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Pratheek Sudhakaran - Class - Atom

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Pratheek Sudhakaran - Class - Atom

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Pratheek
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‘THESIS PROPOSAL’ for

ARCHITECTURE THESIS 2019

AMITY UNIVERSITY, RAJASTHAN


AMITY SCHOOL OF ARCHITECTURE AND PLANNING

SUBITTED TO: SUBMITTED BY:


Ar.Pratheek Sudhakaran Atom Podder
A.S.A.P ; A.U.R Enrollment No.- A20104015006
Ninth Semester ; B.Arch
A.S.A.P ; A.U.R
Virtual Reality

Virtual Reality (VR) is the use of computer technology to create a


simulated environment. Unlike traditional user interfaces, VR places the
user inside an experience. Instead of viewing a screen in front of them,
users are immersed and able to interact with 3D worlds. By simulating
as many senses as possible, such as vision, hearing, touch, even smell,
the computer is transformed into a gatekeeper to this artificial world.
The only limits to near-real VR experiences are the availability of
content and cheap computing power.

A believable, interactive 3D computer-created world that you can


explore so you feel you really are there, both mentally and physically.
Putting it another way, virtual reality is essentially:
• Believable: You really need to feel like you're in your virtual world
and to keep believing that, or the illusion of virtual reality will
disappear.
• Interactive: As you move around, the VR world needs to move
with you.
• Computer-generated: only powerful machines, with realistic 3D
computer graphics, are fast enough to make believable,
interactive, alternative worlds that change in real-time as we
move around them.
• Explorable: A VR world needs to be big and detailed enough for
you to explore.
• Immersive: To be both believable and interactive, VR needs to
engage both your body and your mind.

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, It enables designers to easily jump into a
1:1, true to scale VR version of their 3D model. This instantly
communicates design intent to everyone and can save hours during a
design review. Additionally, VR provides on-the-spot feedback to
designers as they iterate through spatial ideas – sans 2D drawings or
expensive photorealistic renderings.
Augmented Reality

Augmented reality (AR) is an interactive experience of a real-world


environment where the objects that reside in the real world are
enhanced by computer-generated perceptual information, sometimes
across multiple sensory modalities, including visual, auditory, haptic,
somatosensory and olfactory.
A technological innovation is revolutionizing one of the oldest
professions in the world. Augmented reality has been transforming civil
construction. The changes are seen not only in designing and modeling,
but also in building. Augmented reality benefits the entire construction
team: engineers, designers, architects, project managers and service
providers.
Unlike virtual reality, which creates a totally new and independent
environment of the real world, augmented reality includes virtual
elements that interact with what already exists. It is thus possible to
combine virtual architectural designs with the reality of the
construction site, increasing efficiency and accuracy, reducing the
occurrence of errors and saving time, money and resources.
The idea is that Augmented Reality applications can provide a more
accurate view of what will be built, including all layers of materials and
installations that are often complex to understand through drawings.
For this, 3D plans and even virtual model holograms are used to
improve the understanding of the project and facilitate the execution of
projects. And even during construction, the ability to see through walls
and understand the path of the technical installations facilitates the
process, reduces the possibility of errors, and even guides the
construction of complex geometries.

Augumented Virtuality

The visual sphere isn’t the only thing that can be manipulated with
mixed reality devices. With augmented virtuality (AV), other sensory
systems can be stimulated as well such as coordination or smell, usually
by using real-world input to supplement the virtual experience. The
smell of salty water can be added to the room that can further convince
your brain that a virtual reality environment is authentic.

Mixed Reality
Mixed reality is a significant advancement of augmented reality (AR) –
the technology behind 2016’s Pokémon GO phenomenon. In a “hybrid”
environment, interactive virtual objects can be mapped to the physical
environment, blending the real and the virtual.

Mixed Reality spans the purely virtual and purely real environments.
Mixed reality in construction, and in the context of the building industry
and BIM modeling, is the phase in which digital and real content co-
exist, where architectural design collides with reality, and where
construction teams transform digital content into physical objects. It
helps users efficiently interpret physical and digital information, and
the spatial relations between them.
In today’s practice, the interpretation of digital content and its
translation to real-world objects heavily depend on the user’s spatial
understanding. This is an error-prone process and demands a highly
skilled workforce. Interpretation errors are common during the design
and construction stages, and often result in poor quality, cost overruns,
and schedule delays.
Visualizing digital content as holograms in the context of the physical
world bridges the gap between virtual and real, and eliminates
inefficiencies in the current workflow. In addition, while our physical
world is finite, Mixed Reality presents the opportunity for an infinite
environment in which additional data such as schedule, specs, and
simulation can be overlaid onto the world, creating a hyper-reality
environment.

Presence/ Immersion

In this sense, the primary characteristic distinguishing VEs from other


means of displaying information is the focus on immersion. In a
technical acceptation of the term, immersion is achieved by removing
as many real world sensations as possible, and substituting these with
the sensations corresponding to the VE. Immersion is by essence
related to the multi-modal nature of the perceptual senses, and also to
the interactive aspects of a VR experience. From this viewpoint,
immersion is intuitively related to the resemblance of the VR devices
with human characteristics. These include the size of the human visual
field, the stereoscopic aspects of the simulation, the "surround" aspects
of the sound, that is the extent to which the computer displays are
extensive, surrounding, inclusive, vivid and matching.

The term 'immersion thus stands for what the technology delivers from
an objective point of view. The more that a system delivers displays (in
all sensory modalities) and tracking that preserves fidelity in relation to
their equivalent real-world sensory modalities, the more that it is
'immersive'

Presence, a term derived from the shortening of the original


"telepresence", is a phenomenon enabling people to interact with and
feel connected to the world outside their physical bodies via
technology. It is defined as a person's subjective sensation of being
there in a scene depicted by a medium, usually virtual in nature.
Most designers focus on the technology used to create a high-fidelity
virtual environment; however, the human factors involved in achieving
a state of presence must be taken into account as well. It is the
subjective perception, although generated by and/or filtered through
human-made technology, that ultimately determines the successful
attainment of presence.
Virtual reality glasses can produce a visceral feeling of being in a
simulated world, a form of spatial immersion called Presence.
According to Oculus VR, the technology requirements to achieve this
visceral reaction are low-latency and precise tracking of movements.

Teleportation

Teleportation is the hypothetical transfer of matter or energy from one


point to another without traversing the physical space between them.
It is a common subject in science fiction literature, film, video games,
and television.
Quantum teleportation is the nonphysical transport of quantum states
between two parties.
One approach to constructing a large-scale quantum processor is to
utilize modularity. A quantum modular architecture consists of a
collection of modules that functions as small quantum processors
connected into a large network. In a modular architecture, a necessary
capability for universal quantum computation would be the
teleportation of an entangling quantum gate. Teleported gates provide
a way to implement intermodule operations.

Foveated Rendering

Foveated rendering is a rendering technique which uses an eye tracker


integrated with a virtual reality headset to reduce the rendering
workload by greatly reducing the image quality in the peripheral vision
(outside of the zone gazed by the fovea).
A less sophisticated variant called fixed foveated rendering doesn't
utilise eye tracking and instead assumes a fixed focal point. Delivering
high quality content to each location in a head-mounted display (HMD)
is computationally expensive. To save computation, peripheral
compression becomes increasingly important for both rendered and
captured video content. However foveated rendering can produce the
aforementioned visual artifacts. Simply downsampling with eccentricity
introduces aliasing and jitter. These phenomena encumber the design
of an efficient and visually lossless foveated rendering.

Haptic Feedback

Haptic technology, also known as kinaesthetic communication or 3D


touch, refers to any technology that can create an experience of touch
by applying forces, vibrations, or motions to the user. These
technologies can be used to create virtual objects in a computer
simulation, to control virtual objects, and to enhance remote control of
machines and devices (telerobotics). Haptic devices may incorporate
tactile sensors that measure forces exerted by the user on the
interface.
Haptic technology facilitates investigation of how the human sense of
touch works by allowing the creation of controlled haptic virtual
objects. Most researchers distinguish three sensory systems related to
sense of touch in humans: cutaneous, kinaesthetic and haptic. All
perceptions mediated by cutaneous and kinaesthetic sensibility are
referred to as tactual perception. The sense of touch may be classified
as passive and active, and the term "haptic" is often associated with
active touch to communicate or recognize objects.
In every case, the ways ultrasound-based haptic experiences are
integrated within the designed environment represent novel and
potentially significant architectural opportunities. The proliferation of
wireless sensor networks associated with architectural surfaces and
products has enabled the monitoring of human users and their
biometric data. "Haptic," the unprecedented possibilities for touch-
enhanced surfaces and spaces suggest a fundamental shift for
architecture and design.

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