The ARCH


Realtime Cities by Arch Virtual: Welcome to Virtual Dubuque!

Introducing Virtual Dubuque, a premiere development of our new Realtime Cities initiative by Arch Virtual, built with ArchTech Engine.

Read the full post HERE.

This new community resource will provide free and easy to access windows into interactive, customizable 3D models of cities.  To learn more about how we can build a realtime model of your city or architectural project, send us a note here.  We’re currently seeking development partners to build new features, create custom content, and build out additional architecture and cities around the world, so please send us a note to learn more.

Over the past year,we have been partnering with local businesses and organizations in Dubuque, Iowa to develop features and sponsored content, including a project in the Historic Millwork District for a local real estate developer (coming soon!), as well as the Masonic Temple, where international members of Demolay will be working with industry pioneers in developing a world-class learning environment, using Virtual Cities as its core platform.

Read the full post HERE.

“We’re harnessing the same technology used to make the latest iPad apps and XBox 360 games, but we’re not making a game, we’re building dynamic and ever-changing models of cities that are designed to serve as true community resources that can be easily accessed directly from a website,” said Jon Brouchoud, Founder of Virtual Cities.

Using ArchTech Engine and the Unity3D platform, we’re now able to transforms buildings, geography and entire cities into realtime 3D environments that are easily accessible, and can be embedded on your website, or deployed to a tablet.  These interactive models can be geo-referenced to real-world coordinates, dynamically linked to databases, and layered with interactive content.

Virtual Cities by Arch Virtual - urban planning

As visitors explore virtual cities, links to websites and additional information about nearby buildings, parks, and businesses appear automatically.  For example, when you approach a restaurant, you can click through to read their menu.  If you’re near a historic building, you can learn more about its past.  Businesses and organizations can customize and enhance their space in the virtual model, layering it with more information or interactive features.

Read the full post HERE.

Proceeds from sponsorship and custom content are then re-invested in the ongoing development of the city model, enabling Realtime Cities to add more features, build new parts of the city, and refine models with more detail.

But a virtual replica is just the beginning.

Virtual Cities by Arch Virtual - Dubquque Iowa

“If you’ve ever experienced the Voices Gallery in the Millwork District of Dubuque Iowa, for example, you’ve seen how a building can be completely re-imagined into a destination that celebrates the unique architectural character of a place, yet transcends it to become something completely unique,” said Brouchoud.

“That’s really what Virtual Dubuque, and the Realtime Cities initiative is all about.  A replica of the city as it is now will certainly have interesting use cases, but I’m looking forward to seeing how cities can be re-imagined within an environment where anything is possible.”

Read the full post HERE.

Virtual Cities for architectural visualization and urban planning

Read the full post HERE.



$85 million Rutgers School of Business recreated virtually with Unity3D game engine

Construction is now officially underway on the new Rutgers School of Business, designed by the renowned architecture studio Ten Arquitectos (frequently covered by arcspace), but you don’t have to wait until construction is complete to explore the new design!  Arch Virtual recently completed a virtual prototype of the new facility for Rutgers University, replicating the design based on architectural CAD drawings, BIM models and blueprints provided by the architect, then publishing them into realtime 3D with the Unity3D game engine.  See a video preview of the virtual model below, and see some screenshots of the model here.

Read the rest of this post on our new site HERE.

Rutgers University leveraged the best of several virtual platforms throughout design development of this project. In early design phases, Arch Virtual replicated the design in Second Life, which was ideal for recreating the schematic and conceptual models and making the design accessible to students and faculty (seen here).  That model was then brought into OpenSim, where it was integrated into a more comprehensive model of the campus, including more of the context surrounding the Business School’s new building site.

When final construction documents were ready, we interpreted the architect’s CAD drawings and BIM model with Autodesk Maya, that could be brought into the Unity3D game development engine. Rutgers worked with Tipodean Technologies to export their OpenSim islands, including buildings surrounding the new business school. Tipodean converted them into Collada mesh format, along with the textures, which were then added to the Unity3D environment. The final result is a blend of the architectural model alongside meshes exported from OpenSim.

Read the rest of this post on our new site HERE.

With the model in Unity, Rutgers will now be able to embed the virtual model into a variety of formats. For example, they can embed the model directly a website or Facebook page, but could also publish the same model to be accessible from Android or iPad mobile devices, or as stand-alone applications that can be installed on a Mac or PC and run locally without being online, and at full screen.

To follow the progress of the virtual Rutgers School of Business, join the Rutgers University Virtual Worlds facebook page at: http://www.facebook.com/ruvw3d

To learn more about how Arch Virtual can translate your blueprints, CAD, or BIM file into a virtual experience, contact us here. http://archvirtual.com/?page_id=3388

 

 

 

 

Read the rest of this post on our new site HERE.

 

 

 

 

 

 

 

 

 



Customer-Created Design: Virtual reality and realtime design enables seniors to design their own community spaces

There’s a fantastic snippet in this video, about 2 minutes and 58 seconds in, that does a great job of capturing the spirit of this project.  This is a group of senior citizens looking at the virtual world of Second Life projected on a wall in front of them, and you can hear the almost visceral reaction the group has to watching their suggested design changes to a new senior living community take shape before their eyes.

Read the rest of this post and view the machinima at our new site, HERE.

A single window was turned into a glass wall, which suddenly lets in more light, and opened up more views to the outside.  The impact of this design change was immediately evident to everyone in this session, which was held simultaneously in a conference room in Madison, Wisconsin as well as a platform in the sky above Architecture Island in Second Life.

My long-time friend and colleague, Derrick Van Mell, of Van Mell Associates, had recently introduced me to Rita Giovannoni, CEO of Independent Living, and we sat down at a coffee shop for a quick demo of Second Life. Derrick had been following my interest in virtual worlds since the very beginning, and knew Rita was interested in a fresh perspective on the design process for her next project.  Having led construction of 3 previous senior living facilities, and entering the early design planning for a 4th facility, she was eager to find a unique approach to design.

Read the rest of this post and view the machinima at our new site, HERE.

I opened Second Life on my laptop, and walked my avatar into an empty virtual room. So far, so good, but Rita looks hesitant. Inside, my avatar reaches up and slowly starts lowering the ceiling down until it’s hovering just above his head. “That’s way too enclosed and claustrophobic! We don’t want that.” Rita immediately reacts.  I then slowly raised the ceiling up higher. “That’s too high – it looks too institutional.” I lowered it half-way down, until it was “just right.” We went through other parts of the building, and similarly modified the design in realtime, until it was all “just right.” Rita immediately recognized that this was not only a truly unique way to visualize design ideas, but also an opportunity to actively engage others in the design process itself.  We started brainstorming ways Independent Living might be able to invite prospective residents to participate in designing their new facility.

We decided to work with focus groups of prospective residents who were considering a move into a facility like the one Independent Living would soon be building. We invited Jim Gersich, Partner-in-Charge at Dimension IV Madison Design Group, which has a lot of experience with designing senior living facilities, and he offered to host the session in his studio’s conference room.  We projected Second Life onto a wall, and invited the group to imagine how they would like the new facility to feel and function. I had been concerned that the virtual modeling might cause some motion sickness, or may even be just too silly to take seriously as a design medium, but there was no hesitation with this group, they got it immediately.

Read the rest of this post and view the machinima at our new site, HERE.

The movable ceiling trick was all it took to get their attention.  It never ceases to amaze me how strong of a reaction people have to watching my avatar slowly being enclosed by a lower and lower ceiling.  They can literally feel the difference it’s making to the way the space feels.  Therein lies the whole idea behind this endeavor – to use virtual reality to immerse people in a simulated environment, where they can immediately see and feel the impact of design ideas in 3D as the discussion unfolds, in realtime.  What’s more is that they can actually suggest design ideas, and watch their ideas take shape before their eyes.

All of the residents did a great job providing invaluable feedback on the design of the new facility, and I think they each left with a sense of ownership in the project, having contributed to this early ideation phase.  As we prepared for this session, it was tempting to assume we knew certain things about how the design would layout, and to start preparing design solutions ahead of the focus groups.  But as we quickly learned, many of those assumptions turned out to be wrong, and this group had a lot of great ideas we would never have thought of.

Not every project is right for bringing end-users into the design conversation this way, but there are always numerous project stakeholders with a vested interest in being sure the building feels and functions exactly as they need it to.  Working within a virtual environment not only helps everyone visualize the design more holistically, but it opens up the opportunity to take steps toward getting it “just right,” and ensuring the project more closely reflects the goals of the organization.

I think one of the participants concluded the session well when she said,  “I just so appreciate that you’re willing to listen, and to get that input. Because, you could just slap up a building, and say ‘it’s for rent, take it or leave it, that’s the way it is’ – and people would do that. They do it all the time.”

If you’re interested in using virtual reality in your next design project, send us a note at info (at) archvirtual.com.

Read the rest of this post and view the machinima at our new site, HERE.



New Build and Upcoming Events in Unity3D / jibe

This site has moved to

www.archvirtual.com

 

Tomorrow (Dec. 2nd), I’ll be joining Kyle Gomboy from ReactionGrid and Anders Gronstedt from Gronstedt Group for their ‘Train for Success‘ meeting.  We will be meeting at the new space I recently finished for the Gronstedt Group – built with Unity3D, and published to ReactionGrid’s ‘jibe’ platform for multi-user access.  You can access the build HERE.

“This meeting will be held in our brand new virtual world developed by 3-D developer and architect extraordinaire Jon Brouchoud in Reaction Grid’s industry-leading, web-based, Jibe platform. Developed with red-hot game engine, Unity3D, this 3-D virtual world can be accessed in any standard browser (no big software download needed, just a small plug-in) and in a few months it will be available on the iPad, iPhone, Android and other mobile devices. Join us for a demonstration of the platform, which can be hosted securely by the client behind the firewall and offers a realistic and beautiful visual experience. Note that this meeting is not held in Second Life, just click on this link to access (it will prompt you to download the Unity plug in):http://jibemicro.reactiongrid.com/Gronstedtgroup/Gronstedt.html

Then on Friday, (Dec. 3rd), I’ll be giving a presentation titled, “Design Methods and Strategies for Creating Effective Virtual Spaces.”  Please check back Friday morning for the exact time.

 



Welcome to my home: first attempts at using Unity3D for architectural visualization

Cross posted from The ARCH Network main site!  http://www.archvirtual.com

unity2
Chez Keystone! Come on in…(plugin required).

This isn’t multi-user (yet), and navigation might take some getting used to, but this is an Autodesk Revit ‘as-built’ model of my home, imported into the Unity game development platform I wrote about last week.  If I make a change in Revit and save it, the Unity build dynamically updates. With the exception of the trees, this is pretty much a raw output from Revit without any optimization (which is why it looks so crude). If I spent a few hours on it, I could add dynamic lighting and even import lightmaps to really enhance the model.   I can also export it to Nintendo Wii, iPhone or a variety of other platforms if I really wanted to, but at this point, I don’t have the necessity or resources to do so.

I should add a disclaimer that we didn’t design this house, but we are planning a green make-over in several stages in the months and years ahead, so we’ve been using this model to test master plan ideas.  I haven’t built or enabled access to the interior spaces, but I will soon.   This is just a starting point for design exploration, so even though I don’t have much to demo yet, I wanted to share some of my initial progress and publish updates with more thoughts on what I’ve learned about using Unity in professional practice.

unity1

What I like most about Unity so far is the ability to quickly and easily embed the virtual model on a web browser, or to a stand-alone .exe application if need be.  This makes it much easier to share design ideas with long distance clients that might not have the time or patience to deal with a registration process, large client downloads and orientation of larger virtual worlds.  Once they get the hang of using their mouse and arrow keys, just about anyone, even on lower end machines, can be walking around inside of a design concept within a few seconds.

When the time comes to add additional details and entourage, I simply save most raw file-types in their native format to the Assets folder of the project.  Unity then automatically finds updates if I change the model in its native application (Maya, 3DS Max, Photoshop, etc.).   What I find doubly enticing about this work-flow is that I can transition my assets into any platform I choose without being locked into a proprietary format.  For example, if/when Second Life enables mesh imports, I should be able to take these same raw assets and use them in SL, or Blue Mars, or on whichever platform I wish – without having to rebuild everything from scratch.  I will then be able to choose which virtual platform is most appropriate for the project’s requirements.

I also like the fact that the indie version of Unity is free to download and use.  Plus, its relatively easy to learn – much easier than any other 3D app I’ve worked with.  Also, there is a rapidly growing community of Unity users and support forums to find answers to just about any question you have, and lots of in-depth tutorials to help you get started.

With several companies building MMO’s or virtual worlds on Unity, it probably won’t be long before I can drop this model into a virtual world for multi-user, and avatar-based experiences.  However, I don’t think we will see realtime, in-world building tools in Unity the way we have in Second Life, or OpenSim.  Unity wasn’t designed or intended to be used that way.  I also think that any Unity worlds that do surface will likely be smaller, niche communities.  For those reasons and more,  I really don’t see Unity as any threat or comparison to Second Life or OpenSim.  However, for online, realtime, virtual architectural visualization, Unity is definitely a platform worth exploring.

Be sure to check out this thread in the Unity forum about architectural visualization in Unity: http://forum.unity3d.com/viewtopic.php?t=33684&highlight=architectural

Also, check out a recent post by epredator on his Life at the Feeding Edge blog regarding the combined application of Unity, OpenSim, Evolver and Smartfox to create the next generation of virtual worlds.



The Architecture of Virtual Education

Here is a video of the presentation I gave last weekend at the VWBPE convention , posted by tree.tv, in both a streaming format and high-def download, available here:

http://www.treet.tv/shows/bpe/bpe2009_varchitecture_27mar09/ Other presentations captured by Tree.tv can be seen here: http://treet.tv/shows/bpe2009

Here is a brief outline of what I covered:

  • Comparisons of virtual and real architecture
    • Main ideas
      • Virtual architecture is less rigid, and far more flexible than physical architecture
      • Second Life is a ‘user-generated’ environment, and places that are built exclusively by professional content creators that do not engage the end-users in the creation process are often the most dull and lifeless places in all of SL – no matter how perfectly built or well designed they might be.
      • Virtual campus spaces should engage as many individuals – faculty, students, community members – as possible – not just one person who goes off to build everything… that’s just as bad or worse than hiring a content developer to build everything for you.
      • Architecture should be driven by the end-use, in an ongoing and constantly evolving design process that doesn’t have an arbitrary ‘end’.  Virtual architecture doesn’t have to shape us…we can and should keep shaping it.
      • People building virtual education spaces are building the foundation for their school’s future virtual endeavors, and have an opportunity to re-think what education means in a virtual environment – not just importing the way we do things in real life.
  • Best practices in developing virtual architecture – framework for approaching projects, borrowing and re-mixing some elements from the AIA’s Handbook for Professional Practice
    • Predesign
      • Gathering resources, use-cases, program development, construction schedule, context analysis, project budget, architectural style, replica vs. virtual, precedent studies
    • Schematic Design
      • Blocking diagrams, wayfinding, feedback, etc.
    • Construction
      • groups, permissions, building teams, etc.
  • Case Study: ‘Re-Inventing the Virtual Classroom’ with the University of Alabama
    • Wikitecture overview
      • Process
      • methodology
    • Description of the process
    • Brief and analysis of the end result
    • Concluding thoughts
      • Can students, faculty and community members design their own physical-world spaces in the future?  Can physical architecture be as dynamic and participatory as virtual architecture?

Many thanks for Gianna Borgnine for moderating, and to everyone who helped organize this conference.  Also, thanks to La Fundación Global Democracia y Desarrollo (FUNGLODE) for sponsoring this presentation.



ARCHviews: Kirsten Kiser, Editor-in-Chief of arcspace.com

Welcome to ARCHviews, a new podcast format where I take to the streets of the metaverse and talk with architects and designers exploring architecture of all forms – real or virtual.  Today I talk to Kirsten Kiser, editor-in-chief of arcspace.com about her experience bringing her online publication into the metaverse.  She celebrates her second year of virtual exploration this week, and has a lot of great insight to share.  If the embedded video doesn’t show up, you can find it HERE.  Enjoy!




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