Rural Spatial Form Based on 3D Simulation Model

In order to correlate the rural physical form with the subjective cognition, the rural spatial form and human space behavior were explored. Human cognitive mechanisms in complex spaces were studied. By using virtual reality technology, the spatial morphology and cognitive mechanism of three villages in X, Y and Z were analyzed. The results showed that the three villages had different degrees of spatial perception to the participants. The degree of X was the deepest, the degree of Y was in the middle, and the degree of Z was the smallest. This method extends the application of virtual reality technology in the field of traditional village protection. The research results provide theo-retical basis and data support for village protection and renewal planning.


State of the Art
The study of Spatial Cognition began in the middle of the twentieth Century. As the main body of space use, human spatial cognition and behavior are not only direct feedback to space form, but also influence the space itself. Therefore, it plays a guiding role in the design. In the study of spatial cognition, the traditional qualitative research method was used in the early stage. The traditional spatial cognition research is based on cognitive psychology. Cognitive map is the main research method. It directly studies the cognition process of people's perception and information acquisition in space [3]. The study of spatial cognition was first

Virtual Reality Experiment Platform
The research adopts virtual reality technology. The technology itself has powerful functional characteristics. Depending on the traditional computer technology, the virtual reality realizes the three-dimensional interaction, which can be well applied to the research of human spatial cognition. The characteristics of virtual reality technology include the following aspects [6]: Interactivity: The most important feature of virtual reality is interactivity.
Through different experience requirements and design effects, the experimenter can freely choose the walking path, control the direction of vision, enter the room, or move objects during the experience. It is different from ordinary 3D animation [7]. Experience is no longer the single image information. Through

Virtual Scene Modeling
Before the virtual reality experiment, the most basic work is the environment modeling of the virtual scene. In a real environment, a variety of factors intermingle with each other and act at the same time in the space experience. Therefore, it is difficult to analyze the specific elements in the real environment. In this study, only spatial morphological elements are retained during the establishment of virtual models. This is to ensure that road signs, crowd activities, signs and other non-spatial elements in the real settlement do not affect the path choice of the experiencer in the virtual space roaming process.
In the construction phase of the 3D scene body model, the modeling software mainly completes the following tasks: The three-dimensional modeling of environment and building space is almost impossible to achieve in 3D modeling because of Quest 3D. Therefore, all three-dimensional models are dependent on the modeling software. Base form and architectural form of Xidi village is not complicated. In the modeling phase, sketch up software is used. On the basis of general layout and investigation data of Xidi Village, the main model is established.
In the process of modeling, the ground, walls, roofs, doors and windows are grouped in groups based on different materials. It is convenient to import the Autodesk 3ds Max for the texturing adjustment of the next step.
After completing the 3D modeling, in order to achieve the desired visual effect of the material map of the model surface, in the Autodesk 3ds Max software, the model needs to specify the map UV coordinate system.

Statistical Results
A total of 52 X, Y, and Z ancient villages were recruited to investigate the virtual environment experience and space experience. The experience time of each participant was controlled at 7 -10 minutes per village to ensure that the villages had enough time to experience. The participants wore 3D stereoscopic glasses.
The operation control device roams the virtual village. In the process of space experience, the path can be freely chosen. The spatial location information was recorded in real time. After the experience of each village, the participants filled out the questionnaire about the village.
According to the spatial characteristics of the ancient villages, 8 adjectives to describe the space are selected by the questionnaire. They are "open space or closed space", "straight road or winding road", "easy identification of space or easy laziness of space", "space mark is obvious or space mark is not obvious", "feel rich in space or monotonous in space," "feel comfortable in space or feel uncomfortable in space," "familiar with space or novel in space." Each pair of adjectives is given a rating scale of five, which is characterized by "−2, −1, 0, 1, 2" respectively.
The evaluation of the three villages is shown in Figure 2.

Result Analysis
As can be seen from Figure 2, the trend of the three evaluation polylines is the same. A sense of direction is the two most left. It showed that the most obvious feelings of the three villages were "the space is easy to get lost" and "the space sign is not obvious".
In the eight evaluations of X, except for the value of "spatial familiarity or spa- degree of X is the deepest, the degree of Y is in the middle, and the degree of Z is the smallest.

Conclusions
In this paper, virtual reality experiment is combined with quantitative analysis.
Through research and experimental analysis, it can be seen that the three villages have certain similarities in cognitive forms. But it also embodies different spatial characteristics. In comparison, the structural clarity of rural roads will greatly affect the distribution of people and the understanding of rural space, with X

Conflicts of Interest
The author declares no conflicts of interest regarding the publication of this paper.