Solution
4.1 C2) Describe
Due to the response generated by the research into the requirements and needs of users in the architectural design process, it is clear that a form of visual representation that can address gaps in the current process should be fully explored to increase creativity and communication, thus informing design decision making.
Ultimately there is a sufficient need to extend the current methods of visual communication buy incorporating a platform for virtual reality into the design process. Thus, the proposed solution is to evaluate current breakthrough VR technologies and apply examples to working architectural projects.
Current VR applications
Quest 3D http://www.quest3d.com Price 1249.00 Eur
As far as current VR applications go Quest 3D generates a fairly nice result. Many examples in their advertising and web gallery look good. Even without considering the cost, the main concern with this application is that it requires additional training to be able to utilise its potential. This would eliminate the majority of users and limit its adoption to only minimal numbers within the design team or practice. This along with the cost would make this more appropriate for specialist use.
Turntool http://www.turntool.com Price 798.00 Eur
The key benefit to Turntool is its ease of use. You receive a plug-in which incorporates into your current 3D application and you are ready to go. However, the majority of users would not have access to 3D applications such as 3D Studio Max. So again, similarly to Quest 3D, this is best suited to specialist application.
Google Earth http://earth.google.com/ Price FREE, $20, $400
The release of Google Earth in mid 2006 to the public caused a more than tenfold increase in media coverage on virtual globes between 2006 and 2007, driving public interest in geospatial technologies and applications. Google Earth, together with its sister application Google SketchUp have become readily adopted into the architectural industry through various stages of the design process. This being said, Google Earth is not currently heavily utilised to view models and virtual environments, and rather is used as a mapping and aerial photo resourse. Although it isnt being used in this way, its main benefit is that it is already installed on the majority of PC`s (At least it is in our practice).
After analysis of the user response survey there are many considerations that need to be addressed prior to selecting a particular software, engine. For instance –
Money Money occurred as the key reason VR had not yet / in the near future be readily adopted. Instead, users admitted that they would wait until costs reduce and adopt at a later stage of innovation.
Time “There is never enough time”. Time can be addressed on 2 levels –
1) VR should need minimal learning time to use.
2) VR should be able to be used in tight timescales, and ideally be able to generate prototypes and imagery in these short deadlines.
User Friendly This obviously affects the time issue. Users haven’t got time to learn complex applications, so any use of VR should not interfere with existing practice.
Quality Strong contrasts were made regarding the general look of VR –
“Top end would be influential. . . Poor quality graphics would be less than useless.”
Compatibility “Although there are products which are good, they are unique and so the compatibility to other software – which makes VR expensive due to converters / plug-ins etc.”
Taking into account the user responses, and diffusion of technology through this industry, I believe Google Earth will have a more successful rate of adoption in displaying content in this manor.
This is predominantly due to –
1) Most architecture practices using Google Sketchup and Google Earth.
2) Google Earth is a free download, so there is no cost implication.
3) Users can navigate their way around their chosen area with user friendly controls.
4) Lighting can be manually adjusted by users, allowing interactive lighting test to be completed in realtime.
5) All content and screen grabs can be emailed to clients, designers at the touch of a button.
6) Content can be built and added to Google Earth by incorporating Google SketchUp (also a free download)
7) You can add photos at specific viewpoint, allowing you to display photos or CGI imagery etc.
You can add text descriptions to summarize projects / details.
9) You can make movie to capture predefined or real time animations.
Google Earth is a virtual globe, map and geographic information program that was originally called Earth Viewer, and was created by Keyhole, Inc, a company acquired by Google in 2004. It maps the earth by the superimposition of images obtained from satellite imagery, aerial photography and GIS 3D globe. It is available under three different licenses: Google Earth, a free version with limited functionality; Google Earth Plus ($20 per year), which includes additional features; and Google Earth Pro ($400 per year).
It was also made available on the iPhone OS on October 27, 2008, as a free download from the App Store.
4.2
From assessing the range of VR software readily available I believe Google Earth has a good balance of features and has already been established as a must have for the architectural industry. Thus I see it as a great platform to apply the range of benefits VR has to offer, not just to individuals, but to a whole practice.
The process of adding content to Google Earth is not a new concept, however I do not believe it has been explored to its full potential as a working tool. It is predominantly used as a viewer, however why not use this for clients to view their designs, or designers to navigate around their ideas? To summarise, Google Earth is not a new idea however the concept of using it as a fully interactive design tool is.
I raised this concept with a variety of people within the computer graphics industry and received support for this approach of this use of software,
Everyone I talk to in the industry feels that technologies like Google Earth will impact on day-to-day practice, and the subject has been featuring in sessions at conferences for a couple of years now. . . I’m interested in your idea of building a virtual portfolio within Google Earth. That isn’t something I’ve come across before, but it seems a logical use of the technology. (Thacker, J, 27.11.08)
This exploration into the mass use of VR on a practice indicates the very beginning of how VR will become more mainstream in arch viz, however it is only through mass adoption to this level, that future opportunities such as the Crysis engine (highlighted in section 1.6) – Cry2engine will become more mainstream.
4.3
Although the architectural market is still focused on its current methods of communication of ideas and designs, this will change within the next 5 years as virtual reality and game engines get cheaper and become more readily adopted within the community. Until this point it is only likely to be adopted by the larger organisation that have the finance to develop the tools for their required needs.
Recently, this has been proven through a number of large architectural firms such as Fosters + Partners, HOK, and HKS utilising such techniques in their practice.
With any new feature, its success is only down to its acceptance of its users. The use of Google Earth allows users the controls to determine if they (individual, practice, industry) deem it to be a useful method of interaction.
Allowing users the ability to navigate and control the way they interact with their design experience, hands back the control allowing them to make better and more informed design decisions.
This has potential to realign the balance of creativity and technology in the architectural design process, and has potential to be adopted as the favoured way for future design interaction.
There are numerous benefits for this approach. One of the key barriers that arose from my user study was that VR had not been adopted into current practice was due to cost. This is of course a natural reaction. People are very aware that technology cost, and often project fees are stretched to the limit. Any proposed VR solution would have to have minimal cost implication to even be considered.
Google Earth provides a free, existing infrastructure thus reduces the amount financial risk associated with this type of adoption. The success of Google Earth has been worldwide and to date has been installed on over 250 million computers. As a result of this scale of users the general user interface provides a clean and user friendly base for navigation. After all, if it has be accepted by this volume of people any additional content to this would have reduced barriers of adoption as no new software or navigation skills are required past that of existing use.
Whilst proposing to extend such a product in this way there are also negative aspects which must be addressed.
On a personal level, as an architectural 3D visualiser the introduction of such user friendly software for mass consumption does sound alarm bells for my existing role. Many of the techniques being proposed take the control and technical expertise out of my hands, and into others. There is a fine line between offering additional design solutions, and cannibalising the existing service. The last thing I want to do is to make myself and my skills redundant.
However, from reflecting on current themes and technologies I believe that VR is going to dominate the way architectural projects are run in the future. Maybe not in 5 or 10 years, but it will get there. There are so many benefits which have potential to provide superior methods to that of existing practice, that I believe only by educating people of the full resources currently available can I look to continue my career in this industry in the future. VR may indeed cannibalise certain aspect of a 3D visualiser`s workload, however this leaves the opportunity to move towards a 3D consultant, and roles that provide support for practice’s. In short, I feel that VR technology will be highlighted at some point, and I would rather be an early adopter and be in control of its use, rather than follow a predefined trend.
Although the implementation of Google Earth as a VR platform is free, (unless upgraded) time will be required for users to familiarise themselves with this type of interaction. For this to be fully adopted additional products must be achievable to monetise its output. Creative design tools are great, however if they do not directly provide a profit (either through winning of bids through presentations, or chargeable work to clients) the product will never be fully adopted to its potential.
User study results suggest that multiple features are of interest to different people. As a result, the implementation of a VR application that provides a wealth of content and options will allow greater scope for the individual to decide the best solution for the necessary task.
At first it may appear tempting to incorporate all aspects of available options however some degree of caution will need to be adopted to ensure that the core elements are considered and the best solutions are developed through use. A simpler approach also provides a more realistic method to be accepted as more focussed solutions reduce risk, potential cost and time. This is emphasised in beginning / launch stages of implementation.
Google Earth incorporates direct links with Google SketchUp allowing models to be imported and explored in Google Earth. As the amount of users currently utilising SketchUp in current practice is growing, so to could the expansion onto GE.
4.4 C2) Plan
The plan for cycle 2 is to raise the issues of concern and interest from the user study and practically apply these issues into Google Earth. (which can be captured with GE`s “movie maker” can then be presented to users).
Posted by cwayling