Introduction
1.1
The way in which we visualize architectural design, its component parts, how it works and how it might be used, has a strong bearing on the built environment we create and inhabit. Emerging tools for design visualization are changing the practice of design itself. (Whyte, J, 2002)
They provide opportunities, as designers no longer need to be temporally and spatially constrained by previous limitations of sequential decision-making processes. They make it possible to create virtual prototypes, to model attributes and to simulate performance characteristics without having to build full-scale mock-ups. By adding another dimension to the ways in which space can be configured over time, they complement and enhance the value of using face-to-face communications and physical models.
This study provides an insight into the development and use of virtual reality –
“a new tool for design, production and management of the built environment” (Whyte, J, 2002). It shows how changes are occurring; what they mean for professionals in the project team, clients, managers and end-users; and how new design technologies can influence design decision making in the future. It does so by drawing upon user studies from participants within the architectural industry.
The study will also consider the process of technological change, within the context of design practice and influence that it contribute to the decision making process.
It highlights how virtual reality only became technically possible through developments in a number of underpinning, generic technologies and rapid computing, together with high speed communications infrastructure. The integration of these technologies has opened new possibilities for applications across the spectrum of design, production and management activities. (Whyte, J, 2002)
Virtual reality tools are being used in many divergent ways across different segments of the design community. There are expectations of further technological refinement and cost reduction, and this is likely to stimulate more widespread use in future. Consideration will be provided to how design organizations – large and small – might benefit by engaging with these new technologies of design. It illustrates the excitement of designing in a multimedia environment and creates a real sense of how we might integrate different parts of the processes of design, production and management to provide better architectural design.
1.2
The realization of architecture from initial project identification to occupation by owners involves a complex system of communication among a diverse group of persons concerned with a wide variety of subjects. (Whyte, J, 2002)
In order to become a successful architect, the designer needs a creative talent for understanding form and space and excellent communication skills to help him exchange ideas with his design partners, consulting engineers, clients, and users. Through communications, architects can test alternative design concepts and make successful design decisions. Communications help architects find a reasonable way to develop a design and ensure that the design process is moving in the proper direction. The exchange of ideas is significant for the successful progress of architectural design. After all, architecture is the combination of art, engineering, and economics. A poorly designed architectural product will have a severe social and economic impact and is very difficult to correct.
People depend on the senses to communicate. They understand by listening,
touching, smelling, tasting and seeing. While meetings, discussions, and texts can help architectural communication, architecture is fundamentally a visual art. So visual communication during the design process is the predominant medium for understanding.
The common method for representing and communicating information and designs in the architectural industry is preliminarily via 2d drawings and specifications. This takes the form of two dimensional sections, elevations, and masterplans, all of which require a knowledge base to translate the information.
Recipients of 2d drawings and specifications will extract the necessary information and interpret it based on their previous experience, background and knowledge. Each may have different understanding on how the facility will look like when completed . . . The misunderstanding may lead to mistakes which may further lead to additional time and costs. (Whyte, J, 2002)
Designs and concepts are often most fluid when communicated freely within a design team environment. The realisation of the design from its identification to its construction involves complex communication between a wide range of people, specialising in their own subjects, from architects to design partners, to engineers and clients.
To allow this process to develop successfully it is essential that an architect embodies strong communication skills throughout the evolution of their design ideas and concepts. Communication allows testing or concepts and ideas to make better design decisions.
The architectural design process can be broken into the following phases: schematic design, design development, presentation and evaluation, detail development and construction documents, bidding, and administration of the construction. In the schematic design phase the overall characteristics of the building are established. Significant issues are identified, and initial design decisions are made. During the design development phase the specific character and intent of the entire project are described.
Throughout all of these phases, architects find themselves performing a variety of tasks, ranging from the most creative to the utterly mundane. Computers were introduced to the architectural profession with the hope that they would free architects of the mundane, manual tasks, as well as aid in the management of information.
However, CAD has had little impact on the earlier phases of design. Thus, there is a point in the design process when architects and designers must make a mental leap from sketches and study models to CAD representations in two or three dimensions.
It is impossible to imagine designing contemporary architecture without computers. They have enormously accelerated many parts of the design process and opened up astounding new possibilities that have never been imaginable before.
Parametric architecture, interactive architecture, mass customization and file to factory production: all these would not be possible without the use of digital technologies. Ironically, the common use of computers has also drawn designers away from meeting tables and stuck them into a single-player working mode. When we design, we are now confined to our screens and keyboards. We exchange information only when we stop designing. (Borries, F, V, 2007)
The single-player way of operating in our digital workspaces makes cooperation between different specialists in the design process one of the most serious bottlenecks in a project’s development.
As a result, designs are often just optimized from the point of view of one specialist, while others follow this dominant party, providing solutions for just one, very specific case. “In this way, the whole range of design options that could be worth exploring is not even brought into consideration.” (Borries, F, V, 2007) The modern design process not only takes way too much time, but also hinders us from investigating all possible design alternatives. Given this, a new design method paradigm shift involving a change from single-player to multiplayer design has become an absolute necessity.
The intention of the shift should be not only to accelerate the design process, but, more importantly, to enable the exploration of the whole possible spectrum of design alternatives. (Borries, F, V, 2007)
1.3
This advancement in computer hardware has made it possible for games developer to creatively produce highly believable interactive 3D virtual environment.
Game engines and its design concept has the capability to represent a realistic virtual environment in real-time.
The integration of CAD and 3D Game Engine to develop a low-cost but still maintaining high performance virtual environments (VE) application is beneficial for those involved heavily in the construction process e.g. architects and contractors to visualize construction facilities before the actual and physical construction exist.
In turn, the advancement of the computer games industry should be realized to benefit other sectors.
Visualization of the desired end product in a virtual environment with real-time walkthrough capabilities will allow for such collaboration among project participants and will assist each party to decide on the means and methods of achieving the project goal.
Should the future of communication about architecture and urban planning projects come from the videogame development?
Imagine a 3D computerized model which can carry on and integrate the successive evolutions of your project, being a decision making tool as well as a public communication support and allowing an easy and full understanding of the project and its stakes.
All that is now possible thanks to the unique possibilities coming from the videogame world. (IMAGINA 07)
Current architectural practice is increasingly faced with economical, technological, ecological and formal and aesthetic problems. Architecture still has a mechanistic view of technology, despite the fact that it can provide the formal and theoretical ingredients necessary for innovation. Architects must develop new interaction schemes – more organic, but with comparable technological embedding in every respect. The construction of games can serve as a paradigm for this. (Borries, F, V, 2007)
Many well-known attempts by architects and game designers to capitalize on architectural games have been all too superficially presented and have thus been a welcome excuse for many architects to dismiss the genre as amateur.
Yet through these games, palpably effective methods and technologies for more complex and dynamic systems of modeling, control and interaction were developed; these can achieve far more than what is currently possible in architectural practice. (Borries, F, V, 2007)
1.4 Example 1 HKS Architects
http://www.archengine.org/ (Please see link)
Adopting the new technology is also helping HKS address long-standing challenges. The firm had found that clients often have trouble translating two-dimensional images — let alone architectural plans — into accurate ideas of what a building interior space might look like in reality. “The worst is when a client sees a finished building and says: “That’s not what I expected,” says Pat Carmichael, the company’s advanced technology manager. (www.archengine.org)
For Carmichael, the potential was clear. For one, clients can control the point of view with a joystick or keyboard, walking in and around buildings and structures as they would a finished building. (www.archengine.org)
1.5 Example 2 Fosters + Partners
Imagtp helped Foster+Partners to win the New York Public Library renovation project.
The London based architectural practice, Foster+Partners, is to create a new circulation library in a space below the library’s Rose Reading Room and overlooking Bryant Park that now houses seven levels of stacks and a basement.
Starting with about 30 candidates, the Library was particularly impressed by the architect’s firm efforts and their elaborated visual presentations, the special committee of the Library’s Board of Trustees said.
“They did do a knockout proposal,” said Paul LeClerc, president of the library. (Toutée, B, 2008)
Our collaboration with Foster+Partners on the New York Library was not limited to the creation of a cutting-edge presentation media. At a very early stage they used our solution to visualise and validate various project’s design options and their complexity.
At the final presentation in New York our Interactive Virtual Model ® was chosen to support the crucial questions-and-answers session. Mr. Jean-Baptiste Reynes, IMAGTP’s CEO, who conducted the real-time presentation of the project remembers a member of the committee saying: “Now, I understand how it will work.” (Toutée, B, 2008)
1.6 Example 3 Crysis
http://uk.youtube.com/watch?v=OTj_I-iCzqY&eurl=http://digitalurban.blogspot.com/2007/02/crytek-realtime-engine-for-architecture.html (Please see link)
The breakthrough in game engine technology has culminated in the success of the Cryengine2. This next generation game engine is one of the first to be launched as an resource for high end real time visualisations, including computer games, architectural visualisation and animation.
Due to such an early stage in its adoption the major issues revolve around cost and licensing constraints. Crytek, the developers of cryengine2 do not even release prices. Instead you have to contact them to request the cost information, they then decide if you have relevant experience and resources to maximise their engine.
Due to these barriers it will take a long time before this becomes mainstream; however it definitely sets the bar high for future expectations, and its competition.
1.7
This is undoubtedly an area that requires exploring as it provides additional opportunities to investigate the ways in which current design processes are undertaken, and the way this informs decision making in the design process.