya L. Butron-Revilla</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>E. Gabriela Manchego-Huaquipaco</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mariela K. Dueñas Silva</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Universidad Nacional de San Agustín de Arequipa</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Universidad Politécnica de Madrid</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spain</string-name>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Architecture, Digital Fabrication, 3D Printing, Virtual Reality, Architectural Design, Conceptual Model</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Two disruptive technologies have had an important approach to the field of Architecture. The first is Virtual Reality which has shown significant advantages in the visualization, simulation, and evaluation of architectural designs. The second is Digital Fabrication and more specifically 3D printing which has shown strength in rapid prototyping of previously unbuildable forms. This research argues that the use of immersive virtual reality tools complemented with 3D printing tools in the process of creating a conceptual idea can be an advantageous alternative to the traditional architectural design workshop. To demonstrate this hypothesis, the design process of conceptual models has been addressed from two approaches, the first one has developed the traditional and artisanal methods and the second one has introduced immersive virtual reality and 3D printing. The experimentation has been carried out with two groups of students of the subject Architectural Design 1 of the Faculty of Architecture and Urbanism. The results have been compared in five criteria, multiple solutions, compositional principles, shapes and volumes, relationship with the environment and communication of the idea. It is concluded that the complementarity of both technologies does not alter the cognitive processes of architectural ideation and, on the contrary, it offers important advantages over the traditional and artisanal way of creating conceptual models.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The teaching of architectural design is traditionally done in design workshops where theory and
creativity are linked in a manual work. For this, an efficient didactic strategy in the training of
future architects is done through drawings and models. These traditional methods of teaching
design develop manual skills, and in turn develop creative skills in the design process from a
critical, experimental, and collaborative environment. However, since the 1980s, the
development of computer technology has made increasing incursion in the different phases of the
design process and in the different levels of design, displacing manual craftsmanship. The model
as a mechanism for representing architecture has remained throughout history, but with the
emergence of the digital model, it has been strongly displaced. And although there is a
hybridization between both systems nowadays [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], digital models and lately virtual models have
not been able to displace the model in terms of its function of three-dimensional approximation
in the configuration phases of the project idea, and the generative function itself, understood as a
kind of three-dimensional sketch, which enables the ideation of the formal structure itself
through physical manipulation [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
___________________________________
      </p>
      <p>0000-0002-2251-0103 (H Gómez-Tone); 0000-0002-5485-9772 (C. Butrón-Revilla); 0000-0002-9982-694X (E.G.
Manchego-Huaquipaco); 0000-0003-2782-7270 (M. Dueñas Silva)</p>
      <p>The purpose of this research is to compare the use of traditional manual and handmade
methods, versus methods that incorporate technological tools such as virtual reality and digital
fabrication in the approach of an initial architectural concept through small conceptual models.
From both approaches, a conceptual model was designed and built that allowed the student to
carry out a volumetric study of the architectural project. This research argues that the
complementarity of these two disruptive technologies does not alter the cognitive processes of
architectural ideation performed through the creation of a conceptual model and on the contrary,
they offer many advantages compared to manual and handmade creation.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature review</title>
      <sec id="sec-2-1">
        <title>2.1 The conceptual model in architectural design</title>
        <p>
          Although the architectural design process is not linear, it is recognized that it has different stages
or phases. After the preliminary phase of analysis or known as pre-design, the schematic design
phase follows, which is the most complex because it requires the participation of various
cognitive processes such as critical thinking, imagination, and creativity. This phase, also known
as ideation, is critical in the whole process, both for teaching and learning. It establishes a design
concept or an abstract idea to solve the design problem, which is the most relevant part of the
narrative of the design. This design concept must be expressed visually through shapes and it has
traditionally been the drawing the most efficient and quickest way to make such ideas and
concepts visible [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. But when the three-dimensional complexity of the shape exceeds the
possibilities of manual drawing, which is more recurrent in new students, the model is shown as
the ideal tool that allows the manipulation of complex shapes and geometries [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Unlike the
presentation or relief model, the conceptual or configuration model is a working artifact that
could be compared to the sketch. This "three-dimensional sketch" incorporated as a strategy in
the design workshop allows an important approach to the concept as a complex volumetric object
[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          The pedagogical strategy of using small conceptual models to complement the conception
drawings has the following characteristics and advantages: They are three-dimensional
synthesized expressions of the conceptual idea. They share with the conception drawing an
expressive synthesis that makes them instruments of knowledge of the ideas underlying the
architectural form [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. They have scale and proportion which allows to perceive the relationships
between its different parts and to have an idea of the human scale. “Full of excitement, I move to
models. Then models absorb all the energy, and so they require information about scale and
relationships which cannot be fully perceived on drawings” [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. They have a materiality that was
assumed and decided according to the scale and forms. These models take on technical problems
such as the choice of material because they constitute in themselves a "project" that turns them
into autonomous and abstract objects [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. They react to light as a real building does, which makes
it possible to study the volumes and their shadows under the sun. A model allows the space
represented there, to scale, to react truthfully when placed under the sun “A model (...) allows the
space represented therein, to scale, to react in a truthful way when it is put under the sun”[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
They are easy to modify and correct to express the best three-dimensional form of the conceptual
idea. "The mock-up can and should be made step by step expedient in easily manipulated
material, suitable for quick modification, destruction, and correction" [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. They generate a haptic
link between the hand and the material. The materiality of the model allows a direct experience
of touch, learning the value of haptic, textures and materials [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. They allow the reflection of the
relationships between the created volumes. With the model the light is seen because the shadow
is detected, the emptiness is perceived because the fullness is detected, the remoteness is
understood by the observed proximity. "In the elaboration there is reflection of the dialectics of
all the elements, there is an intellectual exercise" [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. They achieve a better maturation of the idea
because of the time required for its execution. The participation of the hand in the models makes
time a moment of maturation of the architectural project. The hand and the time will be guarantee
of a reflected, thought, projected result [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. And they allow rapid and comparative learning. The
model has a traditional didactic capacity in the teaching of architecture because of its easy
execution in the early stages of learning and because of its small size, easy handling and collective
comparability [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Architectural design education and digitalization</title>
        <p>
          Teaching in architectural design has undergone a deep transformation in the era of digitalization.
In recent years, digital design seems to be a dominant phenomenon. Therefore, digitization in
architectural education is and remains a controversial process [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Recent studies indicate that
the introduction of computer-aided design tools has revolutionized the way students approach
architectural projects [
          <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
          ]. In this sense, these technologies allow for greater accuracy and
efficiency in the conceptualization and representation of designs. In addition, teaching has
become more accessible thanks to the proliferation of online resources, such as courses and
tutorials [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>
          While change has been exponential since the 1960s, it is not difficult to assimilate architecture
without the digital part. In this way, digital design theory tends to acquire a presence in the
academic discourse in order to create theoretical bases for new design processes that transform
traditional education models, as well as architectural projects [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. This evolution in architectural
education has led to more interaction between students and a more focused approach to the
development of practical skills and creativity.
        </p>
        <p>
          Furthermore, it is relevant to highlight that the various responses to digitalization have shown
the need to analyze the teaching of design and the profile of the future professional of students
[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Specific studies indicate that the specific quality of architecture should push architects to
conceptualize a dimension of architectural research with good feedback between research and
practice, as already happens in other professions [
          <xref ref-type="bibr" rid="ref14">14, 15</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3 Architectural Design and Digital Fabrication</title>
        <p>Since the beginning of this century, digital fabrication laboratories (FabLab) have been
implemented as centers of innovation, entrepreneurship and as allies to personal design and
production [16]. Its definition indicates the digitization of manufacturing processes, the term is
broad, ranging from the technical to the social, where a range of tools and concepts converge,
from nanometer precision to machines capable of self-replication, to programming languages for
digital manufacturing in virtual reality [17]. Digital fabrication creates finished parts from
computer-designed models based on manufacturing processes [18] that open the way to
flexibility and productivity in industry.</p>
        <p>Digital fabrication laboratories are essential elements in contemporary education and
scientific research. Digital fabrication, which includes technologies such as 3D printing among
others, has revolutionized the way researchers prototype and produce components, accelerating
the development process. These labs allow students to apply that knowledge in the creation of
real prototypes. Several researches highlight the importance of this combination in training
practical skills and preparing students to solve real or everyday problems [19]. In addition, the
availability of online resources and open source software have democratized access to digital
fabrication tools, expanding learning opportunities worldwide [20].</p>
        <p>The integration of digital fabrication techniques into architectural design processes is a major
challenge to create a digital building culture but is of enormous impact since traditional
construction techniques and complex forms difficult to implement in the past are challenged [21].
On the other hand, 3D Printing can favor a better communication of ideas in the design process
among participants generating a collaborative approach is the generation of innovative and
sustainable design processes [22].</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4 Architectural Design and Virtual Reality</title>
        <p>Virtual laboratories have gained relevance in science education due to their ability to provide
hands-on experiences through digital environments [23]. Several studies indicate that virtual
laboratories allow students to explore scientific concepts in a safe and repeatable manner [24,
25]. Virtual design refers to the creation and manipulation of three-dimensional objects and
spaces in digital environments [26]. In addition, digital design tools are fundamental to the
creation and editing of graphic and architectural content since they provide a range of options for
conceptualization and representation of designs.</p>
        <p>These methodologies and tools have expanded the creative possibilities. Therefore, several
authors [27, 28] point out that virtual reality and 3D rendering have raised the quality of
presentations, which is crucial for conveying design ideas effectively.</p>
        <p>Virtual models allow architects and designers to visually explore a project before it is built,
which can be valuable for decision making and communication with clients. Various research has
highlighted the effectiveness of virtual models in architectural design evaluation [26, 15, 29]. On
the other hand, traditional architectural models are physical mock-ups made by hand with
materials such as cardboard, wood or foam. Research indicates that traditional models can be
more useful for evaluating tactile and scale aspects, but are less efficient in the evaluation of light
and views, compared to virtual models [30]. It should be noted that virtual and traditional models
are valuable tools in the architectural design process, each with their own advantages and
disadvantages. The choice between the two depends on the specific project objectives and
representation needs. Therefore, combining both approaches can provide a more complete and
effective understanding of an architectural design.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Purpose of the research</title>
      <p>The purpose of this research is to determine the impact of the adoption of emerging technologies
on architectural design processes. Specifically in the early stages of architectural design where
the cognitive processes of critical thinking, creativity and imagination must maintain their natural
flows without mediations that alter or distort such processes. To determine this impact, a case
study has been carried out with new architecture students in the creation of conceptual models.
In this case study, a group that has developed traditional, artisanal methods of creating and
constructing conceptual models has been compared with another group that has developed a
method that has incorporated immersive virtual reality with haptic controls and 3D printing. By
comparing the two methods, results can be obtained that will help architects and designers make
more informed decisions about when and how to use each approach based on their specific goals
and the needs of each project. These results can contribute to the improvement of the design
process and decision making in architecture.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Methodology</title>
      <p>The methodological design to determine the advantages and disadvantages of innovation in the
teaching and learning strategies of architectural design in the elaboration of a conceptual model
was based on the case study of students in the first cycle of architecture. For this purpose, a
comparison of two experimental groups was made. Each group consisted of students enrolled in
Architectural Design Workshop 1 at the Faculty of Architecture and Urbanism of the Universidad
Nacional de San Agustín de Arequipa in Peru. This subject is of a theoretical-practical nature and
its main competence is the approach to knowledge and experimentation of form and space in the
design process. Within this process, it is the phase of conceptual ideation of the first forms that
requires the greatest contribution of critical thinking, creativity, and imagination on the part of
the student, and it is in this phase that this research has focused its analysis. The case study for
this research was the final practical work of the subject, which consisted of the design of a small
boat landing and viewpoint located on the banks of the Chili River in the city of Arequipa. The
students conducted an analysis of the site, the user and the activity to define an architectural
program for three spaces. The students then had to define a conceptualization and a first
threedimensional solution through a conceptual model. The time allotted for the conceptual ideation
process was five days.</p>
      <p>The experimentation was carried out with the 33 students enrolled in group B of that subject.
The group was divided equally according to their previous grades and randomly, so that their
previous learning would not be a variable that would distort the experimentation. Group 1
consisted of 15 students who were assigned to work in the virtual reality and digital fabrication
laboratory and Group 2 consisted of 18 students who worked in the conventional design
workshop classroom.</p>
      <p>The students in Group 1 worked in a differentiated manner as follows. On the first day they
had training in the handling of the HTC Vive HMD and Google's "Blocks" software. This application
allows creating 3D objects using simple geometric shapes, a color palette, and a set of helper tools.
This session ended with each participant using the equipment and software for 20 minutes
(Figure 1). On days 2 and 3 they did work in the design workshop classroom. On the fourth day,
according to the previously established schedule and for 45 minutes they used the hardware and
software to create their three-dimensional proposal in the virtual environment (figure 1).
Immediately after finishing the three-dimensional conceptual model, the file was exported. The
file was processed with the free Ultimaker Cura software to be sent to three Creality 3D printers
in the Digital Design and Fabrication Lab (Figure 2). On the fifth day, the 15 students in this group
were given the printed pieces for assembly and presentation together with the students in Group
2. Group 2 students worked independently in the workshop, applying the traditional strategies
of the design workshop, and making a model with cardboard, cardboard, and other materials.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <p>The comparison of the conceptual models was carried out using the following evaluation
instrument based on five criteria: (i) multiple solutions, (ii) compositional principles, (iii) shapes
and volumes, (iv) relationship with the environment and (v) communication of the idea.</p>
      <sec id="sec-5-1">
        <title>Development of several models exploring all possibilities or solutions to find the best idea. Application of compositional principles such as unity, balance, direction, center of interest.</title>
        <p>Creation of solutions with new and ingenious forms in response to the main
idea of the proposal.</p>
        <p>Integration of the volumetry to the idealized slope of the terrain and
orientation towards the surrounding visuals.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Communication of the idea through the finalized conceptual model.</title>
        <p>Regarding the first comparison criterion, multiple solutions, it was found to be quick and easy to
create several alternatives in the immersive environment. Most of the students created between
two and five virtual models. On the other hand, the creation of hand-made models did not allow
this multiplicity. The delay in the construction of a model, even a schematic one, prevented
students from creating more than one. Only in the few cases in which the construction of the
model did not respond to the student's idea, they created a second model (Figure 3).</p>
        <p>For the second criterion, called compositional principles, it was observed that the virtual
models presented a greater development of the conceptual idea and therefore a greater presence
of compositional criteria. The compositional criteria that were evidenced were rhythm,
repetition, balance, unity, and movement. On the other hand, the manual models showed simpler
solutions with basic compositional principles such as unity and symmetry (Figure 4).</p>
        <p>For the criterion of shapes and volumes, we found in the virtual models the predominant use
of polyhedral volumes such as cubes, parallelepipeds, and pyramids. Despite this, most of them
were complex volumes with inclinations, deformations, intersections, etc. On the other hand, in
the manual models, curved shapes were used in addition to polyhedral shapes (Figure 5).</p>
        <p>In Figure 6, relationship with the environment, it was observed that the manual models mostly
present a limited relationship with the site (specifically with the slope). In several works it was
observed that the proposal simply overlaps superficially with the terrain. On the other hand, in
the virtual models, the responses use the slope in favor, constituting a better response as a pier
and consistent with the topography of the site (Figure 6).</p>
        <p>Finally, for the criterion comparing the communication of the idea, the responses from both
groups presented a variety of characteristics. In the case of the virtual models, which were then
materialized with 3D printing, they showed the same physical qualities as the manually produced
models. On the other hand, it has been found that printed models in general present a more
complete conceptual idea than manual models that have been shown to be unfinished or
incomplete. It has also been found that the 3D printed mockups present a greater
threedimensional development, unlike the manual models that have shown conceptual ideas more
thought out in two dimensions, usually in plan (Figure 7).</p>
        <p>Three findings were found outside the comparison criteria. The first one has to deal with the
execution time of the models. The execution of the models first created in a virtual environment
and then printed in 3D was much shorter than those created manually. In the first case, such
construction has only been reduced to the assembly of the pieces on the base terrain. The second
finding is related to the previous one. By having the pieces of the models printed in 3D, the
students in the process of assembling them have been able to have that ideal haptic linkage that
is conferred to the manual model and that has also allowed the students to make final adjustments
of proximity (Figure 8). The last finding is that the printed models are very difficult to modify
unlike the manual models built with cardboard.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>
        The first disruptive technology used to develop the conceptual model was immersive virtual
reality. The immersive environment provided by this medium added to the interaction and the
benefits of Google Blocks software has shown to have the following advantages compared to the
creation of handmade models. It allows the quick and easy creation of polyhedral shapes as well
as free forms (curves) in direct relation to the movement of the hands. This form is very similar
to traditional drawing where thinking, sight and hand movement are linked with a pencil on a
sheet of paper, but this time with three-dimensional strokes. This form of creation generates a
haptic link between the body and the hand with the created object [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], a characteristic that digital
models created in other ways do not have. Therefore, the processes of critical thinking and
creativity are not affected by the mediation of this technology. It allows the creation of many
solutions and their variants achieving a quick arrangement for the application of more
compositional principles. At the same time, the easy and direct modification of the object has
generated a process of instant reflection and feedback, a necessary feature in conceptual models
[
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. It allows a better perception of the three-dimensional idea due to the possibility of rotating
around the object and giving it different scales. This is one of the most compelling advantages that
cannot be achieved in other digital media [29]. Finally, it facilitates the creation of a conceptual
model in a reduced time compared to the traditional handmade way. On the other hand, it has
been found as disadvantages the intangibility of the object that distances it from a real and direct
haptic experience of manipulation of shapes and materials and that, in addition, does not allow
to experience the behavior of the model under natural light. The unavailability of software to
create materials (only colors can be assigned) limits any conceptual idea based on materiality.
Finally, virtuality does not allow having the model in front of the student permanently for
reflection and feedback processes, except for the exported three-dimensional models capable of
being viewed on cell phones, tablets, or PCs.
      </p>
      <p>
        The second technology applied was digital fabrication. In this case the use of 3D printing with
FDM technology has proven to have the following advantages. It has favored the materialization
of any shape previously created in virtual reality. This workflow has been very simple since the
exported virtual reality file was recognized by the software to laminate the 3D models for
subsequent printing. This material creation of the conceptual model made it possible to solve the
disadvantages of the virtual model, that is, its intangibility, its immateriality and its permanent
physical presence [
        <xref ref-type="bibr" rid="ref1 ref4">1, 4</xref>
        ]. Although the printing of the 15 models (on three printers at the same
time) took 7 hours, this time was not charged to the student's work. This can also be considered
a disadvantage if it is considered crucial that the time spent in the construction of the model
allows for maturation and reflection [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. By printing the conceptual model in several parts, it
allowed the student not only the haptic experience of manipulating it for final assembly, but also
the possibility of making readjustments based on direct perception [
        <xref ref-type="bibr" rid="ref1 ref8">1, 8</xref>
        ]. The printed model, like
the handmade ones, also allowed to perceive its scale and proportion and the reaction of the
object under sunlight [
        <xref ref-type="bibr" rid="ref1 ref8">1, 8</xref>
        ] The disadvantages found are the impossibility of materializing the
models with any material other than the printing filaments, as it happens in traditional models
with cardboard, micas, sticks or others. In addition, it has been found that it is difficult to modify
the model once printed, becoming almost a finished sculpture.
      </p>
      <p>The inclusion of digital tools in the methodology of the architectural design process, from the
early years of training promotes openness to new models and ways of dealing with design, which
complement the traditional physical models to give better results in the academic performance
of students. In this context, it is important to include digital fabrication and virtual reality
laboratories within the methodology of the architectural design process to explore other
attitudes and qualities in university students in addition to the aforementioned.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions</title>
      <p>After carrying out a case study to determine the advantages and disadvantages of using
immersive virtual reality and 3D printing in the creation of conceptual models by first year
architecture students, the following conclusions were reached:</p>
      <p>The qualities that immersive virtual reality has such as immersion, presence, and interaction,
added to the easy creation of objects with haptic controls that are achieved with the Google Blocks
application allow: (a) To create very quickly and easily multiple responses in the inquiry and
search for forms that materialize the main idea. (b) Manipulate, transform, and copy objects in a
simple way to test and verify arrangements and composition criteria. (c) Create a very wide
diversity of shapes, from simple polyhedral shapes, through curves, to more complex and free
shapes with the simple movement of the hands. Moreover, these forms can become more complex
with manipulation. (d) To better understand the three-dimensionality of the proposal by the
possibility of perceiving the model from different angles, different scales, and different points of
the observer. (e) To propose ideas relevant to the place due to the pertinence of creating the
model always over the idealized terrain.</p>
      <p>On the other hand, the qualities of 3D printing, such as the materialization of almost any
threedimensional shape, low costs and accessibility and automation, as well as its compatibility with
the files exported by the IVR application, allow: (f) To reduce the effective time of the student for
the manufacture of the model, giving more time to cognitive processes. (g) Achieve a haptic link
with the student from the moment of grabbing the printed pieces to assemble the model and
arrange them on the cardboard terrain. (g) Perceive the relationships of the volumes to scale,
proportion and proximity to make adjustments at the time of presenting the model. (h) Study the
interaction of the model with natural light to determine a sun exposure study and the impact of
the sun's rays and shadows.</p>
      <p>Therefore, from the proposed methodology it is concluded that the complementary
introduction of these two disruptive technologies in the processes of ideation and creation of a
conceptual model does not alter the cognitive processes of architectural ideation; on the contrary,
they provide important advantages that may be the indication of the rupture of some paradigms
of the teaching-learning process of architectural design.</p>
      <p>The use of other software for artistic creation in conjunction with other digital fabrication
techniques is proposed as future research, always looking for innovations in traditional strategies
in the methodology of architectural design.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>Acknowledgement is extended to the Universidad Nacional de San Agustín de Arequipa in Peru
and to the students of semester 2023 - A of group B of the Architectural Design Workshop 1
subject of the Faculty of Architecture and Urbanism. Also, thanks to the Design and Digital
Fabrication Laboratory of the UNSA where the experiments were carried out.
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