Filed under: architectural resources, archvirtual, city planning, collaborative design, real estate, rl architecture, Uncategorized, urban planning | Tags: 3D, animation, AR, arch virtual, architecture, archtech engine, augmented reality, autodesk, BIM, CAD, cities, city, collaboration, community, design, downtown, dubuque, education, game engine, geography, GIS, google, government, historical, interactive, iowa, jon brouchoud, kml, main street, maya, planning, realtime, replica, resource, simulation, tour, Unity3d, urban, virtual, walk-through
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.
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.
“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.
Read the full post HERE.
Filed under: architectural resources, architecture, autocad, real estate, Unity3d, urban planning | Tags: 3d environments, AEC, animation, arch tech engine, arch virtual, architectural drawings, architectural visualization, architecture, archtech, BIM, building, CAD, cg, city, collaboration, communication, computer, construction, education, engine, engineering, game development, geography, interactive models, learning environments, military, military simulations, multi-player, planning, prototype, simulation, training, Unity3d, urban, video, virtual, voice, voip, walk-through
[Intro video] I am very excited to announce the launch of our new ArchTech Engine, a technology that transforms buildings, cities and geography into realtime 3D environments that are easily accessible, and can be embedded on your website, or deployed to a tablet.
Read the full post HERE
These interactive models can be geo-referenced to real-world coordinates, dynamically linked to databases, and layered with interactive content.
Transform your architectural drawings and 3D models of almost any format (including CAD and BIM) into information-rich applications that are perfect for architectural visualization, and city planning, as well as learning environments, military simulations, historical recreations, training environments and more. Students can interact within a more memorable learning environment, and achieve much greater retention over reading a textbook. All within a web browser or tablet.
Your application can be customized to suit your project’s specific needs. Make it multiplayer with voice and video communication or a single player experience and add non-player characters or an entire crowd of people to bring it to life.
To learn more about Arch Tech Engine, or to get started on your own project, visit www.archtechengine.com Arch Tech Engine is built on the Unity3D, and was developed in partnership between Arch Virtual and Tipodean Technologies.
Read the full post HERE
Filed under: rl architecture, Uncategorized, Unity, Unity3d | Tags: animation, arch virtual, architecture, arcspace, BIM, blueprints, CAD, cg, collaboration, computer, faculty, graphics, import, jon brouchoud, replicate, rutgers, school of business, simulate, simulation, student, ten arquitectos, virtual, visualization, walk-through
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.
Filed under: Uncategorized | Tags: 3D, animation, architectural, city, collada, dae, design, import, mesh, model, planning, second life, SL, urban, walk-through
(Read the rest of this post on http://www.archvirtual.com !)
This long awaited ‘holy grail’ feature in Second Life has now finally arrived on the main grid! The subject of numerous false starts, April fool’s jokes, and much controversy – it is now possible to import 3D models directly into Second Life. The implications from an architectural urban design and city planning perspective are obvious. Having to rebuild architectural models with a patchwork quilt of 10 meter prims was only feasible for the most dedicated and patient developers, and the frustration of abandoning 3D models that already existed as a matter of daily practice in architectural software in order to build the same model all over again with prims just wasn’t an easy sell to most would-be SL residents hoping to use the platform for architectural visualization and collaboration.
(see the rest of this post on http://www.archvirtual.com !)
Filed under: second life | Tags: animation, archi21, architecture, clil, crit, design, machinima, malaquais, paris, second life, studio, video, virtual worlds
This blog has moved! Please read this post on our new blog location: http://archvirtual.com/?p=3295
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!
This blog has moved! Please read this post on our new blog location: http://archvirtual.com/?p=3295
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
This site has moved to
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Check out this article HERE.
Filed under: Uncategorized | Tags: 3D, animation, architecture, crit, design, modeling, second life, studio, study, virtual
As the pendulum swings back into Second Life for some exciting new consulting projects, I’m reminded just how fun it is to build with prims and how much potential virtual environments hold for architectural practice and collaboration. You can quite literally *feel* the space as it takes shape, understanding and perceiving it in a way that no other medium affords. It’s somehow subtle and elegant in the way the virtual design experience retains the serendipity and chance of crude cardboard study modeling yet enables just enough of the precision of a 3D modeling application – but not so rigid and exact as to zap the design flow of its creative energy.
Read the rest of the story on our main site at http://www.archvirtual.com
This site has moved to
www.archvirtual.com
Filed under: Unity, Unity3d | Tags: animation, architecture, design, documentation, elevation, engine, game development, how to, plan, prefab, quality settings, rendering, section, teleport, toggle, tutorial, Unity, Unity3d, urban, visualization, walk-through, waypoint
Check out Architectural Beginners Kit 2! If you’re not a programmer, this is a must-have toolkit for architecture and design visualization projects built with Unity3D.
Here’s a video showing the kit in action: http://vimeo.com/17939173
Here’s a demo build: http://archvirtual.com/ABK2.html
Here’s where you can purchase the kit for $45: http://bit.ly/fx4TPQ
Here’s what the kit includes:
Click to Look: instead of having to lock and unlock the mouse to click buttons, this kit now includes a ‘click to look’ setup, where the scene doesn’t move unless you want it to.
Scene Switch: Load several models, and let visitors switch between them. For example, you might load several iterations or options for a design project you’re working on. Visitors will now be able to simply click a button to switch between them.
Waypoints: Set up various waypoints in your scene, and enable visitors to access those locations just by clicking a button. For example, you might have waypoints set up for the Lobby, Offices, Cafeteria, etc. so visitors can quickly access those areas without wandering through the model trying to find it.
View Switching: The default mouselook view is great, but sometimes those traditional Plan, Section or Elevation views are helpful to understand the design. With this feature, you can set up those views, and enable visitors to your project to switch between them.
Quality Toggle: You never know what kind of computer your visitors are using. With Quality Settings toggle, they can adjust it to suit their own computer’s performance. If they’re on a netbook, they can toggle it way down to ‘Fastest’ – which won’t look as great, but it won’t lag as much. If they’re on a super fast machine, they can enjoy the highest possible quality settings.
Detailed Tutorial Documentation: As with the previous kit, the tutorial documentation is just as valuable as the prefab elements themselves. You can drag and drop the prefabs into your scene, or you can dig deeper, learn how they work, and customize them to suit your project’s specific requirements.
We hope you enjoy the new Kit! We’re already brainstorming the next kit, and welcome any suggestions for specific features you would like to see included. Send us a note at info (at) archvirtual.com if you have any questions.
Architectural Beginner’s Kit 1 is available here: http://archvirtual.com/?p=2950
Filed under: Uncategorized | Tags: 3D, animation, foundation, Frank Lloyd Wright, illustration, museum, second life, taliesen, virtual, walk-through
This site has moved to
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The Frank Lloyd Wright Virtual Museum, which was recently granted a licensing agreement with the Frank Lloyd Wright Foundation (and later attained official 501(c)3 non-profit status from the IRS) was served a cease & desist order by lawyers representing the Frank Lloyd Wright Foundation.
This is a story that hits home for me, quite literally. I live in Wisconsin, with Taliesen East just a few miles away, and I consider Frank Lloyd Wright to be one of the greatest architects that has ever lived. I’m also a firm believer in the architectural potential for virtual worlds like Second Life, and the very pursuit of architectural innovation in these environments has completely changed my life and my career path in immeasurable ways. When I first created my account over 4 years ago, I did so with the intention of using the virtual world in my own professional practice, but quickly realized that Second Life was so much more than a visualization tool, it was a place. Despite its quirks and clunkiness, it was (and still is) the single largest collective expression of human creativity the world has ever seen.
For me, Second Life represented a glimpse into the future of the 3D web (by any name..). Whether or not Second Life would become the standard for the 3D web, (I doubt that it will) it doesn’t really matter. I’m not invested in Second Life, I’m invested in the premise and potential of the 3D web – a paradigm that’s only growing stronger each day, and I’m more convinced now than ever before that the 3D web will soon turn all things architecture inside out and upside down. Second Life is a place to dream about how that might happen, and to start prototyping and experimenting with it. Even though most architects won’t adopt virtual worlds for several more years, there is near unanimous consensus throughout the industry that realtime virtual models are the future of online architectural visualization.
This is precisely why I was impressed and inspired, and even a little surprised, that the Frank Lloyd Wright Foundation was so forward thinking and innovative in its support for the Virtual Museum through its licensing agreement. Even if a virtual tour of a Frank Lloyd Wright design is only able to capture a tiny fraction of what its like to experience the real thing, and not every detail can be faithfully reproduced – at least its something. Even if the graphic quality is still lacking because the technology is still young, its still so much more immersive, experiential and social than looking at a picture or floor plan in a book. Plus, it was a step in the right direction. As the fidelity of virtual worlds matures over time, Frank Lloyd Wright’s legacy would be right there with it, and I thought that was great. When Frank Lloyd Wright was alive, he lived ahead of his time – incorporating futuristic and innovative new technologies at every turn. He was always focused on the future, almost to a fault. Yet, for all outward appearances, the Foundation seems focused on the past with this move – perhaps out of short-term necessity, more interested in the profitability of branded merchandise.
Fortunately, we don’t need a licensing agreement to carry on the *spirit* of Frank Lloyd Wright’s work in virtual worlds. Nobody holds a copyright on that, and I think that futuristic spirit of innovation is already alive and well all throughout the virtual frontier. In fact, Mr. Wright may have been somewhat disappointed in our attempt to bring heritage from the past into this new frontier, in much the same way Americans were building Victorians in the late 1800’s and early 1900’s. One of the very first orders of business in Mr. Wright’s career was to systematically dismantle that blind adherence to the past, and to find a new language of architecture for a new country, rooted in its inherent characteristics – not in an arbitrary past. He looked to the innate qualities of the environment within which he was working (quite literally, the prairie’s of the midwest) and came up with an altogether unique and distinctive vision for a new architectural language.
I wish the Virtual Museum could stay open for its historical and educational importance, and I think its a short-sighted mistake for the Foundation to demand its closure, but I would argue that its far more important for us to find ways to build upon Mr. Wright’s legacy through his spirit of forward-thinking innovation, and discovering new languages of architecture that are specifically suited to the unique characteristics of the virtual frontier. If Frank Lloyd Wright could experience virtual reality today, do you think he would start replicating buildings from the past? I highly doubt it. I think he would look to the future, and proceed to systematically blow our minds with conceptual breakthroughs and futuristic ideas that even the most visionary among us would struggle to comprehend – just as he did when he was alive.
Here’s how the rest of the metaverse reacted to news of the closure:
Shame on You, Frank Lloyd Wright Foundation: http://www.johncartermcknight.com/blog/?p=1031
Frank Lloyd Wright Foundation Lawyers C&D Virtual Museum: http://www.secondtense.com/2010/12/frank-lloyd-wright-foundation-lawyers-c.html
Frank Lloyd Wright Museum to Close Sunday: http://primperfectblog.wordpress.com/2010/12/03/frank-lloyd-wright-virtual-museum-to-close-sunday/
Frank Lloyd Wright foundation Lawyers Reverse Position Cease and Desist on Previously Approved Second Life Content: http://dwellonit.taterunino.net/2010/12/02/frank-lloyd-wright-foundation-lawyers-reverse-position-cease-and-desist-on-previously-approved-second-life-content/
Frank Lloyd Wright Foundation Forces Closure of Virtual Museum on December 10: http://www.betterverse.org/2010/12/frank-lloyd-wright-foundation-forces-closure-of-virtual-museum-on-december-10.html
Frank Lloyd Wright Foundation Withdraws License to Virtual Frank Lloyd Wright Museum in Second Life – Then Sends Cease and Desist: http://nwn.blogs.com/nwn/2010/12/frank-lloyd-wright-cease-and-desist-second-life.html
Frank Lloyd Wright Museum to Close: http://music-island.blogspot.com/2010/12/frank-lloyd-wright-museum-to-close.html
A Sad Day for Virtual Frank Lloyd Wright Fans: http://brideswell.com/content/sci-tech/a-sad-day-for-virtual-frank-lloyd-wright-fans/
Filed under: rl architecture | Tags: animation, architecture for humanity, biloxi, cameron sinclair, design, event, hurricane katrina, john gage, marlon blackwell, open architecture network, prototype, relief, second life, simulation, virtual
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This site has moved to www.archvirtual.com
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Here are several before and after images of the ‘Porchdog’ residence, prototyped in Second Life by the Architecture in Virtual Worlds community. We built a virtual replica of this original design by Marlon Blackwell Architects, which was published to Open Architecture Network under Creative Commons licensing for an event with Architecture for Humanity founder Cameron Sinclair’s appearance in Second Life.
During the presentation, Cameron Sinclair described the project:
“The idea is, can we work collaboratively online, in places like Second Life, to respond to issues like Hurricane Katrina.”
He also described some background behind the project:
“…we starting in 1999 basically using email and a web page – and as we’ve progressed and as technology has progress, we’ve embraced new technologies.”
As the fidelity of virtual worlds continues to improve, online virtual environments like Second Life are now capable of producing much higher quality prototypes than ever before. With realtime shadows, and the ability to import existing 3D architectural models just around the corner, we can expect that quality to improve dramatically in the months and years ahead.
Below is a machinima clip I made of the virtual replication process:
Here’s a machinima by Kiwini Oe, showing a discussion between Cameron Sinclair of Architecture for Humanity and John Gage of Sun Microsystems:
For more information about this project, visit the project’s page on the Open Architecture Network here: http://openarchitecturenetwork.org/projects/232?ob_bw=0
NAME: The Biloxi Model Home Program
PROJECT LEAD: Architecture for Humanity
LOCATION: Biloxi, Mississippi, United States
START DATE: December 02, 2005
CURRENT PHASE: In construction
COST: $138000 USD (Estimated)
SIZE: 1500 sq. ft
BUILDING TYPE: Residential – Single Family
Read the whole story, and more about architecture in virtual worlds at The ARCH Network http://www.archvirtual.com