Virtual Architecture

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ASSIGNMENT 1

Manasvi Agarwal
B.ARCH

VIRTUAL
ARCHITECTURE
TERMINOLOGIES
1. Virtual Reality
In a VR space, virtual displays surround users with three-dimensional
stimuli. Users have a sense of inhabiting a new place instead of looking at a
picture. With sensory immersion in the VR space, users become a part of the
environment and can perceive and visualize the surroundings by walking
around the space. For architectural designers, applying VR will enable them to
understand the spatial
qualities of their own
designs intermediately,
and will be able to
comprehend their works
by walking through the
virtual space to
visualize the colour and texture of assigned materials, proportions of the spatial
layout, and the aesthetic expression of structural elements. Therefore, VR will
become a valuable visual tool for architectural learning and teaching, and is
now in the rapidly developing research stage.
VR would offer a natural interface for architects to navigate through, make
spatial judgements in, and manipulate three-dimensional physical environment.
Example: We can examine the negotiation of spaces by the wheelchair users in
a building before it is constructed, hence ensuring design of barrier free
environments in order to assure handicapped accessibility to these spaces.
Use of VR for: (i) walkthroughs for visualization, analytical simulation (e.g.
energy, circulation, facilities management) and virtual reconstruction; (ii) design
decision making;(iii) collaboration;(iv) marketing; and (v) construction.
2. Augmented Reality
It is the live blending of information technology and media with real world
environments.
Augmented reality (AR) is a live, copied view of a physical, real-world
environment whose elements are augmented (or supplemented) by computer -
generated sensory input. Virtual reality replaces the real world with a simulated
one whereas augmented reality takes the real world and adds to it with—in the
case of architecture—a 3D model of your design.

With the help of advanced augmented-reality technology such as computer


vision and object
recognition, the
information
about the
surrounding real
world of the user
becomes
interactive and
able to be
digitally
manipulated. In augmented reality, computer software must derive real-world
coordinates, independent from the camera or from camera images.

Augmented reality in construction and architecture projects involves placing a


3D model of a proposed design onto an existing space using mobile devices and
3D models.
Augmented reality has a wealth of design and construction uses beyond
visualization, too. It can be used for design analysis to pick out clashes by
virtually walking through your completed model. It fits the bill for
constructability review by letting the architect and contractor collaborate on
changes that have to happen between design and construction due to
constructability issues. It can even assist with prefabrication of building
components.
3. Augmented Virtuality
It is the real-time representation of the current state of real world elements
in media and information technology environments.
The difference between the augmented reality and augmented vituality
comes down to where the user interaction takes place. If the interaction
happened in real world, it is augmented reality. If the interaction occurs in a
virtual space, it is considered augmented virtuality.
For example:
4. Mixed Reality
Mixed Reality spans the purely virtual and purely real environments. Mixed
reality in construction, and in the context of the building industry and BIM
modeling, is the phase in which digital and real content co-exist, where
architectural design collides with reality, and where construction teams
transform digital content into physical objects. It helps users efficiently
interpret physical and digital information, and the spatial relations between
them.
5. Presence/Immersion

Immersion is user’s engagement with a VR (virtual reality) system that


results with being in a flow state. Immersion to VR systems mainly depends
on sensory immersion, which is defined as “the degree which the range of
sensory channel is engaged by the vir tual simulation” (Kim and
Biocca 2018).

Presence within the context of virtual reality is defined as one’s sense of


being in the virtual world. The illusion is perceptual but not cognitive, as
the perceptual system identifies the events and objects and the brain -body
system automatically reacts to the changes in the environment, while
cognitive system slowly responds with a conclusion of what the person
experiences is an illusion (Slater 2018).

Even the VR professionals may mistakenly use the terms “presence” and
“immersion” interchangeably; immersion stands for the objective level of
sensory fidelity provided by a VR system (Slater 2003), whereas presence is
the subjective...

6. Teleportation: It is a common method of virtual navigation through space.


Through teleporting, the client will be able to step inside the virtual world
(same as entering inside a newly built architecture) and can look and feel
everything without travelling to the actual site.

7. Foveated Rendering
Foveated rendering is a rendering technique which uses an eye
tracker integrated with a virtual reality headset to reduce the rendering
workload by greatly reducing the image quality in the peripheral vision .
8. Haptic feedback
Design and architecture have always provided tactile experiences, but the
sense of touch has not always been a primary focus. The same holds true
for interfaces, or the controlled links between the physical world and virtual
information. So-called haptic technology describes interfaces that provide
tactile feedback to a user, such as vibrations generated through eccentric
rotating mass actuators or linear resonant actuators (LRA)—devices common
in game controllers or portable electronics. (For example, LRA powers
Apple’s Taptic Engine.) However, haptic interfaces can now be found in
other surfaces and elements in the built environment, often in combination
with light, sound, and information generation.
REFERENCES:

Murali paranandi tina sarawgi,


http://papers.cumincad.org/data/works/att/3439.content.pdf

Chiu-Shui Chan,
https://www.researchgate.net/publication/272820335_Virtual_Reality_in_Architectu
ral_Design

Eric Baldwin, https://www.archdaily.com/921609/morpholio-brings-iconic-


furniture-designs-to-life-with-augmented-reality

Jeff yoders, https://www.autodesk.com/redshift/what-is-augmented-reality/

John Spacey, https://simplicable.com/new/augmented-reality-vs-augmented-


virtuality

https://constructible.trimble.com/construction-industry/mixed-reality-for-
architecture-engineering-and-construction

Milgram, Paul; H. Takemura; A. Utsumi; F. Kishino (1994). " Augmented Reality: A


class of displays on the reality-virtuality continuum" (pdf).

https://link.springer.com/referenceworkentry/10.1007%2F978-3-319-08234-9_162-1

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