ALEKSANDRA MIDOR

VRIDA - VR application

VR application for architects to help them to present a design vision in a way that is understandable for the clients by virtual reality and eye-tracking.

OVERVIEW

While running my architectural studio, I was invited to take part in a project of a VR application for architects. For 2 months, as a user-architect, I tested prototypes of this application with my clients. I presented my projects in the form of a panorama displayed in VR glasses.

PROBLEM

There is a lack of tools for architects that would improve their design presentations during meetings with clients. Not only do clients struggle to understand architectural ideas in the form of plans or sections, but the dimensions of their living space are also not clear to them. 2d visualisations serve more to represent the colours, materials, and general mood rather than as a decision-making document.

SOLUTION

The application enables an architect to prepare a presentation before the meeting. During the meeting, the architect can run the client through the idea while staying on the same page with the client who wears the VR glasses thanks to eye-tracking. The architect has the preview of what the client is looking at on his computer and can point to a particular item, e.g. an armchair at any time and the client can observe it too.

SCOPE

  • the main aim of the tests were to develop a certain sequence of project presentations in optimal way: from 2d plans, through 3d visualizations and finally the use of VR glasses
  • to present what kind of projects the tool is most effective: urban planning, public spaces, exteriors, interiors
  • compare presentation in the form of a 3d panorama to the use of game engine like Unreal or Unity
  • house plan
  • interior visualization

CONSTRAINTS

  • most of the people heard about VR/AR technology, however very few are familiar with it. They are biased, apprehensive or sometimes have too high expectations regarding this technology
  • people react differently to an instantaneous transition from the real world to the virtual one: they may experience dizziness, nausea or they need a longer time to get used to technology

OUTCOME

  • the tool is perfect for presenting the tight and narrow interiors
  • presentation in the form of a 3d panorama compared with the use of any game engine is much easier to create and offers better quality for the time spent
  • There are no technical or technological limitations: all you need is a panorama render, smartphone and glasses (cardboard ones are enough)