39,093 research outputs found

    Integration of virtual reality within the built environment curriculum

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    Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments

    Use of 3D visualisation tools for representing urban greenspace spatial planning.

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    The objective of this paper is to report on the development of prototype models for use in raising public awareness of changes in urban areas, focusing on green spaces, and testing responses to scenarios of change. Specifically, the focus is on the design of appropriate types of outdoor features for community planning and engagement. This modelling is fulfilled using the Autodesk Maya, Google SketchUp and ArcGIS software packages together in a novel combination of spatial and visualisation tools. The experiment results show evidence that different types of 3D iconic symbols with interactive communication will influence participation and decision making in land use planning

    GIS and urban design

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    Although urban planning has used computer models and information systems sincethe 1950s and architectural practice has recently restructured to the use of computeraideddesign (CAD) and computer drafting software, urban design has hardly beentouched by the digital world. This is about to change as very fine scale spatial datarelevant to such design becomes routinely available, as 2dimensional GIS(geographic information systems) become linked to 3dimensional CAD packages,and as other kinds of photorealistic media are increasingly being fused with thesesoftware. In this chapter, we present the role of GIS in urban design, outlining whatcurrent desktop software is capable of and showing how various new techniques canbe developed which make such software highly suitable as basis for urban design.We first outline the nature of urban design and then present ideas about how varioussoftware might form a tool kit to aid its process. We then look in turn at: utilisingstandard mapping capabilities within GIS relevant to urban design; buildingfunctional extensions to GIS which measure local scale accessibility; providingsketch planning capability in GIS and linking 2-d to 3-d visualisations using low costnet-enabled CAD browsers. We finally conclude with some speculations on thefuture of GIS for urban design across networks whereby a wide range of participantsmight engage in the design process digitally but remotely

    Geospatial analysis and living urban geometry

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    This essay outlines how to incorporate morphological rules within the exigencies of our technological age. We propose using the current evolution of GIS (Geographical Information Systems) technologies beyond their original representational domain, towards predictive and dynamic spatial models that help in constructing the new discipline of "urban seeding". We condemn the high-rise tower block as an unsuitable typology for a living city, and propose to re-establish human-scale urban fabric that resembles the traditional city. Pedestrian presence, density, and movement all reveal that open space between modernist buildings is not urban at all, but neither is the open space found in today's sprawling suburbs. True urban space contains and encourages pedestrian interactions, and has to be designed and built according to specific rules. The opposition between traditional self-organized versus modernist planned cities challenges the very core of the urban planning discipline. Planning has to be re-framed from being a tool creating a fixed future to become a visionary adaptive tool of dynamic states in evolution

    The Urban CoCreation Lab—An Integrated Platform for Remote and Simultaneous Collaborative Urban Planning and Design through Web-Based Desktop 3D Modeling, Head-Mounted Virtual Reality and Mobile Augmented Reality: Prototyping a Minimum Viable Product and Developing Specifications for a Minimum Marketable Product

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    Both policy and research highlight the importance of diverse stakeholder input in urban development processes but visualizing future built environments and creating two-way design communication for non-expert stakeholders are challenging. The present study develops an intuitive and simplified 3D modeling platform that integrates web-based desktop, virtual reality and mobile augmented reality technologies for remote simultaneous urban design collaboration. Through iterative prototyping, based on two series of workshops with stakeholders, the study resulted in such an integrated platform as a minimum viable product as well as specifications for a minimum marketable product to be used in real projects. Further study is required to evaluate the minimum level of detail in the 3D modeling necessary for good perception of scale and environmental impact simulation

    Business begins at home

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    One of the most significant trends in the post-industrial era has been for the home to become an important focus for work. The boundaries between work and home are now increasingly blurred, reversing the forces of the industrial era in which places deemed suitable for each were clearly demarcated and physically separate. The most recent published figures available from the Labour Force Survey (2005)1 indicate that 3.1m people now work mainly from home, 11% of the workforce. This represents a rise from 2.3m in 1997 (9% of the workforce), a 35% increase. The majority of homeworkers (2.4m or 77% of the total) are 'teleworkers' – people who use computers and telecommunications to work at home. The number of teleworkers has increased by 1.5m between 1997 and 2005, a 166% increase. Clearly, it is the growth in the number of teleworkers which is driving the increase in homeworking

    Sustainable forest management using decision theaters : rethinking participatory planning

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    Involving stakeholders in the decision-making process can be very complex and time consuming. Decision theater (DT), which enables the combination of visualization and decision modeling capabilities together with human capacity of insight and interaction, is proposed for addressing this challenging problem in the forest sector. A generic framework for designing DTs to support participatory planning in the forest sector is proposed. To enable DT implementation and support decision-making in the DT in the province of Québec, Canada, the conceptual design of a decision-support system called Forest Community-DSS (FC-DSS) has been developed. Implementing FC-DSS along with other technologies in a DT environment can contribute to engage the stakeholders in the decision-making process by increasing participation frequency, collecting more inputs from the stakeholders, supporting the development and evaluation of alternative options and the selection of preferred alternatives. A DT-based collaboration approach would contribute to address the multiple issues of the stakeholders involved in participatory planning in Québec. Other Canadian provinces and other countries facing similar issues can benefit from the proposed approach

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design
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