Mixed Reality And Architecture Elizabeth Feltz, ARCH 4002
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1 Mixed Reality And Architecture Elizabeth Feltz, ARCH 4002 The applications of mixed reality in architecture range from direct to indirect, either changing how we design and build, or changing our environment and behavior, requiring that architecture adjust based on those factors. Virtual reality and augmented reality technology can be used to change our psychological tendencies, provide new means of entertainment, make professional communication more efficient, and improve construction techniques. I. Future Applications of Mixed Reality A. Psychological/Behavioral: Virtual reality is also starting to be used in clinical settings to treat mental illness and change behavioral tendencies. Exposure therapy is a behavioral approach to help people cope with social fears and anxieties. The patient is guided in an imaginary setting in order to conquer these fears and get rid of irrational anxieties by being exposed to them in small doses. VR can also assist with pain distraction, allowing a patient to distract him or herself from an injury during wound care or other pain-inducing activity. Lastly, people can be placed into cognitive environments where they are asked to respond in a natural fashion, allowing people to test themselves in a range of different environments and learn how to deal with psychological challenges. In relation to architecture, the changes in behavior may allow for changes in how we organize space. Specifically in workplace design, the spaces are carefully organized to promote interaction, and limit the amount of private workspace in order to prevent distraction and allow for a steady exchange of ideas. If workers use virtual reality to improve productivity or to interact with each other, the dynamic of the workspaces will completely change. So, not only does VR change our ability to stimulate a space, it can also alter our psychological abilities, affecting how we design our spaces. B. Entertainment: Virtual reality can be easily incorporated into the gaming and film industries with its ability to greatly enhance the visual effects and fully immerse the user. However, VR technology can also begin to simulate entertainment spaces such as museums or theaters. In gaming and film, VR can provide a more realistic experience, not only allowing the user to interact visually but also socially and behaviorally. These experiences can also influence architectural experience and how people socially interact within a space. It also allows people to switch to different environments very quickly, experiencing new types of architecture and social constructs. For example, if a user lives in a rural area, they could user virtual reality to transport themselves into a dense urban setting, or even an imaginary setting that they create. Different types of architecture and social interactions can be experienced very quickly as a form of entertainment. The user can also place themselves in a space such a gallery, instead of having to leave their home and travel to their nearest museum. People participate in cultural activities without ever leaving their homes.
2 C. Professional/Work-sharing: VR and AR technology can be used in the workplace for training, advertising, communication, and entertainment. In terms of training and education, it can be used to simulate certain environments and situations. It can also allow employees to attend conferences and meetings without paying for travel. People can present ideas and learn by entering a new environment within their workplace. Architects can use this to train entry-level designers or attend educational events without leaving the office. Brands can also provide a better experience to the consumer and tell a story about their product through virtual reality. The consumer can visualize themselves using a product or service and get a better understanding of how it works. This is already becoming prominent in architectural proposals, allowing a client to look around and walk through a space to give them a better idea of scale and materiality of that space. Lastly, in terms of communication, employers can use virtual reality to hold meetings and gatherings in a virtual space. Architects can use this for design meetings or site visits, allowing for quicker, more efficient communication with contractors and clients. Getting to a job site can be time consuming, but with VR or AR technologies, we may be able to instantly visit a job and get any issues resolved. D. Construction: On a job site, virtual reality can be used to visualize construction details, show job progress, and give designers the ability to visualize the scale and potential problems of a site. Some companies are creating a type of Building Information Modeling Cave, so that employees can use projection technology to see what a space will look like. Augmented Reality glasses can also be used on jobsite walks to visualize how a detail will work or what an entire space will look like. Adjustments can be made more efficiently, saving a client time and money, leaving a project with fewer faults. From a production standpoint, mixed reality may lead to new inventions with building systems. If it is easier to imagine how a detail will work, or how a material will work, manufacturers will be able to create new, higher quality products. We may even reach a point where spatial elements only exist within the virtual world, where physical building is no longer required and people use some sort of mixed reality system to put together their space. At this point, we would reach a dividing line between physical construction and digital construction, completely changing how we design and experience space. Mixed reality will affect architecture directly by helping us visualize construction details and make jobsite visits more productive. This can open doors to innovative construction technologies and methods of creating virtual spaces as well. In the office, architects will be able to communicate more effectively between each other and their clients. Proposal presentations will also be much clearer to clients if they are able to feel as if they are in a space. Meanwhile, using mixed reality outside of an architectural office for entertainment or behavioral purposes will still have a great affect on how we visualize space. Having the ability to change our environment or social tendencies will require a change in spatial organization and construction technology. The effects on construction and the workplace will affect architects more directly, however, the psychological and recreational uses of mixed reality will have a more indirect affect on how architects design.
3 II. Courville Elementary And Mixed-Reality Technology A. Educational Uses of Mixed Reality In a classroom setting, augmented reality, virtual reality, and hologram technologies can enhance a child s learning experience and cover a wide range of subjects. Replacing traditional classroom supplies with these technologies can also have cost saving benefits over time because it can prevent schools from paying for costly lab equipment or textbooks. In augmented reality, children can interact with objects or animals that would not be originally available in a classroom setting. For example, if this were used in a chemistry class, children could experiment with different chemical reactions without the dangers of chemical contact with skin or eyes, potential explosive effects, or other laboratory hazards. When using virtual reality, students have the ability to visit places that may not be normally available to them. They could simulate swimming through a coral reef, walking on the moon, or immersing in a new culture. Lastly, with holographic software, this can simply bring a three dimensional aspect to lessons, similar to augmented reality. It could allow students to interact with certain forms and ideas. B. QuiverVision During our preliminary studies, I found an educational application called QuiverVision. This application uses augmented reality technology on a mobile device. Children can print out coloring sheets, fill them in, scan the sheet with a mobile device, and interact with their creation in augmented reality. The application pairs a QR code with a 3D model and maps the coloring materials to the model. This application can quiz children on certain subjects, such as geology or chemistry, and teachers can use the application for assignments and quizzes. QuiverVision is a good example of how AR technology can make its way into the classroom and it opens the door for other technologies to make classroom friendly applications. This app caused me to continue researching mixed reality and education, greatly influencing my proposal for the use of the technology in Grixdale, Detroit. C. Improving Grixdale, Detroit Through Education and Mixed Reality Detroit has encountered a significant population decrease in the past ten years, leaving neighborhoods vacant and community bonds much weaker. Their public schools could be shuttered as a result of constant low performance and past complaints from educators in the DPS system. Protests in Detroit over the closing of public schools have had a dominant presence in the news. However, these public schools are a necessity to keep communities thriving and to keep children safe. The neighborhood of Grixdale has suffered during the population decrease, leaving many homes vacant, shuttering its main K-5 school, and leading to an increase in crime. Due to the presence of the abandoned Elizabeth Courville Elementary School, this neighborhood has the potential to be revitalized through educational opportunity. There are many children in this neighborhood that could benefit from educational services and the site could serve as a meeting place for the community. The first use of mixed reality technology in the site is within the existing Elizabeth Courville Elementary School. On the first level, there are multi-purpose spaces that are large enough for virtual
4 reality simulations or augmented reality demonstrations. Teachers would be able to schedule times to use the spaces in addition to their lessons. On the second level, there are more traditional classrooms for when students are not working in virtual reality. The other use of the mixed reality technology in the site is in the holographic viewing space. Next to the existing school, there is an open-air roof structure that is able to host holographic images of the material that the students are learning in the school. The hologram is hosted to water vapor that emits from the ground and it also serves as a cooling mechanism in the summertime. In the space, any member of the community can sit and view different lessons and possibly interact with the holographic material. During the nighttime, it can illuminate the street, making this area of the neighborhood feel safer. It is meant to form a center point for the community that is based on the positive growth of Detroit youth. D. Effects on Educational Architecture This technology allows for teachers to get more educational substance out of smaller spaces. With mixed reality, all that is needed in the spaces is basic classroom furniture without excessive amounts of supplies piling up. However, the children still need a productive workspace when they decide not to use the technology. This includes good lighting and proper noise reduction for focus as well as communal spaces for them to be active and interact with each other to build social skills. Lastly, this technology makes it easier for the community to become involved with the children s learning experiences. Having a space to share the children s progress with the community can benefit the students and their neighborhood. Even with mixed reality, educational design does not become obsolete; it just requires adjustment to the behaviors of the students and community with the added technology. III. Conclusion This project has made me realize the challenge in being able to make sure that this technology is available to people of all backgrounds. In the future, I am hoping that this technology becomes cheaper and more accessible so that students can improve their educational experience. This studio has not only taught me how to use the technology myself, but has made me think about the progression of mixed reality over the next few years. It will become beneficial for students of all ages to become familiar with this technology and realize its potential in many different careers. After completing this project, it does not seem as if mixed reality will make physical architecture obsolete, but will add another layer of interaction to heighten the senses and improve learning.
5 Sources Gaudiosi, John. "Future of Work." Fortune Tech. Time Inc., 26 Aug Web. 12 Jan Hamilton, Audrey. "Speaking of Psychology: Improving lives through virtual reality therapy." American Psychological Association. American Psychological Association, n.d. Web. 12 Jan "Virtual Reality in Entertainment." Virtual Reality Society. N.p., 10 Jan Web. 12 Jan
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