Filed under: second life | Tags: animation, archi21, architecture, clil, crit, design, machinima, malaquais, paris, second life, studio, video, virtual worlds
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From my studio in Madison, Wisconsin, USA, I’m listening to 3 architecture students in Paris, France presenting design concepts they developed during a week-long ‘intensive’ design studio at Paris-Malaquais using the virtual world Second Life, and I feel as though I’m participating in architecture’s best kept secret. I’m joined by dozens of others logged in from every corner of the world as part of this <a href=”http://www.vwbpe.org/” target=”_blank”>VWBPE Conference</a> session by the newly founded European initiative ‘ARCHI21,’ and can think of no other medium, method or technology that could bridge our worlds as effectively. As I listened carefully to their fascinating presentations, I was totally immersed and engaged, and if the quantity and thoughtfulness of the back-channel chat was any indication, the others in attendance were equally impressed.
This intensive was the first time most of these students had been exposed to Second Life for architectural design, and due to time constraints, they were given very little time to prepare for this presentation. Not only that, but they are presenting their work in English, their second language, which is a significant part of what ARCHI21 is all about:
“A consortium of British, Danish, French and Slovenian universities has just begun its first action learning phase of ARCHI21, a two-year project as a part of the EU Education and Culture DG Lifelong Learning Programme. Innovative approaches converge language learning, architecture and design, social media and 3D virtual worlds. With a thematic focus on communication of ‘respecting fragile places’ , this project explores the areas of a) content & language integrated learning in higher and vocational education sectors, b) the inter-relationship between linguistic competence and design competence building in project-based learning and c) the intercultural issues to be considered.”
I was in awe at the quality and theoretical sophistication of their work, and the deep thinking they had put into these projects in such a short space of time. Having spent the past several years exploring virtual architecture, I was challenged and even a little intimidated by what these students were able to come up with in just one week. My only criticism might be that I think they seem to have underestimated the utility of common ‘real world’ visual cues and practical function of virtual spaces – instead prioritizing pure philosophical and theoretical exploration. I think it’s possible to achieve a balance between conceptual thinking with the more pragmatic concerns of potential end-users of these spaces – blending form and function into a seamless composition, rather than favoring one over the other. However, they may have explored this more than I am aware, and since this was their first exposure to Second Life, with only had a single week’s development time, I can hardly fault them for not exploring every possible angle.
I am honored to be a part of this fascinating project as an associate partner as ARCH Virtual, and will be sharing much more of their work as it is made public. Congratulations and thanks to these 3 students for sharing their work!
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Filed under: Uncategorized | Tags: architecture, gigaom, harvard business review, remote, virtual collaboration, web worker, workplace
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The results of this Harvard Business School study, and many others like it, provide enough ample and compelling evidence to suggest that virtual collaboration is a powerful means of achieving new levels of efficiency and effectiveness:
“Remarkably, an extensive benchmarking study reveals, it isn’t necessary to bring team members together to get their best work. In fact, they can be even more productive if they stay separated and do all their collaborating virtually. The scores of successful virtual teams the authors examined didn’t have many of the psychological and practical obstacles that plagued their more traditional, face-to-face counterparts. Team members felt freer to contribute–especially outside their established areas of expertise. The fact that such groups could not assemble easily actually made their projects go faster, as people did not wait for meetings to make decisions, and individuals, in the comfort of their own offices, had full access to their files and the complementary knowledge of their local colleagues.”
As information-based virtual collaboration gradually turns the corner to mainstream adoption, it won’t be long until the benefits of 3D collaboration are as unequivocally proven (if they haven’t already), and virtual worlds like Second Life and OpenSim will soon prove to be an ideal modality for gathering a virtual team together to collaborate within a realtime, 3D collaborative environment.
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Filed under: architect, architecture, second life | Tags: AEC, animation, architecture, BIM, CAD, construction, daden, engineering, information, multi-user, online, realtime, second life, virtual world, visualization, walkthrough
Check out this article HERE.
“Whilst the hype (and marketing interest) around virtualworlds has faded, the technology is increasingly being used in areas such as training & education,collaboration and data visualisation. This paper explores the on-going use, and future opportunity, of virtual worlds to help model the built environment, and as a result to use the virtual world to build a better physical world.”
There are a number of key differences here in comparison to more traditional Architecture, Engineering and Construction (AEC) visualisation tools.Principally that:
- The user is embodied in the world as an avatar, rather than having just a “camera” view
- The avatar/user can go where they like, and interact with the build
- The environment is multi-user, so users can interact with other users
- The environment is rendered in real-time, so although visual quality may not be as high, the environment can be far more dynamic and flexible, and renders instantly rather than needing an over-night render-farm.
I also appreciate their list of advantages of using virtual worlds in AEC fields:
The advantages of virtual worlds such as Second Life include:
• The ability to make changes instantly, in-world
• The ability to support multiple users in the same space – typically 50-100 (but of course you can always clone spaces)
• The ability to make things interactive – even linking computers to real computer applications, and signs to real signage systems
• The ability to not only integrate building environmental and performance data, but also to visualise it in new and effective ways
• The ability for users to peel-back layers of a building to see structural and service components
• The ability for users to annotate the space, feeding back comments which can be automatically collated
• The ability to track users through the building, and their interactions with its systems
• The ability to let users choose between configurations and vote on them
• The ability to support “live use” of the building, eg for entertainment or training
• The ability to clone the building to create multiple copies to explore what-ifs
• The ability to use the same platform to support virtual meetings, conferences, training, collaboration etc
• Dynamic rendering which enables the instant changes and multi-user deployment
Extranet Evolution has a great write-up (link) about this paper as well. Consequently, Paul Wilkinson’s twitter feed is also a must-follow resource for anyone interested in construction collaboration technologies (and more!) – follow him @EEPaul
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Filed under: architect, architecture, rl architecture, second life | Tags: academic, AEC, architecture, BIM, building, information, information technology, ITcon, journal, model, research, second life
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If there was ever any doubt that virtual worlds have a place in architectural practice and education, this month’s special issue of ITcon presents a staggering amount of content that is sure to help promote the use of virtual worlds and game engines within AEC industries and beyond.
The Journal of Information Technology in Construction (ITcon) is a peer-reviewed scholarly publication recently published a special issue dedicated to the use of virtual world technology in architecture, civil engineering and facility management.
“Virtual worlds, which are similar to the computer games with which they share technology, take their participants called residents to new places beyond the physical and geographic limitations of the real world. Residents become producers of content in the virtual world, designing and developing the environment around their own interests. This virtual world technology can offer significant benefits for AEC disciplines from 3D walkthroughs, interactive visualization, through virtual collaboration, design and planning to education, and training. The special issue is aimed to provide insights into the use of virtual world technology in AEC and includes seven papers with authors representing institutions in Australia, Canada, Finland, New Zealand, UK, and the USA.”
The papers are all free to review, published with open access distributed under creative commons license, so be sure to check out this incredible resource.
Here are a few snippets taken from their summaries – just to provide a sampling of what you can expect to find in this issue:
“This paper investigates the innovative use of emerging multiuser virtual world technologies for supporting human-human collaboration and human-computer co-creativity in design.” (link)
“This paper presents the concept of Building interactive Modeling (BiM) which complements the capabilities of BIM with social interaction to enhance collaborative information and knowledge sharing. Role-playing scenarios developed in Second Life demonstrate specific opportunities of BiM.” (link)
“…study of design collaboration in the CyberGRID (Cyber-enabled Global Research Infrastructure for Design), a virtual collaborative space developed in Second Life to support design work in global virtual networks. (link)
“This paper will bring evidence to bear that suggests the value in using Virtual Environments (VE’s) is in their potential to facilitate collaboration … scrutinize design and construction in the VE Second Life.” (link)
“The paper presents potential utilization of Second Life© (SL) in enhancing learning/training construction project management.” (link)
“The research potential of Second Life in construction: the whole life cycle costing example.” (link)