Interview–Sustainability Virtual Reality in Bird Library
This project is the result of a CALS grant from SU Sustainability Office that was awarded to Amber Bartosh (Architecture) and Mark Povinelli (Engineering & Computer Science). Students in their collaborative class have created a responsive, interactive installation “The Climate Disruptor Awareness Generator” meant to engage others in learning about sustainability and demonstrate to students the impact of climate change. It will have virtual and augmented reality components.
The two faculty approached Dean of the Libraries David Seaman early in the semester on locating the installation in Bird because the library is “a central hub of information and learning on campus.” The result of months of planning is a single installation developed by all the students that have the best elements from the competition board process and is most likely to be effective and feasible in a dynamic library setting. The VR/AR team is still in the early design stage for its contribution to the project, the group is focusing on the process of creating the elements, rather than the content. During the weeks of development, students experienced the realities of planning for a busy library space.
By the conversation with professor Amber Bartosh, I have known some advantages of using virtual reality in the field of architecture.
First, virtual reality technology provides a competitive advantage. It can be more in-depth study of the virtual reality of the different experiences. Bartosh said that with the proper amount of real-world prototyping and testing, VR can add to the strength of the design process for engineers. She said she has been experimenting with VR to visualize things architects can’t see easily, like energy and solar radiation. Every architect knows that the computer's 3 d renderings can only create a precise feeling. While virtual reality technology allows users to walk through and see every detail. When a customer can experience a more realistic level, they are more likely to choose your design. In an article, Olivier Demangel describes the shocking realities he experienced when he first used virtual reality. He almost does not believe how different his experience, and how to complete the project. So, frankly, if your company offers simple computer renderings, and competitors are offering virtual reality technology, then the choice of consumers will be easy.
Second, in the forefront of industry trends. If your company can use virtual reality technology earlier in architectural design, you can be in an extremely important industry trend. In the future, you can become an innovator of virtual reality space. Bartosh said, “I’m always telling the students that right now VR is largely used for the representation of simulation, but it’s not inconceivable to think of VR as a future material, the way that we think about physical materials.” Adding "X applications first use virtual reality" to your marketing material can help to get a long-term brand advantage.
Third, low cost. The cost of using virtual reality technology is relatively low. We can just spend 20 dollars to buy a virtual reality smartphone headset. People have a convenient access to the funny experience which promotes the development of virtual reality technology.
Fourth, skills transformation. When a customer can experience a stunning detail of the items, they can get to know what they want and do not want. This means that your company will undergo a transformation model and ask for another round of feedback. Another way to reduce the time for VR is to allow you to render in real time, such as real-time lighting. Customers can switch on the lights to see how different lighting settings affect the space. This interaction is from the customer's point of view is pleasant, but also let them see every aspect of the design is very fast.
Fifth, simulate the real scene. Simulation can include some simple examples of lighting, virtual reality technology can make designers feel the immersive feeling, and can see how they interact with the environment. The computer model can tell us how people can get out of the building, but they will not affect people's reaction to the environment. These insights will make future buildings safer and more friendly. Bartosh said, “It’s very difficult in architecture to study anything at full-scale, we do almost everything either through models or drawings and even in a digital model, it’s difficult to get a scale or perspective.” This is just the beginning, and these types of simulations can take the architecture of virtual reality technology. If you are interested in trying virtual design services, the direction of this technology in the building is clear, because the advantages of this technology are gradually moving forward. If you are curious, you can try and see yourself at any time.
Except for the use of virtual reality in the field of architecture, I think it can be used in other areas. VR technology can be widely used in urban planning, interior design, industrial simulation, monument restoration, bridge road design, real estate sales, tourism teaching, water conservancy and electric power, geological disasters, education and training and other fields, to provide practical s solution.
As early as the beginning of 2015 the United States Sundance Film Festival, a completely CG produced VR movie "LOST" had attracted a burst of hot. In July the same year, the same was made by "LOST" production company brought their second VR movie "HENRY". Unlike the previous "LOST", this time they designed the "interactive" scene in the film, changing the audience completely passive experience. Even the "The Fast And The Furious" series director Lin Yibin also shot a VR film "HELP" this year. It can be seen, VR spring really has begun to scratch the film industry. VR technology can provide viewers 360 degrees without dead angle viewing mode, expanding the audience to watch the horizon, watch the angle at the same time, but also limits the story itself about the time and plot development. So far VR movies are more in the exploratory stage, the so-called VR movies are mostly controlled in ten minutes or five minutes. First, the audience in the headset VR display device viewing mode, watch for a long time will cause some visual fatigue. Second, the audience's free choice has been greatly increased, the story of the corresponding becomes more complex (similar to the maze), the film production time becomes more stretched, the production of the film becomes more difficult, so the story set. In the development prospects are beyond doubt VR technology in the film are beyond doubt, provided that the film must be in accordance with the characteristics of VR technology to carry out their own film production. Most of the pursuit of visual perception to stimulate the free technical collage, which will damage the audience for the VR film warm look forward to hinder the development of VR movies. At the same time of creating VR film, film practitioners should pay attention to the choice of the script, not the trade-off, in terms of content and form to do the same level. “Technology and art will be better together” is the development of VR film the right way.
For the development of the game itself, from the earliest text MUD game to 2D games, and then to 3D games, with the advance of screen and technology, the game's realism and the sense of substitution become more and more strong. But because of the restrictions of technology and other aspects, it is hard to let the player in the game get rid of the feeling of staying outside. So, how can we make the player experience the game world more intuitively? Game developers are thinking, and the emergence of virtual reality technology seems to bring them a dawn, it not only make the game more realistic but also allows players to immerse them more. So despite the many technical problems, virtual reality technology in the highly competitive game market has been paid attention to, also gave birth to the game for the emergence of virtual reality equipment. At present, Players at Steam VR platform has been through the HTC Vive to experience the virtual reality game. Steam's official website shows that there are currently 204 games that support virtual reality, "Half-Life" this masterpiece is included, and all recommended games support base station action capture system.
Although the development of VR technology is currently in its infancy, but as the professor said: “It’s not inconceivable to think of VR as a future material, the way that we think about physical materials.” So we should pay more our attention to the development of VR technology, there are still many potential advantages waiting for us to find. I believe VR technology can provide us with more surprises.