Technology in Architectural Practice

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The AIA Technology in Architectural Practice Knowledge Community (TAP) serves as a resource for AIA members, the profession, and the public in the deployment of computer technology in the practice of architecture. TAP leaders monitor the development of computer technology and its impact on architecture practice and the entire building life cycle, including design, construction, facility management, and retirement or reuse.

    

  • 1.  VR

    Posted 07-05-2016 05:30 PM
    Is anyone using VR, and if so, which apps and hardware do you like and why? I am familiar with IrisVR on the HTC Vive (full disclosure: we worked with them at an event) and it was very well-received, but I would like to know what other platforms are gaining popularity for ease of transferring files and fidelity.
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  • 2.  RE: VR

    Posted 07-06-2016 05:52 PM

    I've used both the Oculus DK2 and the Samsung GearVR. The DK2 has been gathering dust for quite some time but that's generally what happens with development hardware. I use KRPano for editing the presentations and upload to the GearVR for testing and for client reviews. I've decided to skip additional hardware purchases until after the Microsoft HoloLens starts getting into the hands of 3rd party manufacturers/developers. Room scale is where we need to be and though the HTC Vive can provide this, going from virtual to augmented will be of greater benefit to our clients. Also, monetizing VR has been a challenge. Perhaps it's just the existing client base but they would rather have renderings and animations that can easily be distributed/displayed than a VR image.

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    john dollus
    visualization coordinator
    staffelbach design associates
    dallas TX



  • 3.  RE: VR

    Posted 07-06-2016 07:31 PM

    For visualizing models Unity or Unreal game engines are typically used, leveraging the FBX file format which is the current industry standard workflow.  Either Revit, SketchUp or Archicad (via Cinema 4D) can accomplish this task easily through exporting the FBX or in some cases OBJ files, importing them into Unity or Unreal then preparing them for either VR or AR.  Model sizes need to be around 100mb or less typically.  As far as actually working with a VR (Virtual Reality) environment you can use the EnvelopVR application to be able to work all day without taking off your HMD (Head Mounted Display) unit.  In terms of AR (Augemented Reality), the HoloLens or ODG's (R7) are leading the way along with Epson's Moverio (BT-200 or BT-300).  The workflow is a little more tricky in some ways as you have to create an application the devices will run to be able to do simple visualizations.  Though the path towards easily functional AR is a little be further away.  Because the questions that arrise in the development of such solutions requires a clear understanding of the end goal, what you want to see, and the tools and talent required to develop them.  With the HoloLens you can only operate in a model visualization mode (3D) or in a 2D mode and not both at the same time.

    I've done extensive research and development in Augemented Reality, Virtual Reality, and Mixed Reality within the practice of architecture and currently working on solutions for the building industries leveraging both the VIVE and HoloLens.  If you have more questions please feel free to contact me directly.

    Thanks for posing the question.

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    Willard Williams, RA NCARB
    Project Architect
    (206) 440-0330 x7
    Rutledge Maul Architects, PS, Inc.
    Shoreline WA