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A Critique of Virtual Reality in the Architectural Design Process | | |Publications PageHITL Home A Critique of Virtual Reality in the Architectural

Design Process

Technical Report: R-94-3

Dace A. Campbell

Human Interface Technology Laboratory

FJ-15

University of Washington

Seattle, WA 91895

and

Department of Architecture

208 Gould Hall, JO-20

University of Washington

Seattle, WA 98195

Maxwell Wells

Human Interface Technology Laboratory

FJ-15

University of Washington

Seattle, WA 91895

ABSTRACT

An addition to a building was designed using virtual reality (VR).The project was part of a design studio for

graduate studentsof architecture. During the design process a detailed journalof activities was kept. In addition,

the design implemented withVR was compared to designs implemented with more traditional methods.Both

immersive and non-immersive VR simulations were attempted.Part of the rationale for exploring the use of VR in

this mannerwas to develop insight into how VR techniques can be incorporatedinto the architectural design

process, and to provide guidancefor the implementers of future VR systems. This paper describesthe role of VR

in schematic design, through design developmentto presentation and evaluation. In addition, there are some

commentson the effects of VR on detailed design. VR proved to be advantageousin several phases of the design.

However, several shortcomingsin both hardware and software became apparent. These are described,and a

number of recommendations are provided.

INTRODUCTION

The architectural design process can be broken into the followingphases: schematic design, design development,

presentation andevaluation, detail development and construction documents, bidding,and administration of the

construction. In the schematic designphase the overall characteristics of the building are established.Significant

issues are identified, and initial design decisionsare made. During the design development phase the specific

characterand intent of the entire project are described. The presentationand evaluation phase is an iterative

process during which proposalsare presented for review by a client, review board, or designjury, and design

decisions are finalized. Following the approvalof the design, details are developed and construction documents

are produced. These may be a combination of working drawings andwritten specifications which serve as a legal

description of whatis to be built. As the construction documents near completion,they are released for bidding,

and a contractor is selected. Thefinal phase of the design process is the one in which the architectadministers the

construction, interpreting changes and judgingperfomance [7].21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process

Page 1 of 7http://www.hitl.washington.edu/publications/r-94-3/

Throughout all of these phases, architects find themselves perfominga variety of tasks, ranging from the most

creative to the utterlymundane. Computers were introduced to the architectural professionwith the hope that they

would free architects of the mundane,manual tasks, as well as aid in the management of information.Use of

Computer-Aided Design (CAD) has grown over the decades.It has aided in the automation of tasks and in the

managementof information, especially in the later phases of the design process.

However, CAD has had little impact on the earlier phases of design.Thus, there is a point in the design process

when architects anddesigners must make a mental leap from sketches and study modelsto CAD representations

in two or three dimensions.

Efforts are being made to encourage the development of CAD systemsto enable their use by architects earlier in

the design process[5,6]. An important prerequisite for the increased acceptanceand use of CAD is an interface

which will allow architects tocreate and interact with their digital designs more intuitively.Virtual reality (VR),

perhaps the most advanced of three-dimensionalinterfaces, has much potential for enhancing the way architects

and designers interact with their digital models [2,4].

VR has been proposed as a useful new tool for architects and designers[3,8]. It is recognized that most of these

benefits (and subsequentuse of VR by the design professions) will occur only after furtheradvancements of the

technology [1]. However, the specific advancementsthat are required can only be identified and implemented after

extensive use of the technology. This iterative cycle of use,assessment, redesign, and use results in tools which are

bettersuited to the job. The method of redesigning tools by observinghow they are used is a common one among

ergonomists and humanfactors professionals. The rationale is that accomplished usersare best able to recommend and assess changes.

The goals of the project described below were to explore how architectscan use today's virtual reality technology

in the early stagesof the design process, and to gain insight into its advantagesand shortcomings. From this insight,

it was envisioned that specificrecommendations could be made for advancements of the technology.In addition to

a general observation of the use of VR in the designprocess, our exploration focused on four issues. These were:

The effect of the type of interface (immersive or non-immersive)on the designer's ability to study the design.

The effect of the level of abstraction of a complex 3-D spaceon the perception of that space. The utility of VR as a design medium during the earlier phasesof the design process.

The utility and acceptability of fly-throughs as a tool for representingand presenting architectural designs.

METHODS

To explore these issues, we analyzed a design project implementedby a graduate student of architecture. The

eight-week projectwas carried forward using available VR technology. The designproject was an addition of a

conference room and exhibition galleryto a building on the campus of the University of Washington andwas part

of a design studio for graduate students in architecture.Typical of most student projects, the designs from the class

weredeveloped from schematic design, through design development, topresentation and evaluation. It was not

intended that the projectcover into detailed development or the production of constructiondocuments. The design

represented with VR technology was comparedto designs generated by other students, whose projects were

designedby hand and with traditional 2-D and 3-D CAD.

PROCEDURES AND APPARATUS

In its earliest stages, the design was developed with sketchesand small physical models. The information from

these was inputinto a CAD modeling program. The database from the CAD programwas then exported and

converted for use in real-time fly-throughswith the VR technology. These simulations were recorded onto VHS

tape for record keeping and for further study of the design. Adetailed journal of the design and simulation

processes was keptfor later analysis.21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process

Page 2 of 7http://www.hitl.washington.edu/publications/r-94-3/

The CAD software used was formZ (from auto.des.sys), a three-dimensionalmodeling software package hosted

on a Macintosh computer. DataInterchange Format (DXF) files were exported from formZ and convertedinto

two different formats on a weekly basis.

In one process, the DXF files were converted to Description ofGeometry (DOG) files. These files were simulated

in real-timewith software in development at the Human Interface TechnologyLaboratory. The simulation software

was run on a DEC Alpha 600with a Kubota Denali 6/20 graphics board. The simulation was viewedon a high-

resolution monitor (19", 1280x1024 resolution).Navigation through the virtual environment was accomplished with

a Spatial Systems Spaceball, which allowed control of motion insix axes. These fly-throughs were not immersive.

In the other process, the DXF files were loaded into Autodesk3dstudio (3DS), hosted on a DOS platform, and

saved as 3DS files.These files were then converted to script (MAZ) and geometry (VIZ)files for use by dVISE

software from Division. These convertedfiles were then used in immersive simulations on a PROvision 200

system, also made by Division. This simulation was viewed on theirVirtual Research Flight Helmet (360x240, 90-

degree field of view).Head motion was tracked magnetically using the Polhemus 3SpaceTracker. Movement of

the head caused appropriate movements ofthe visual information on the Head-Mounted Display (HMD).

Navigationthrough the virtual environment was accomplished by pointing thehead in the intended direction of

travel, and pressing a buttonon a hand-held wand.

THE DESIGN PROCESS

Schematic Design

A proof of concept demonstration was first attempted while thedesign was in early schematic development.

During this earliestphase of an architectural design there are only rudimentary ideasto be represented. Therefore

a "massing" model of thedesign, one in which only the basic forms of a design are representedwithout detail, was

generated, translated, simulated and recorded.Once the DOG files were created and some initial changes were

made to the model's orientation in the coordinate system, we addedthree lights to the simulation: a blue ambient

light representingthe sky, a yellow directional light representing the sun, andan orange point-light source tracked

to the participant to aidin the perception of distance. A wireframe grid was also addedto give a sense of horizon,

to aid orientation in this initialenvironment. At this stage, the simulation was viewed with anuntracked Optics-1

HMD, but the small field of view (23 degrees)and lack of head tracking did not allow adequate assessment ofthe

design.

Design Development

The design was developed over the next several weeks, and eachweek a fly-through was conducted and

recorded. It became apparentthat the delay between the conception and visualization of designideas did not

provide direct or immediate feedback in the designprocess. However, the simulations did provide a way to

examinethe CAD model, to detect flaws in its construction. The simulationsallowed the opportunity to evaluate

design elements such as proportion,scale, and order; these things were not immediately apparent todesigners

using CAD models alone.

As the model was developed, the frame rate of the simulation droppedfrom fifteen Hertz at the beginning to about

five Hertz. A significantchallenge in the design process became the issue of level of detail.In order for the

simulations to be of significance to the designer,the model had to be developed in such abstraction that the frame

rate of the simulation was reduced appreciably. Decisions abouthow to abstract the design were made by the

designer, based onaesthetic judgement and design sensibility.

About mid-way through the process, we enhanced the realism ofthe representation. The horizon grid was

replaced by massing modelsrepresenting the urban context of the design. The CAD databasewas organized into

layers, and by exporting the CAD model by layersas multiple DXF files, we were able to assign unique colors and

transparencies to an otherwise opaque and monochromatic model.These colors and levels of transparency were

adjusted in realtime using a dial box to adjust color (RGB) and transparency (alpha)values. Additive

transparency was used to represent glass objectsbecause other transparency algorithms (such as subtractive) 21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process

Page 3 of 7http://www.hitl.washington.edu/publications/r-94-3/

provedto slow the frame rate to unaccepable levels. Texture mappingwas also attempted, but the textures

vibrated (swam) in the simulation,due to lack of resolution in the system (floating-point round-offerror).

Interactive section cuts, which would provide the capabilityto cut sections through the model with clipping planes

in realtime, were also considered. However, there were problems withgetting the clipping planes to operate as

desired.

Abstract elements of trees, furniture, and people (entourage)were added to the model to enhance the sense of

scale. After experimentingwith flat-shaded and wireframe representations, we found thatby making the furniture

transparent, the degree of which couldbe controlled in real time, it enabled us to evaluate the spatialimplications

of the design with and without the furniture. Thiswas a useful design feature. Finally we added live video footage

as texture maps, to represent the location and character of displayand projection screens in the design. In this

case, the swimmingof these textures was imperceptible due to the motion of the videofootage itself.

Detailed design

The use of VR early in the design process forced the detaileddevelopment of the interior space as much as the

exterior. Byhaving the opportunity to "go inside" the design andsee it from within, the designer was forced to

solve complex connectionsand details which would not have been apparent with other media.The design

developed much more than those of other students notusing VR as a design medium. With VR, the designer had

to developthe entire three-dimensional model to a convincing level of detail,whereas other students concerned

themselves with only specificviews and details.

Once the model was colored and detailed such that there were morethan 10,000 polygons to be rendered, the

simulation slowed tounacceptable frame rates (3-4 Hz). In order to continue to developthe design in greater

detail, a separate model was generated representinga portion of the design. This second model was then

developedto a high level of detail not easily accomplished by traditionalarchitectural modeling methods. When

this was simulated, we foundthat the Spaceball and monitor (non-immersive VR) aided in theperception of details

and connections, but it was quite difficultto maneuver in tight spaces. It was necessary to view the modelmore

intuitively so that the details and connections could bemore easily studied. At this point, we attempted immersive

simulationwith a tracked HMD and wand. This was a whole new paradigm forevaluating spatial qualities of the

design. The frame rate wasextremely low (1-2 Hz) and therefore quite disorienting, but wewere able to inspect

details and connections quite competentlyby having more intuitive control over the viewpoint.

In both the immersive and non-immersive VR, flying through thedesign, as opposed to walking through it, had

some advantagesas well as some disadvantages. Flying provided a means of adoptingviewpoints that could not

be easily achieved in the real environment.This was useful for inspecting interior details, or for evaluatingthe

exterior of the building from a number of viewpoints. However,there was a certain loss in the sense of scale due

to the absenceof any effort required to move locations. This suggested a needfor some type of treadmill to

improve the navigational interface.

Presentation and Evaluation

This project included not only a study of architectural representation,but also of presentation. The VR system

involved was not availablefor the presentation and evaluation of the design, so the real-timesimulations were

recorded weekly onto VHS tape for periodic reviewby design critics. The video was presented to the instructor

ofthe design studio on a weekly basis, as well as to guest designcritics (juries) throughout the duration of the

project.

Initially, we found that the critics were unable to successfullycritique the design with the VHS tape alone, because

it was displayinga walk-through without pausing on certain aspects of the designwhich merited discussion. In later

walk-throughs, we paused atspecific views and details, anticipating that the critics wouldprefer to discuss those

particular aspects. These presentationswere also supplemented with drawings and still frames of the simulation,to

allow the critics to refer to them as the video of the walk-throughmoved on. Unlike other student presentations,

no physical presentationmodel was built. When the presentation consisted of a mix of videofootage and still

images, the critics were then able to succesfullycritique the design.21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process

Page 4 of 7http://www.hitl.washington.edu/publications/r-94-3/

DISCUSSION

VR is already a useful tool in the design process. There are,however, issues which need to be addressed as VR

technology isintegrated into the design fields:quotesdbs_dbs2.pdfusesText_2
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