Virtual Reality: Keeping it Real
Thursday, May 18, 2017
8:15 a.m. - 9:30 a.m. CDT
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This presentation will discuss the use of Virtual Reality (VR) technology in planning and design applications to communicate, visualize, and understand experiences that are otherwise misguided, misunderstood, or unclear through traditional means of design media, namely drawings, sections, and other 2d applications. The information will be presented from both a professional and educational perspective with a focus on the shared value of VR moving forward.
The purpose of this presentation is to inform how virtual reality (VR) experiences within contemporary planning and design practices can provide a better communication system with regard to public, colleague, client, and student interaction. VR is quickly becoming an important design tool in which people are stimulated to interact and engage in their community. The need for engaging tools such as 3D stereoscopic images and VR headsets is essential in promoting safer, healthier communities, communicating scale, and creating an experience for pedestrians in the built environment.. Or rather, the unbuilt environment.
Beginning with traditional drawings of plan and section, the “go-to’s” among professionals for years, we will present the ways in which communication tools have transformed, yet the intent remains the same. How can a designer effectively show a client or colleague what is felt and experienced within a particular, nonexistent space using a 2D piece of media? Better yet, how can this experience be extended to someone untrained to interpret plan and section? With VR, this task is simplified.
This presentation will introduce VR technology, while explaining its use within workflows, such as modeling a 3D environment in real time. By using real world examples and highlighting the advancement of this technology, we will show how the human experience is enhanced, benefiting both the planner/designer and user.
From both a professional and educational perspective, the shared value of VR is clear. A more comprehensive understanding of the environment intended by the designer or student makes way for more informed and clear feedback. With this new tool so readily available, it needs to be presented to the planners and designers responsible for serving our communities.
Lindsay Walker, email@example.com