Design visualization just keeps reaching new heights. While renderings remain a common part of design presentation, advances in technology have made new types of media not only possible but within the reach of even small teams and firms. These newer types of media require a change in workflow. Is it worth it?
For readers around the world who monitored with enthusiasm the opening of Frida Escobedo’s Serpentine Pavilion, but were unable to reach London to experience it in real life, Photographer Nikhilesh Haval of nikreations is here to help.
Similar to previous productions of BIG’s 2016 Pavilion, and SelgasCano’s 2015 Pavilion, Haval 360-degree virtual tour explores Escobedo’s pavilion to capture aesthetic delights such as the Mexican celosias façade, shallow water pool, and curving, mirrored roof element. When inside the courtyard, don’t forget to look up!
A recent independent survey of more than 2000 architectural visualization professionals revealed an intriguing trend. More than 20% of these designers and architects are using real-time rendering as part of their presentation workflows right now, with another 40% trying it out for adoption.
Fologram has recently built the world’s first pavilion-scale steel structure using the HoloLens, displaying the possibilities of integrating standard CAD workflow with augmented reality. By displaying the generative design model through holographic instructions rather than traditional 2D drawings, it explores the potential of revolutionizing the bridge between design and construction.
Communicating design intent and conveying space to non-technical clients has always been a challenge for architects. Fortunately, advancements such as virtual reality (VR) are starting to pave the way for new tools to address this challenge. The most immersive and effective solutions are ones that empower you to fully navigate 3D models, like Prospect by IrisVR. Created by architects, Prospect enables designers to easily jump into a 1:1, true to scale VR version of their 3D model.
In partnership with a 3D laser-scanning nonprofit called CyArk, Google Arts & Culture began the Open Heritage Project, a new chapter for historic preservation in the form of virtual reality. By using advanced 3D laser scanning technology, high-res drone photography, and DSLR cameras, CyArk can virtually recreate historic architecture to be more easily explored and restored.
2018 should prove to be a pivotal moment in how the design community uses virtual reality to deliver work. With leading firms exploring the introduction of mult capabilities, the technology will experience a breakthrough shift from purely enabling new modes of consumption to one that empowers design.
Today, VR essentially allows designers, clients, and stakeholders to consume models in dynamic new virtual environments. One by one, individuals can put on VR goggles and experience spaces that only exist digitally as others watch, listen to their reactions, and wait their turn. This implementation of VR technology has already strengthened design outcomes by enhancing strong communication throughout the design process, translating to less risk and stronger confidence in the eventual built product for clients.
The tenth Case Study House wasn’t actually intended for the Arts & Architecture programme. It was added on its completion in 1947, to fill out the roster, as many houses remained unbuilt. Clearly, the Nomland design earned its place on the list, having many features in common with other Case Study homes and, most importantly, meeting the stated aims of economy, simplicity, new materials and techniques, and indoor/outdoor integration. The different departure point, however, can be seen in the layout. Whereas Case Study homes were designed primarily for families, this plan is for “a family of adults”—which is to say, a childless couple.
Even with tech like virtual reality, augmented reality, 3D printing, computational design and robotics already reshaping architecture practice, the design community is just scratching the surface of the potential of new technologies. Designers who recognize this and invest in building skills and expertise to maximize the use of these tools in the future will inherently become better architects, and position themselves for entirely new career paths as our profession evolves. It is a uniquely exciting moment for architecture to advance through innovative use of technology. Even just a decade ago, designers with interests in both architecture and technology were essentially required to pursue one or the other. Now, with architecture beginning to harness the power of cutting-edge technologies, these fields are no longer mutually exclusive. Rather than choose a preferred path, today’s architects are encouraged to embrace technology to become sought-out talent.
With much written about how technology is changing the way architects work and the products we can deliver to clients during a project’s lifecycle, there has been less focus on how technology is changing career opportunities in the profession. Architecture companies are now hiring roles that didn’t exist even three years ago. Here’s a look at five emerging career paths design technology will make possible in 2018 and the immediate future.
As part of their "Daily 360," The New York Times has released a series of immersive videos exploring the New Seven Wonders of the World, offering viewers the experience of visiting the architectural marvels themselves without having to fly 5000 miles. Back in 2007, the seven monuments were announced after a seven-year poll that included votes by 100 million people who recognized the structural and innovative significance of these masterpieces across the planet.
The Daily 360 is a collection of videos by The New York Times; rather than a 2d moving image, they give a real understanding of space, transporting you to the place. Over the last year, their videos have included the Guggenheim, Art Deco masterpieces and memorial architecture from different cultures. Experience the New Seven Wonders of the World for yourself below:
In order to be successful in any field, professionals must stay ahead of the curve—though in architecture nowadays, technology progresses so quickly that it’s difficult to be on the front lines. Virtual Reality can transport architects and their clients into unbuilt designs and foreign lands. Smart Cities implement a network of information and communication technologies to conserve resources and simplify everyday life. Responsive Design will give buildings the ability to be an extension of the human body by sensing occupants' needs and responding to them.
With the technology boom, if architects want to stay in the game they will inevitably have to work alongside not only techies but scientists too. Neuroscientist Colin Ellard works “at the intersection of psychology and architectural and urban design.” In his book, Places of the Heart: The Psychogeography of Everyday Life, Ellard examines how our technology-based world impacts our emotions and behavior to try to figure out what kind of world we should strive to create.
In this essay British architect and academic Dr. Timothy Brittain-Catlin presents the work of Space Popular, an emerging practice exploring the meaning of and methods behind deploying virtual reality techniques in the architectural design process.
Architectural practice, especially in the UK, is moving fast into a realm where history plays as much a part as medium. But the ways in which architects work have been transformed entirely from those of the past, generating a fundamental conflict: how in practice does design through virtual reality use history? In the earliest days of fly-throughs we all realised that we could show our work to clients in a way that even the least plan-literate could understand. We could develop details three-dimensionally and from different angles, even representing different times of day. But what next? How do we engage historical knowledge and experience of buildings?
The hit Netflix series Stranger Things returned for Season 2 last week (just in time for Halloween!), and, of course, immediately took the internet by storm.
Just as important as the mysterious circumstances and creepy characters to the plot are the show’s artfully crafted settings, intended by the producer to resemble familiar places from the real world (of the 80s), but with an unsettling twist.
This model from Archilogic recreates one of the central locations from the show, the house where Will Byers lives with his mom and brother. Check it out below to explore the manically-lit living room and other spaces seen in the action of the story.
This article was originally published by Brantley Agency as "Must Have Technology for Architects in 2017."
2017 has been an amazing year in the field of technology for architects. Most excitingly, we’ve seen an exponential growth in our fascination with virtual and augmented reality. Various types of innovative technology for architects are rolled out so regularly, we find our architect clients wondering where to begin.
Which of the many tech developments are merely gimmicks that will disappear as fast as they arrived, and which are here to stay, becoming permanent fixtures within professional practice? We’ve compiled a list of 10 pieces of technology for architects that will differentiate your firm from the competition in the studio and on the construction site.
This article was originally published by Aurodesk's Redshift publication as "Norwegian Rail Project Adopts Immersive Design for Public Engagement and Buy-in."
For a disruptive, 10-kilometer-long rail project that won’t even break ground until 2019, public officials and local residents of Moss, just south of Oslo, Norway, have been given an unusually vivid preview that, in the past, only the designers would have seen at this stage.
“We set up a showroom in the city where the public can come to view the project in a theater setting, and the feedback has been quite nice,” says Hans Petter Sjøen, facility management coordinator for Bane NOR, the year-old, state-owned company responsible for developing, operating, and maintaining the Norwegian national railway infrastructure. “Project members also have been receptive. They tell us that they have seen dimensions on the big screen that they did not see in person.”
The Glass House has no purpose other than to be beautiful. It is intended purely as a structure for exhibition and should be a beautiful source of ideas for “lasting” architecture but is not intended as such. According to the poet Paul Scheerbart, to whom it is dedicated, the Glass House should inspire the disillusion of current architecture’s far-too-restricted understanding of space and should introduce the effects and possibilities of glass into the world of architecture.
Bruno Taut [above] described his Glashaus for the 1914 Werkbund Exhibition in Cologne, Germany, as a "little temple of beauty"; as "reflections of light whose colors began at the base with a dark blue and rose up through moss green and golden yellow to culminate at the top in a luminous pale yellow.” The Glass Pavilion, designed based on its potential effects on those who perceived it, was supposed to create vivid experiences. The site was the human mind.
A 3D visualization multiplex is a system to instantly visualize 3D models on multiple devices: desktop computers, smartphones, tablets, augmented reality gear, and virtual reality glasses.
It's an everyday tool to streamline conversations between architects, engineers, contractors, their clients, and the rest of the world.
With the formidable combination of CAD software programs - e.g. SketchUp or Revit - and a multiplex, 3D storytelling has never been simpler.
It works on both high-end immersive headsets and on smartphones with - or without - very capable $10+ glasses. Using augmented reality, a model can be directly integrated into the real world.
"The Glass Chain" (Die Gläserne Kette in its native German) was an exchange of written letters initiated by Bruno Taut in November 1919. The correspondence lasted only a year, and included the likes of Walter Gropius, Hans Scharoun, and Paul Gösch. In the letters, the penfriends—thirteen in all—speculated and fantasized about the possibilities of glass, imagining, in the words of Fredrik Hellberg and Lara Lesmes (Space Popular), "fluid and organic glass follies and colourful crystal cathedrals covering entire mountain chains and even reaching into space."