a virtual reality applications gallery
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A Virtual Reality Applications Gallery:Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual RealityTRANSCRIPT
A Virtual Reality Applications Gallery:
Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual RealityArchitecture and Virtual Reality
Khaled Ali, Christoph Anthes, Werner Putschögl,Günter Seiringer and Jens Volkert
ARQUITECTURA 3000Barcelona, June 30th to July 3rd , 2004
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AbstractAbstract
The recent interrelationship of Virtual Reality (VR)and Architecture, has created an enormous demandfor exploiting the capabilities of both fields tosupport each other opening the door on unlimited
Virtual Reality Architecturesupport each other, opening the door on unlimitedopportunities, such as:
• Improving virtual environments• Contributing the architectural profession
ImprovingVirtualEnvironments:
Cognition
ContributingArchitecturalProfession:
Vis ali ation
In this paper, capabilities of Architecture have beenclosely integrated with those of VR in order toachieve a menu that houses the accumulation of
g p
• Cognition• Navigation• Way finding
• Visualization• Communication• The rise of VA
achieve a menu that houses the accumulation ofCAVE applications.
As a result, an architecturally designed gallery hasbeen proposed to be simulated and visited in the
An architecturally designedgallery for VR applicationsto be simulated and visited
in the CAVE
been proposed to be simulated and visited in theCAVE. The project incorporates the aspects ofArchitecture and VR to overcome the obstacles ofcurrent menus, aiming at better navigation, and ahigher degree of immersion
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
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higher degree of immersion.
I th t i f l t d k h b i t d d h i i th
Related WorkRelated Work
In the paper, two main groups of related works have been introduced, emphasizing the interrelationship of Architecture and VR.
Group 1 Group 2
1-The ‘collaborative’ architectural design of the newChemical laboratory building at Lund Institute ofTechnology, Lund University, Sweden.
2-Incorporating VR techniques into the architectural
Introducing a number of architectural elements andnavigational tools that to reduce way-finding problemsfor CAVE visitors, such as:
2 Incorporating VR techniques into the architecturaldesign process, at the Human Interface TechnologyLaboratory, at the University of Washington, Seattle. • Signs, landmarks and architectural elements.
• A map study before entering the virtualenvironment.• A dynamically-changing track-up maps thatA dynamically changing track up maps thatrepresent the visitor at the top of the map.•A 3D image of the VE that can be occupied by auser and held in a virtual hand.
The CAVE become an updated version of Architectural elements seemed to enhanceperspectives, and facilitated understanding
and communication
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
the VE, supporting the demand for better spatialcognition and higher degrees of immersion
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Aims and MotivationsAims and Motivations
In general, four main approaches have beenused to present VR applications:1- Command line or text-based menus,similar to the menu used at Kepler University
In Johannes Kepler University, Linz, theaccumulation of VR applications wasrunning at the following rates:• 1999-2001, 2 applications a year.
Current Situations
Current Situations
2- An extendable 2-D Graphics interface,such as:3- Abstract forms, such as the cube-menusused in the Ars Electronica Center, Linz.4- External devices such as:
• 2002-2003, 7-8 applications a year.• Further, about 5 free applications ofother universities were available, raisingthe overall accumulation rate to about:
15 applications a year the Palmist
The SGI Buttonfly Tool
The SGI Buttonfly Tool
Ch ll Ch ll
•Rapidly increasing accumulation rates.
•VR applications are of various fields, types, scales and objectives.Th d d d
All have proven well and served many purposes but 2 main challenges still exist:
•Obstacles such as: poor orientation &navigation and the low degree of immersionChallenges
(Motivations)Challenges
(Motivations)•The need to re-sort, re-order and re-organize existing applications together with future ones.
navigation, and the low degree of immersion
•Not exploiting neither the CAVE as a display, nor Architecture as contributing tool
The Palmist
The AimThe Aim
The aim is to achieve a menu that integrates VR closely withArchitecture, accomplishing the claimed demands,
and reacting rationally to the imposed challenges
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
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Planning and ImplementationPlanning and Implementation
Step 1Step 1Proposing a number of alternatives of menus
that can do the job
Step 2Step 2Investigating and evaluating the proposed alternatives
(a comparative analysis)
Step 3Step 3The winning alternative; An architecturally designed gallery
that to be visited in the CAVE
R D i A li ti D i•Negotiating the concept of the building•Paper drawings•Room-design details•Sketches are modeled via 3DS Max 5.1
Room Design Application Design
•Proposing the hierarchy of the gallery•Converting the gallery building intoprimary components via C++ andO GL P f
Step 4Step 4 •Adding textures and lights•Discussing the final manifestation
OpenGL Performer•Further details are discussed
The gallery building was initially tested in the CAVEi d f i i k l
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
Step 5Step 5 environment, and further discussions took place
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Room DesignRoom Design
Within the room design, three main objectives have been of central importance: Within the room design, three main objectives have been of central importance:
Expandability
Flexibility To ensure re-arranging rooms to house more VR applications
To ensure displaying future works of students
y
Regularity To support the demanded human cognition and optical qualities
g g pp
ObjectivesObjectives
Classifying current VR applications into 6 groups; and therefore 6 functional areas (rooms)
ProceduresProcedures
Proposing a rectangular modular system to be the grid on which the plan cab be sketched
Layout design: a walkway serving 6 rooms, each houses in average 5 VR applications
Interior design: 6 different interiors are proposed, to support the demanded cognition
3 2 13 2 1
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A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
ResultsResults Room 1Room 2Room 3Room 4Room 5Room 6
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Future ExpansionsFuture Expansions
To house more VR applications (future expansions), 3 main possibilities are available:
Possibility No: 1Adding one, or more, 2D picture,or 3D sculpture to the room; and
Possibility No: 2Adding more rooms to currentgallery building to house new
Possibility No: 3Adding more wings to currentgallery building to house newp ;
therefore one, or more, applicationg y g
groups of VR applicationsg y g
groups of VR applications
3 2 1
654
3 2 1
654
3 2 1
654
3 2 1
654
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
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Application DesignApplication Design
Flexibility
E i T il h dl th di 2D hi th 3D l t
To ensure the re-configuration, by re-editing the configuration file
ObjectivesObjectives Within the room design, two main objectives have been of central importance:Within the room design, two main objectives have been of central importance:
Easiness To easily handle the corresponding 2D graphic or the 3D sculpture
HierarchyHierarchy In the light of the mentioned objectives , the tree structure is developedIn the light of the mentioned objectives , the tree structure is developedGallery: the top element of the scene,
Gallery
Room Room Room Room Room RoomAbstractStructure
y p ,that consists of several rooms.Rooms: organized as a matrix structureto allow flexible configuration, havingno graphical representation of their own.Walls: Using a Boolean value walls
Wall Wall Wall Wall
Structure Walls: Using a Boolean value, wallscan be visible or invisible, having thefunction of grouping 2D graphics, 3Dsculptures, and decorative elements.Sculptures and pictures: used torepresent applications by simply
Applications
DecorationSculpture Picture
ApplicationApplication
VisibleElements
Decorative elements: used to supportthe overall manifestation, and improvehuman cognition. From the software
represent applications by simplygrabbing the corresponding 2D pictureor 3D sculpture.
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
pppp gengineering aspect, they do not haveany functionality
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Testing the GalleryTesting the Gallery
• The gallery building was initially tested in the CAVE environment.• Some shots have been taken:
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
• Further discussions about the manifestation of the gallery and other details took place
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Future WorkFuture Work
Upgrading
• Additional rooms can be designedto house more VR applications, especially when takingthe rapidly increasing accumulation rate into account Upgrading
the currentgallery building
p y g
• Landscape elements can be added to enhance thearchitectural manifestation (optical quality of the gallery)
promoting a higher degree of immersion
Designinga new gallery buildingsimilar to real ones.
• A multi-level architecturally designed gallery that canhouse more applications, simulating physically built galleries,would be the next step to have a gallery of high optical quality
A Virtual Reality Applications Gallery: Towards a More Concrete and Dynamic Relationship Between Architecture and Virtual reality
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