The Impact of Augmented Reality in Virtual Reality in Architecture

Page 1

How relevant are Augmented and Virtual Realities (AR and RV) to architectural and/or urban city design? Discuss in relation to both AR and VR theories and architectural and/or urban city design theories. By SILVIA MIAH


Abstract

In this essay, I will explore how AR and VR are relevant to architecture. The beginning of this essay will be an explanation of how to differentiate AR from VR followed by its history. With the selected case studies, I will reveal a specific advantage and disadvantage of its use. In AR I will talk about 'The Acropolis 'and 'La Sagrada Familia' how they have benefited from it and the disadvantage of it with other examples. In VR, 'William Hezmalhalch Architects', 'Zaha Hadid VR group' and Olivier Demangel interview will be the key components to show how VR is essential for architecture's future. Finally, I will conclude with both positive and negative thoughts about AR and VR.


Content

Introduction

1

History

5

Chapter 1: Augmented Reality case study & theory in architecture

9

Acropolis

10

La Sagrada Familia

13

Inception film, 'distorting the city'

16

Aujik, in 'Polygon Graffiti'

17

Chapter 2: Virtual Reality case study & theory in architecture

21

William Hezmalhalch Architects, United States

22

Zaha Hadid VR

25

Olivier Demangel

28

The Gatebox

33

Conclusion

36

Bibliography

37


Introduction

To understand how Augmented Reality (AR) and Virtual Reality (VR) are relevant to architecture, first it is important to distinguish both apart as sometimes it could be confusing but never the less it is easy once explained. • Augmented Reality (AR): is the combination of the real world with virtual elements/ tools. AR projects a new layer on top of our actual world to facilitate our daily life and tasks with the help of augmentations. (America, 2018).

1


Conception Mental agility

Invention

Boost

Reinforced Creativity

Enhance

Theory

Aptify

Build

Multiply

Build up

Developed

Digital

Multiply

Creative

Add to

Augmented Reality New layer

Expand

Fabrication

Increased Progress

Compound

Magnify

Idea

Mount

Figure 1

2


Introduction • Virtual Reality (VR) is a three-dimensional space created by computers and software simulations that recreate an artificial environment which is believed and accepted by the user as real. VR can be enjoyed physically with devices such as special helmets with screen inserted inside of it, sensor gloves or other sensorial electronics that manipulates one of the five human senses. (Rouse, 2015).

3


Possibilities

Imagination

Realization

Vision

Supposition

Extent Another

Idea

Theory

Element

Conception

Mental agility

Alternative dimension Digital Different

Alternative

Inventiveness

Creativity

Unrealistic

Virtual Reality Different world

Creation Resourcefulness

Figure 2

4


History

AR: To some people's surprise AR has been around from the 1960s and even used without understanding the concept of it. A significant example can be seen on television sports. For instance, in football: the yellow first-down line seen on the pitch is created by a computer - this is an invisible line that cannot be seen either for the players nor the fans in the stadium or anyone present in the game. On the other hand, the viewers can see it on TV as this line is overlayered by a computer on the footage of the game. (Mealy 2018, pg: 9 & 10).

Figure 3

5


History

In 1968 Ivan Sutherland a computer science and his student Bob Sproull invented the first AR technology. The device was called 'The Sword of Damocles' which consists of a head-mounted devise hung from the ceiling on top of the user that displayed graphics tanks to a computer. In 1974 an artist named Myron Krueger invented a Videoplace which was the first creation that allowed the user to interact with virtual objects. (Mealy 2018, pg: 9 & 10).

Figure 4

6


History

VR: In point of fact, our ancestors have always created different worlds through art, storytelling, and writing. Now, in 1955 Morton Heilig a cinematographer also known as the father of Virtual reality was the one who created 'The Cinema of the Future' which is a multisensory theatre. He then created a Sensorama to simulate the human five senses and give a four-dimensional experience like never seen before at that time. The machine's appearance looked like an archive-style mechanical cabinet which includes a 3D headset display, stereo speakers and haptic feedback. (Martin 2017, pg: 5 & 6).

Figure 5

7


History

But this wasn't the first VR invention although it is the most popular one. The first invention happened in 1838 when Charles Wheaton created the stereoscope. This device gave the viewers two identical photos side by side with a sense of depth. This illusion was possible because the two identical photos that had small differences between them. Thanks to this invention nowadays we can create 3D movies, films, photography, etc. (Martin 2017, pg: 5 & 6).

Figure 6

8


Chapter 1: Augmented Reality case study & theory in architecture

AR is relevant to architecture, urban city design and this will be demonstrated through a series of studies that will make an essential point in this essay: AR has many benefits not just for the present and future of architecture, but it is also a valuable tool to understand the hidtory of architecture. A great example will be the Acropolis in Greece. Acropolis is an upper city built on a high hill for defence purposes, built in the 5th century BC. It is one of the most important cultural sites in the world and the crowning jewel of Athens. But throughout the years it has suffered a lot of damage and destructions produced by wars and natural deterioration. The restoration of the Acropolis first started in 1975 by 'The Committee for the Conservation of the Acropolis Monuments and Minister of Culture.' (Stanco, Battiato and Gallo 2011, pg: 18).

9


Acropolis

Artisans, architects, civil engineers, and archaeologists have all endeavoured not to merely imitate the ancient Greek's masterpiece but once again recreate it. For this reason, they became like a forensic architect on studying every detail possible to bring back to life a lost piece of architecture. (Stanco, Battiato and Gallo 2011, pg: 18). However, more than 40 years have passed, and the dream of the Parthenon being reconstructed every century has become more of an unattainable goal.

Figure 7

10


Acropolis

This is when AR makes its appearance. In 2015 Michael Kokkinos initiated Mobile Optical Illusions, in other words, what we now know as Moptil. Kokkinos spent three months in a Spanish SME application development organization which helped him to improve his technique. Later Moptil developed a 3D acropolis that was introduced in Greece at the end of 2015. (Moptil.com) The idea was to use AR as a tool to visualize history in architecture as never seen before. This technology allowed people to perceive The Acropolis from a 360° perspective. It envisions the Ancient monument as they were in antiquity with colours, statues, animated ancient Greeks and according to the consulting of a renowned archaeologist, it is well-designed service. Also, it is supported by Michael Kokkinos who states: "Very famous archaeologist has supervised our products and this means accuracy and precision" (Moptil - Mobile Optical Illusions 2018).

11


Acropolis

Figure 8

12


La Sagrada Familia

La Sagrada Familia is a Roman Catholic unfinished church by Antoni Gaudi located in Spain Barcelona. The construction started around 1852 while Antoni Gaudi was still alive. He died in 1926, the full church's inauguration will be in 2026 marking a century of his death. Gaudi wanted La Sagrada Familia to be finished in the future. His design projected an architecture that was impossible to finish in just one generation. He also, did everything for the future construction to carry on. Interview and edition by Maruxa Ruiz del Árbol and David Giraldo in 2017. Architect Jordi Fauli says in one of his interviews that Gaudi's church: "It's a design which for its demands of projection always asks to use current technology on its limit." "Pide siempre utilizar al límite o al máximo la tegnología del momento" Architect David Puig says: "The modern technology has helped deeply in the elaboration of the expiatory Temple La Sagrada Familia." "La tegnología ha ayudado profundamente a la elaboración del templo expiatorio de la Sagrada Familia" Computer software and technological drawings have allowed getting closer to Gaudi's original project. Also, the scan of pieces that can be done nowadays have helped to transfer real pieces into a computer model and from there interpret it and elaborate the project. 13


La Sagrada Familia

Figure 9 - La Sagrada Familia, current state

Figure 10 - La Sagrada Familia, finished model

14


La Sagrada Familia

The new technology did not only help with computer drawings but also contributed to elaborate cast models which are 3D prints. This has accelerated the execution of model making, which is applied to determine the development of the project. (Árbol, MR 2017). The next step is to squeeze technology, even more, to see what it can offer. And this is not to substitute but to complement them with the computer vision. (Montañés, 2016). VR allows to put parameters as this was experienced in reality and have a much better idea of what it seen on the screen. This is a significant advantage because it allows reducing the time in the project and allows more time for the construction with precision. (Montañés, 2016). AR was also indispensable for present architects to play with ideas and shapes that Gaudi has imagined in his time. With the Acropolis of Athens and La Sagrada Familia's example, it is clear that AR has made it possible to visualize the past into the present and open new possibilities for the future. Therefore, I believe AR is relevant to architecture because with this technology we can understand better history, many construction issues will be solved, and we will have a more accurate understanding of design.

15


Inception film, 'distorting the city'

In this film, the urban landscape of Paris becomes the perfect scenario to explore with imagination and unconsciousness. At the beginning of the film, the cityscape of Paris goes through a dramatic transformation like in a surreal dream where the whole city starts to transform and continuously twists itself until it is distorted beyond real. (Admin 2011). In my opinion, this is a fascinating idea where the city bends and provides alternative theories of how cities can be perceived with the help of AR.

Figure 11

16


Aujik, in 'Polygon Graffiti'

After analysing this particular moment in the film 'Inception,' I came across with a design that has tested this theory of bending cities and buildings. It asks the question of: 'what if the basic unit of the built environment was something else, something bigger?' Japanese artistic firm called 'Aujik' explores this idea of augmented tentacle-like shape buildings that are composed of flexible structures in 'Polygon Graffiti.' This embodies the eternal history of questionable architectural collages that can finally be brought to life. Aujik hypothesises a world where artist and designers are freed from restrictions and are allowed to create and experiment designs through AR. Aujik said: "The artist will be able to completely deconstruct any spatial and architectonical elements in the public and private spheres" (Unknown, 01. 2017). " Enable the artist to rebuild any building or constructions and add their own personal aesthetic to it. This may be implemented as an open source in order to let other people or self-aware software's to contribute and hack the constructions." (Unknown, 01. 2017). But until which point is this fabulous and not dangerous?

17


Aujik, in 'Polygon Graffiti'

Figure 12

The way we understand AR is that it adds a new later to the reality but, what if instead of adding it delates? This is called 'diminished reality,' and it has already been researched by the 'Technical University of Ilmenau' in Germany who has created a software that can remove an element from live videos. (Parag and Ayesha, K. 2010). Parag and Ayeah Khanna make an essential point in their article in 2010 where they discuss how AR can help architects visualize a site after a building demolition has happened for example, which of course is good. However, at the same time, it can be a powerful and dangerous tool. Parag and Ayeah Khanna comments:

18


Aujik, in 'Polygon Graffiti' What if an architect says? 'I don't want to see any homeless people on the street,' then with an AR software you can delete all the homeless people lying on the walkway. This could lead to a lack of duty or obligation to do anything regarding inequality in the city. (Parag and Ayesha, K. 2010).

Figure 13

Figure 14

19


Aujik, in 'Polygon Graffiti'

What I am trying to say is, I agree AR has significant technological advantages; however, it has its limitation even in architecture and architects should be more aware of it or else it could be dangerous.

20


Chapter 2: Virtual Reality case study & theory in architecture

VR is relevant to architecture, urban city design, in fact, it is the future of it. To prove it this essay will look at some successful use of it and some speculative thought of possible VR threats, based on research that will make an essential point in this essay:

21


William Hezmalhalch Architects, United States

WHA is an architectural design firm located in the United States since 1981. It specialises in composing urban and residential design with the use of the latest technology and VR in architecture. This demonstrated in the section of illustration where the firm uses digital rendering, 3D modelling, animation and HD video productions with computer software such as Sketch-up, Lumion, illustrator, etc. The purpose is to create a better understanding of ideas for the client through VR video renders that are visually rich, exciting and more profitable. It saves time and money in projects such as urban and infill development, housing, mixed-use, and commercial/retail and hospitality projects. VR services offer a more realistic approach. It is especially useful during the conceptual stage where it helps the architect to comprehend key element of the project and deliver a more realistic message. The Virtual simulation allows the individual to interact and explore the VR as if it was real. This gives the user a three-dimensional environment by using headsets, and this allows a better understanding of objects in space, materials perception and more accurate calculations. WHA has been able to create innovative videos that serve as a brilliant marketing tool that can be used for City council meetings, promotions and most importantly for the Planning Commission and City council. 22


William Hezmalhalch Architects, United States

In recent years WHA has started a new VR service that is available to clients. The services aim to visualize the design in its most realistic state. This helps the clients to decide their design goals in a more efficient way. But it has many other uses, and the office explains this. (Albornoz, M 2018). "Virtual Frame-Walks and Spatial Visualizations: This allows users to analyse the project before construction even begins, solving possible issues and saving money in construction." (Whainc.com)

Figure 15

23


William Hezmalhalch Architects, United States

"Sales and Marketing Tools: Prospective buyers can virtually view a home or building with furniture, lighting, and materials without ever having to physically be in the space." (Whainc. com)

Figure 16

24


Zaha Hadid VR Zaha Hadid was a famous Iraq-British architect most known for her radical deconstructivist architecture, who unfortunately died in 2016. She was the first female architect to awarded the Pritzker Architecture Prize in 2004. 'Design As Second Nature' is on until 3 March 2019 at MUAC, Mexico City 'Design a second nature exhibition' in Latin America is now displaying Zaha Hadid Architects work about experimentations on construction, the creative process in design and methodologies explored through 40 years in the firm. (Angelopoulou, SL. 2018).

Figure 17

25


Zaha Hadid VR

Among them there is Zaha Hadid Virtual Reality group also known as ZHVR, working on the project 'Correl' which consist of experimenting in multi-presence VR. It illustrates the stage progress of complex assemblies inside virtual space. (Angelopoulou, SL. 2018). ZHVR was founded in 2014 and is currently working on technology for architectural design using VR including visualization tools and real-time modelling. The research group aims to use VR as a potential architectural tool that will allow improving structural design processes. (Angelopoulou, SL. 2018).

Figure 18

26


Zaha Hadid VR

'Project Correl' makes a bridge that permits digital extensions into the physical reality that raise the idea of an active new communication between humans, machines, and designers. This manifests the possibility of directly merging great technology into architecture. This design encourages people to participate in a series of activities such as real-time, scale and digitally augmented design. The data of this collaborated activities will be collected to create a virtual structure that will grow in response to the visitor participation over the next months. Different stages of the digital construction progression will be assembled and exhibited in the gallery as a 3D scaled printed model. (Angelopoulou, SL. 2018). The idea of this project is to attract visitor into this VR, where they can move freely any digital components, play with scales, and place elements according to their preference. 'This is possible thanks to an unreal studio, the free real-time technology that helps architects visualize our most creative ideas,' explained by the head of ZHVR Helmut Kinzler. (Angelopoulou, SL. 2018). Key components, algorithm, and other principles are done by architect designers however the rest is more an experiment stage for the visitors to experience. It is a project that brings together the architects closer to the user of the space thanks to VR and opens more opportunities to test areas and consequences based on how people interact with it. (Angelopoulou, SL. 2018).

27


Olivier Demangel

Demangel is a 3D visualizer that works in a London company called 'IVR Nation.' He specializes in creating real-time graphics and 3D VR based on content. He has created VR model of 'Ty House' located in Wales which awarded the Royal Institute of British Architects price in 2011. With this 3D model, Demangel wants it to prove a concept to show to architects that it is not necessary to go to Wales to see the property anymore as the VR is an almost perfect replica of the original design which means anyone can enjoy it from anywhere. But is this good or bad?

Figure 19

28


Olivier Demangel

In an online post Demangel claims, he has used a series of floor plans and pictures found online to create the hole VR 3D model which is 90% realistic without ever visiting the actual property. For which he makes a point in where VR will transform how architects work. He says the other 10% is not so accurate because of lack of information such as pictures from inside the rooms. (Fairs, M. 2015). In order to achieve this model, Demangel has used Oculus Rift and VR template blueprint to give the realistic experience inside. In the model, it is possible to open the door, walk in, even turn on and off the lights. It also, allows people to interact with different types of options to choose materials, light, design and weather condition. (Fairs, M. 2015).

Figure 20

29


Olivier Demangel

In the interview with by Marcus Fairs 2015, Dezeen Demangel mentioned that after finishing the project he asked some of his architect friends to test it, and they describe the experience as fantastic. They were surprised by the outcome which in they described as unexpected. During the interview, Demangel was asked other exciting questions related to the development of VR throughout the years and how he sees it developing even more and integrating with architecture in the future.

Figure 21

30


Olivier Demangel

Olivier Demangel replied saying that at the moment VR is still in its early phase of development, there is still a lot of room for improvements, but he expects in the next four or five years to see advances on photorealistic illumination in real-time which is currently missing in most of the VR software or are not that efficient. He also discusses how VR will change the way architects and designers will work in the future which is interesting because Zaha Hadid VR group where mentioning the same ideology as their project. At the end of the interview there was an interesting question asked to Demangel which caught my attention, and it was: 'Will the virtual world become more compelling than the real world? If so, what issues will this raise?' (Fairs, M. 2015). Olivier Demangel immediately response saying that he does not doubt it. He thinks that when VR develops more in the future years: "Virtual Reality will become more powerful than cocaine" and categorise the two main issues that people will face, one addiction and two isolation. (Fairs, M. 2015).

31


Olivier Demangel Finally, he finished the interview saying: "You are going to be able to experience The Matrix for real." (Fairs, M. 2015).

Figure 22

32


The Gatebox The research done in the past years shows that Japan's population is decreasing. This is mainly because of work pressure and no marriage. Nearly 70% of unmarried men and 60% unmarried woman decided not to have any relationship. However, they do want companions with them, and this gave the idea to create 'The Gatebox.' (Gilbert, B. 2018). 'The Gatebox' is explained to be a virtual intelligent home robot created to satisfy and accompany those who fell lonely. (Sawers, P. 2018).

Figure 23

It is a holographic 'Waifu' (meaning in English wife) who is inside of a glass tube coffee machine case. The hologram is like a personal assistant that can take you through the day with your tasks. It will wake you up, tells you what times it is, turns off and on all the lights, in other words, it supervises your smart house equipment, and at the same time, it interacts with the occupant. (Robotics AI. 2017). When you get 'The Gatebox,' this comes with an app to communicate with Hikari. It allows the owner to give her commands and give her information about all the tasks to manage.

33


The Gatebox Youtube - Tokyo Tech Modes Facebook feed In this video, after the presenter has used the 'the Gatebox,' he makes some interesting comments and says: "I am drifting off from reality because this is too good" (Robotics AI. 2017).

Figure 24

He also, mentions: "When you're living alone, you are guaranteed to feel a little bit lonely sometimes. Having this by your side might corrupt your entire perception of reality but at the same time it is a very cool thing." (Robotics AI. 2017). "It's a mixed reality and virtual reality mix in one small glass tube." (Robotics AI. 2017).

34


The Gatebox

You can argue 'the Gatebox' is not a VR as you're not using any headset or other technology that transports yourself to a different world, but the fact that you are interacting with this virtual character day by day inside the house it is drifting you slowly from the real world to the VR. In this case, VR is created with 'the Gatebox' by turning the entire house into a different Virtual world for the user. I think the idea of 'the Gatebox' was good, in which VR was used to solve a relationship issue, however, it was too good and that became an addiction, and eventually, isolation just like Olivier Demangel said. Previously, I have mentioned how by using AR inadequately we are creating danger, and in VR by making a product that is too good, we are doing the same thing.

35


Conclusion AR and VR are a great tool that has helped to understand the past, inform the present and improve the future of architecture. For this reason, I believe it makes it relevant as this will be used in every firm in the future, and I have based this conclusion on my research from, Acropolis in Athens, La Sagrada Familia, Aujik in 'Polygon Graffiti', WHA firm, ZHVR, Olivier Demangel's work, and The Gatebox. This is because, AR and VR are a new technology advantage for architects that helps to visualize ideas more efficiently and faster with more possibilities to explore shapes, scale and more. It has a positive response on the client as they can interact with it just like ZHVR group has shown it with their project 'Correl.' Maybe in the future, renders which consume more time won't be needed at all and instead be substitute with VR representation. AR can help to get an even more realistic and accurate calculation on structures, you could say. These are all good developments for the future which I have no doubt about but what will happened if all this turn to be dangerous? The 'Gatebox' was developed from analysing an issue and tried to solve it for useful purposes. However, the result was isolation and addiction. So, what if AR and VR become an addiction for architects and architecture becomes isolation for people? What will happen in the future?

36


Bibliography Books: Aukstakalnis, S. (2017). Practical augmented reality, A guide to the technologies, applications, and human factor for AR and VR. Mark L, Taub. USA. Pg: 2, 8, 11, 13, 24, 238, 241, 248 Craig, AB. (2013). Understanding augmented reality, concept and applications. Morgan Kaufmann. Waltham, USA. Pg: 2-4, 16, 17, 255, 257, 264 Hadid, Z. (2009). Zaha Hadid Complete Works. cations. New York US. Pg: 20

Rizzoli International Publi-

Linowes, J. (2015). Unity virtual reality projects, Explore the world of virtual reality by building immersive and fun VR projects using unit 3D. Packt Publishing Ltd. Birmingham, UK. Pg: 1, 2, 4, 5, 207, 228, 251 Martin, BS. (2017). USA. Pg: 1-12

Virtual reality.

Norwood House Press.

Minnesota

Schmsldtieg, D and Hollerer, T. (2016). Augmented reality, principles and practice. Mark L, Taub. US. Pg: 4, 29, 370 Sood, R. (2012). Pro android augmented reality. York USA. Pg: 10, 95, 96 -102, 106, 159,

Paul Manning.

New

E-books: Barfield, W. and Blitz, MJ. (2018). Research Handbook on the Law of Virtual and Augmented Reality. [E-book]. accessed 23 December 2018. < https://books.google.co.uk/books?id=IqV-DwAAQBAJ&pg=PA242&dq=virtual+reality+danger&hl=en&sa=X&ved=0ahUKEwiplO7ip6zfAhXSyqQKHdj-BuwQ6AEIKDAA#v=onepage&q=virtual%20reality%20danger&f=false >

37


Bibliography Mealy, P. (2018). Virtual & augmented reality for dummies. [E-book]. accessed 23 December 2018. < https://books.google.co.uk/books?id=KrBfDwAAQBAJ&printsec=frontcover&dq=Virtual+%26+Augmented+Reality+For+Dummies,+By+Paul+Mealy&hl=en&sa=X&ved=0ahUKEwjY0Mmt_7XfAhXxsHEKHejRBpUQ6AEIKDAA#v=onepage&q=Virtual%20%26%20 Augmented%20Reality%20For%20Dummies%2C%20By%20Paul%20Mealy&f=false > Stanco, F. Battiato, S. and Gallo, G. (2011). Digital Imaging for Cultural Heritage Preservation: Analysis, Restoration, and Reconstruction of Ancient Artworks. [E-book]. accessed 23 December 2018. < https://books.google.co.uk/ books?id=fglEDwAAQBAJ&pg=PA18&dq=Digital+Imaging+for+Cultural+Heritage+Preservation:+Analysis,+Restoration+acropolis+...+edited+by+Filippo+Stanco,+Sebastiano+Battiato&hl=en&sa=X&ved=0ahUKEwip4LqAgrbfAhUBsXEKHZJNBnQQ6AEIKDAA#v=onepage&q=Digital%20Imaging%20for%20 Cultural%20Heritage%20Preservation%3A%20Analysis%2C%20Restoration%20 acropolis%20...%20edited%20by%20Filippo%20Stanco%2C%20Sebastiano%20 Battiato&f=false > Website: Admin. (2011). Distorting the City in ‘Inception’. Visualcultureblog.com. [online]. accessed 23 December 2018. < http://visualcultureblog.com/2011/11/ distorting-the-city-in-inception/ > America, C. (2018). A Timeline and History of Augmented Reality. Colocation America. [online]. accessed 23 December 2018. < https://www. colocationamerica.com/blog/history-of-augmented-reality > Demangel, O. (2014). Ty Hedfan: interactive archviz project for Oculus Rift (Interior/exterior, Day/night). [online]. accessed 23 December 2018. < https://forums.unrealengine.com/community/released-projects/32997-ty-hedfan-interactive-archviz-project-for-oculus-rift-interior-exterior-day-night >

38


Bibliography Mark, JJ. (2009). Acropolis. Ancient History Encyclopedia. [online]. accessed 23 December 2018. < https://www.ancient.eu/Acropolis/ > Rouse, M. (2015). What is virtual reality? - Definition from WhatIs.com. [online]. accessed 23 December 2018. < https://whatis.techtarget.com/ definition/virtual-reality > Tal, R. (2017). The Positives and the Negatives of Augmented Reality. Medioum.com. [online]. accessed 23 December 2018. < https://medium.com/ racheltal/the-positives-and-the-negatives-of-augmented-reality-11f5bee37e27 > Unknown, 01. (2017). Bending augmented reality buildings may be architecture’s future. killscreen.com. [online]. accessed 23 December 2018. < https://killscreen.com/versions/bending-augmented-reality-buildings-may-architectures-future/ > Online News/ articles: Albornoz, M. (2018). 5 Architecture Offices Using VR to Present Their Designs. ArchDaily. [online]. accessed 23 December 2018. < http://www. citethisforme.com/cite/website/autocite > Angelopoulou, SL. (2018). Zaha hadid architects presents real-time modeling VR experiment in first latin american exhibition. Designboom. [online]. accessed 23 December 2018. < https://www.designboom.com/architecture/zaha-hadid-virtual-reality-group-project-correl-12-12-2018/ > Árbol, MR. (2017). La tecnología que está ayudando a concluir la Sagrada Familia. El País. [online]. accessed 23 December 2018. < https://elfuturoesapasionante.elpais.com/la-tecnologia-esta-ayudando-concluir-la-sagrada-familia/ > Fairs, M. (2015). Virtual reality will be “more powerful than cocaine”. Dezeen. [online]. accessed 23 December 2018. < https://www.dezeen. com/2015/04/27/virtual-reality-architecture-more-powerful-cocaine-oculus-rift-ty-hedfan-olivier-demangel-ivr-nation/ >

39


Bibliography Gilbert, B. (2018). Japan’s $2,700 answer to the Amazon Echo could make the country’s sex crisis even worse. Business insider. [online]. accessed 23 December 2018. < https://www.businessinsider.com/gatebox-ai-the-japaneseamazon-echo-photos-2016-12?r=US&IR=T > Hadingham, E. (2008). Unlocking Mysteries of the Parthenon. Restoration of the 2,500-year-old temple is yielding new insights into the engineering feats of the golden age’s master builders. Smithsonian. [online]. accessed 23 December 2018. < https://www.smithsonianmag.com/history/unlocking-mysteries-of-the-parthenon-16621015/ > LaMotte, S. (2017). The very real health dangers of virtual reality. CNN. [online]. accessed 23 December 2018. < https://edition.cnn. com/2017/12/13/health/virtual-reality-vr-dangers-safety/index.html > Montañés, J. (2016). La Sagrada Familia no hace autocrítica. Los arquitectos del templo defienden que su trabajo continúa la obra de Gaudí. El País. [online]. accessed 23 December 2018. < https://elpais.com/ccaa/2016/11/30/ catalunya/1480542919_304008.html > Parag and Ayesha, K. (2010). The Pleasure and Danger of Augmented Reality. Big think. [online]. accessed 23 December 2018. < https://bigthink.com/ hybrid-reality/the-pleasure-and-danger-of-augmented-reality > Redacción actualidad. (2018). Ingeniería aeronáutica y realidad virtual, tecnología clave para terminar la Sagrada Familia. El espectador. [online]. accessed 23 December 2018. < https://www.elespectador.com/tecnologia/ingenieria-aeronautica-y-realidad-virtual-tecnologia-clave-para-terminar-la-sagrada-familia-articulo-745108 > Sawers, P. (2018). Line’s holographic Gatebox robot hints at the virtual assistants of the future. VentureBeat. [online]. accessed 23 December 2018. < https://venturebeat.com/2018/08/02/lines-holographic-gatebox-robot-hints-at-thevirtual-assistants-of-the-future/ > Smith, S. (2005). Repair of Acropolis started in 1975 - now it needs 20 more years and £47m. The Guardian. [online]. accessed 23 December 2018. < https://www.theguardian.com/world/2005/jun/10/arts.artsnews >

40


Bibliography Official website: Ivrnation | SERVICES. Virtual Reality | London | IVR-NATION. ivrnation. com. [online]. accessed 23 December 2018. < https://www.ivrnation.com/ services > Meet MOPTIL to get known with Heritage Culture in Real-Time. Moptil.com. [online]. accessed 23 December 2018. < http://moptil.com/meet-moptil/ > Rendering, Video and 3D Animation | WHA Rendering Studio. Whainc.com [online]. accessed 23 December 2018. < https://www.whainc.com/rendering-and-3d > Zaha Hadid Architects. Project Correl; an interactive virtual reality experience demonstrating inmersive technology for architecture. www.zaha-hadid. com. [online]. Accessed 05 January 2019. < http://www.zaha-hadid. com/2018/12/11/project-correl-an-interactive-virtual-reality-experience-demonstrating-immersive-technology-in-architecture-muac-mexico/ > Videos: El Futuro Es Apasionante. (2017). La tecnologĂ­a que estĂĄ ayudando a concluir la Sagrada Familia. accessed 23 December 2018. < https://www. youtube.com/watch?v=ZNfWQ0w719M > Moptil - Mobile Optical Illusions. (2017). Moptil 2018. accessed 23 December 2018. < https://www.youtube.com/watch?v=mSFhVkahr9U > Moptil - Mobile Optical Illusions. (2018). Past and future of moptil on euronews. accessed 23 December 2018. < https://www.youtube.com/ watch?v=-S3kkUi8uZg > Robotics AI. (2017). Gatebox - First Encounter with Virtual Waifu! accessed 23 December 2018. < https://www.youtube.com/watch?v=uskW_fl3eeE >

41


Bibliography Ruptly. (2017). Japan introduces ‘world’s first’ virtual robot wife - Gatebox CEO. accessed 23 December 2018. < https://www.youtube.com/ watch?v=7HereEPd8Ok >

Paper citation: Eric, E. and Lam, R. (2015). The real-life dangers of augmented reality. [online]. accessed 23 December 2018. < https://ieeexplore.ieee.org/abstract/ document/7131695 > Figure 1: Self developed diagram Figure 2: Self developed diagram Figure 3: Laird, S. (2013). The Yellow First-Down Line: An Oral History of a Game Changer. [online]. accessed 04 January 2019. < https://mashable. com/2013/09/25/yellow-first-down-line/?europe=true > Figure 4: Rock, AR. (2016). ‘The Sword Of Damocles’, 1st Head Mounted Display. [online]. accessed 04 January 2019. < https://vrroom.buzz/vrnews/guide-vr/sword-damocles-1st-head-mounted-display > Figure 5: Martin, BS. (2017). Minnesota USA. Pg: 1-12

Virtual reality.

Norwood House Press.

Figure 6: Blair N. (2018). Where did VR come from? [online]. Accessed 04 January 2019. < https://medium.com/@noahblai/where-did-vr-come-from58c2c5b194b4 > Figure 7: KTG. (2018). Greece to complete Acropolis restoration with 3D printed elements. [online]. Accessed 04 January 2019. < https://www.keeptalkinggreece.com/2018/04/01/acropolis-parthenon-3d-printer/ > Figure 8: Meet MOPTIL to get known with Heritage Culture in Real-Time. Moptil.com. [online]. accessed 04 January 2019. < http://moptil.com/ meet-moptil/ >

42


Bibliography Figure 9 & 10: Montañés, J. (2016). La Sagrada Familia no hace autocrítica. Los arquitectos del templo defienden que su trabajo continúa la obra de Gaudí. El País. [online]. accessed 23 December 2018. < https://elpais. com/ccaa/2016/11/30/catalunya/1480542919_304008.html > Figure 11: Admin. (2011). Distorting the City in ‘Inception’. Visualcultureblog.com. [online]. accessed 23 December 2018. < http://visualcultureblog. com/2011/11/distorting-the-city-in-inception/ > Figure 12: Unknown, 01. (2017). Bending augmented reality buildings may be architecture’s future. killscreen.com. [online]. accessed 23 December 2018. < https://killscreen.com/versions/bending-augmented-reality-buildings-may-architectures-future/ > Figure 13 & 14: Parag and Ayesha, K. (2010). The Pleasure and Danger of Augmented Reality. Big think. [online]. accessed 23 December 2018. < https://bigthink.com/hybrid-reality/the-pleasure-and-danger-of-augmented-reality > Figure 15 & 16: Rendering, Video and 3D Animation | WHA Rendering Studio. Whainc.com [online]. accessed 23 December 2018. < https://www.whainc. com/rendering-and-3d > Figure 17 & 18: Zaha Hadid Architects. Project Correl; an interactive virtual reality experience demonstrating inmersive technology for architecture. www. zaha-hadid.com. [online]. Accessed 05 January 2019. < http://www. zaha-hadid.com/2018/12/11/project-correl-an-interactive-virtual-reality-experience-demonstrating-immersive-technology-in-architecture-muac-mexico/ > Figure 19, 20, 21: Fairs, M. (2015). Virtual reality will be “more powerful than cocaine”. Dezeen. [online]. accessed 23 December 2018. < https:// www.dezeen.com/2015/04/27/virtual-reality-architecture-more-powerful-cocaine-oculus-rift-ty-hedfan-olivier-demangel-ivr-nation/ > Figure 22: Unknown, 02. (2010). Databáze duchovních filmů. [online]. Accessed 07 January 2019. <http://www.priznakytransformace.cz/index. php/duchovni-filmy-tipy-databaze?view=searchresults&searchword=Drama&type=genres&start=12>

43


Bibliography Figure 23 & 24: Sawers, P. (2018). Line’s holographic Gatebox robot hints at the virtual assistants of the future. VentureBeat. [online]. accessed 23 December 2018. < https://venturebeat.com/2018/08/02/lines-holographic-gatebox-robot-hints-at-the-virtual-assistants-of-the-future/ >

44


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.