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78 International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013

Applications of Virtual Reality


Technologies in Architecture
and in Engineering
Nicoletta Sala, Accademia di Architettura, Università della Svizzera italiana, Mendrisio,
Switzerland

ABSTRACT
Virtual reality (VR) is a technology which permits to create virtual objects and 3D virtual worlds which are
hosted on the computer’s memories. It is indispensable in critical simulation, for instance in military training,
in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or
in realization of virtual prototypes, for instance in industrial design. The aim of this paper is to present how
VR technologies also find excellent application fields in architecture and in engineering. For instance, in the
teaching of the basic concepts, in techniques of graphic rebuilding for the building restoration, in realization
of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of
the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected
to the Information and Communication Technology (ITC) and to the Internet, and in the virtual prototyping
which connects engineering and architecture.

Keywords: Architecture, Engineering, Three Dimensional (3D) Model, Three Dimensional (3D) Virtual
Worlds, Virtual Architecture, Virtual Prototying, Virtual Reality (VR)

1. INTRODUCTION sensors (Sherman & Craig, 2002). A virtual


reality system has the following three primary
Virtual Reality (VR) is a technology which has requirements (Rosenblum & Cross, 1997): a)
various application fields (from education to immersion (which permits to the user the physi-
the psychiatry) (Pantelidis, 1995, Popovici et cal involvement, capturing exclusive visual
al., 2009, Krevelen & Poelman, 2010, Malbos attention and responding to three-dimensional
et al., 2013, Parsons et al. 2013, Tsoupikova input. For example, through a head-tracker,
et al., 2013). Its hardware components are 3D mouse, data glove, or fully instrumented
coceived for a correct human interface and body suit); b) interaction (through the three-
they consist of a set of visual display apparatus dimensional control device to “navigate” in the
(for example, head mounted display), input virtual environment); c) visual realism (which
devices (for instance, data gloves), and position is the representation of the virtual world using
computer graphics techniques).

DOI: 10.4018/ijstmi.2013070104

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International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013 79

Figure 1 shows the reality-virtuality con- the students have used the Virtual Reality: to
tinuum by Milgram and Kishino (1994), where study and to manipulate virtual polyhedra, to
Augmented Reality (AR) is one part of the observe and to manipulate virtual molecules of
general area of mixed reality (van Krevelen & C60 and C70 (fullerene molecules), to analyse
Poelman, 2010). the symmetry inside the architectural shapes, to
In particular, van Krevelen and Poelman observe and to manipulate 3D virtual models of
affirm: geodesic domes, and to study their analogy with
the fullerene molecules (Sala & Sala, 2005).
Both virtual environments (or virtual reality) In the same faculty, VR is also integrated
and augmented virtuality, in which real objects in multimedia presentation to describe “virtual
are added to virtual ones, replace the surround- 3D walkthroughs” in the buildings, in virtual
ing environment by a virtual one. (van Krevelen museums and in archaeological sites. This
& Poelman, 2010, p. 1) educational approach, based on the use of
VR, is important, because in the next future
Benford et al. (1998) classify AR as sepa- the architects will design themselves virtual
rate from both VR and telepresence, as shown environments, virtual buildings and reorganize
in Figure 2 (Benford et al., 1998). new spaces (Prestinenza Puglisi, 1999).
This paper describes two application fields Broll et al (2004) present ARTHUR project
of virtual reality. It is organized as follows: which is oriented to the architectural design and
section 2 shows the use of VR in architecture, urban planning. It is an interesting approach
section 3 presents VR in engineering, section 4 which develops an augmented reality interface
describes the conclusions and the future trends, for round table design meetings, organised by
and the section 5 is dedicated to the references. University College London. The system sup-
ports the different phases of architectural design
and urban planning. The goal is to provide an
2. VIRTUAL REALITY environment and tools to support close collabo-
IN ARCHITECTURE ration between architects for complex design
and planning decisions (Figure 3).
Different disciplines involve the application The powerful of computer systems con-
of VR. Recent studies have recognized the nected to the evolution of virtual reality tech-
potential of VR in education and in different nologies have introduced new opportunities in
disciplines (Win, 1993; Pantelidis, 1995; Byrne, the architectural field, for example to realize
1996; Youngblut, 1998; Ainge, 2000; Kaufmann braver designs and new environments. Figure
et al., 2000; Mantovani, 2001, Gerval et al., 4 shows the virtual environment conceived by
2002; Shin, 2004; Sala & Sala, 2005; Popovici Hani Rashid and Lise Anne Couture (Asymptote
et al., 2009, van Krevelen & Poelman, 2010, group): The New York Stock Exchange 3D Trad-
Matsuda et al., 2013, Soares Calado et al., 2013, ing Floor (NYSE 3DTF) as a reinterpretation and
Tsoupikova et al., 2013). Virtual Reality offers transformation of the existing physical trading
benefits that can support the education and the environment. About the project they stated:
design project, in particular in the faculties of
architecture. The idea was to create a visual environment
Sala & Sala (2005) applied VR technol- through which traders can navigate, analyze,
ogy in a course of mathematics oriented for and act upon at-a-glance. Trade actions are
architectural studies and dedicated to the con- very dynamic (Andia & Busch, 1999).
nections between this discipline and the world
of arts and design. VR has been used firstly to
NYSE was the first business application
help the students to visualise in three dimen-
of an interactive virtual architecture. Rashid
sions, since this is arguably the most difficult
(2003) affirmed:
part of understanding architecture. In this case,

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80 International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013

Figure 1. Reality-virtuality continuum

Figure 2. Classification of shared spaces according to transportation and artificiality (Benford


et al., 1998)

Figure 3. VR in architecture: ARTHUR project. Users can interact with model (http://www.
bartlett.ucl.ac.uk/graduate/research/space/research/round-table).

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International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013 81

Figure 4. NYSE 3DTF: interactive graphs and virtual booths inside the 3D trading floor (http://
wwwandia.tripod.com/art/100.html)

The virtual architecture is an evolving discipline create virtual worlds networked together via
which results from the convergence of mapped the Internet and accessed via the World Wide
data and of simulation, production of the digital Web hyperlinks. A VRML file is an ASCII file
form, architecture of the information, build- (with the suffix .wrl), which is interpreted by
ings and theory of the virtual reality [...]. The the browsers, for example Cosmoplayer® or
conventional architectures base themselves on Cortona®, and converted into a 3D display of
the stay and geometrical certainty, while virtual the described world.
architecture uses digital technologies to widen Lee and Park (2013) suggest an advanced
the real events, the time and the space. (Rashid, simulation model for human behaviour in a
2003, p. 169) built environment. It is

Other applications of VR is in the urban A kind of human figured agent which interacts
design which involve the use of “virtual models” with physical, semantic and social information
in the following ways: a) to model proposed of the built environment. In order to realize the
urban “guidelines” for newly developed ar- autonomous agent which behaves in the built
eas. For example, different housing proposals environment freely. (Lee & Park, 2013, p. 588).
could be compared for a vacant city block; b)
to model existing urban zones which require The concept of the Proposed Intelligent
constant reappraisal. For example, “virtual Virtual Place is shown in Figure 6 (Lee & Park,
urban designers” could walk through urban 2013, p. 588).
spaces and observe how they might be better
used. City commercial spaces may be replaced
by urban dwellings. 3. VIRTUAL REALITY
Saleri (2002, 2006, 2008) studied different IN ENGINEERING
automatic generative methods able to produce
architectural and urban 3D-models. He used The applications of VR technologies in engi-
fractal algorithms based on L-systems replacing neering can involve the education, the training
the brackets by specific 3D operations, typically and the design. Virtual reality can help to train
affine transformations, such as rotations or the students to avoid the laboratory accidents.
translations, and the “0“ and “1“ occurrences In fact, every year hundreds of students are
by 3D pre-defined objects. Iterative instructions injured in laboratory accidents, in spite of all
written in VRML (Virtual Reality Modelling safety precautions. One reason for this is that
Language) generated urban virtual models, an people tend to become forgetful and com-
example is shown in Figure 5. placent, and stop observing safe laboratory
The use of VRML is not casual. In fact, it procedures. In agreement to this consideration,
is a language that specifies the parameters to VR’s technologies become tools to realize a set

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82 International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013

Figure 5. An example of automatic generative method to generate 3D-urban model based on


L-systems (Saleri, 2002)

of based accident simulations, to allow users skills. Antonietti et al. (1999; 2001) proposed
to experience first-hand the consequences of a prototypal system for machine tools teaching
not following safe laboratory procedures, for in a Virtual Reality environment integrated with
example in the chemical laboratory (Bell & hypermedia. The goal was to lead students not
Fogler, 2001, 2004). only to understand the structure and function-
Virtual reality technologies can also help ing of the lathe, but also to use such a machine
the applications designed to provide for the (Antonietti et al., 1999; Antonietti et al., 2001).
development and practice of work-related

Figure 6. The concept of the proposed intelligent virtual place (Lee & Park, 2013, p. 588)

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International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013 83

Virtual reality also supports the creation of is often viewable using a sophisticated set of
3D environment to facilitate engineering learn- glasses that imperceptibly shift the wearer’s
ing activities (Popovici et al., 2009). vision from one eye to the other using a system
VR’s technologies are applied in various synchronized to a computer. The technology
domains like mechanical engineering, for can be used on platforms ranging from PCs to
example in the vehicle design, in particular to four, five, or six-wall CAVE (Cave Automatic
visualise the vehicle architecture during the Virtual Environment) systems for fully immer-
upstream phase. This is possible because the sive visualization environments (Elliott, 2005).
development of Computer Aided Design (CAD) Virtual reality is connected with the “true”
and the geometric based design have reached a reality through Projective VR which permits
high level of maturity and affordability. CAD to the users to project actions carried out in the
systems permit to the designer to evaluate the virtual world into the real world by means of
geometry of his virtual design. At this step of robots or other means of automation (Freund &
the design process, modifications are still quite Rossmann, 2005). Figure 8 shows an example of
cheap, compared with changes to a physical Projective VR (http://www.ciros-engineering.
prototype or, even worse, the final product. com/en/products/virtual-reality/projective-vr/).
Many companies use this “virtual” approach
to improve the effectiveness and efficiency of
the design process. This can be a very much 4. CONCLUSION AND
time-consuming and expensive process. FUTURE TRENDS
Thus, the designer should be able to define
Virtual reality will have potential future appli-
and to test the desired behaviour of a forthcom-
cations in architecture and engineering which
ing product in such a way that the corresponding
will include: a) marketing tool (for example,
geometry is created automatically by the CAD
interactive adaptive displays, to demonstrate the
system. The designers can interact with a virtual
use of different solutions of a building); b) com-
prototype as physical one. VR technologies are
munication tool (cross distance and language
applied for producing a Virtual Prototyping
barriers; for example, between the architect and
(VP), instead of or as a supplement to develop-
client, and to educate architects and engineers);
ment of physical prototypes.
c) evaluation modelling tool (for example, to
Wang (2002) defines Virtual Prototyping
study effects of lighting, natural and artificial, to
(VP) an virtual prototype as
evaluate acoustics phenomena, to simulate the
properties’ of the material), and d) modelling/
A computer simulation of a physical product design tool (for example, to analyse spaces by
that can be presented, analyzed, and tested actually “getting inside them”, to incorporate
from concerned product life-cycle aspects rational data during schematic design stages,
such as design engineering, manufacturing, then look at different design solutions, to design
service, and recycling as if on a real physical “virtual architecture”, and “virtual prototype”
model...Virtual prototype, or digital mock-up, in collaboration).
is a computer simulation of a physical product Some of the possible benefits of VR on
that can be presented, analyzed, and tested from the design process and practice of architecture
concerned product life-cycle aspects such as and engineering could be: a) the ability to test
design/engineering, manufacturing, service, ideas in “real time” in a “three-dimensional”
and recycling as if on a real physical model. The space during the design process; b) commu-
construction and testing of a virtual prototype nication and share of ideas; c) the elimination
is called virtual prototyping (VP). of much of the guesswork in design, d) braver
and better designs, and e) the integration of the
An example of virtual prototype is shown design processes
in Figure 7. In VR prototyping, the 3D image

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84 International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013

Figure 7. Virtual prototype: An example

For the architectural education, virtual real- Other interesting applications of virtual
ity will become the place to go to do things that realit technologies are in the virtual reconstruc-
you could not normally do in architect-designed tions. For example, Mackay and Silva (2013)
buildings. Spaces created using Fractal and non- explore the application of shape grammars to
Euclidean geometry will exist and they could Inca architecture, in particular with a view to
be modified using algorithms and computer establish a system for virtual reconstruction at
programs (Garofalo, 1999; Ervin & Hasbrouck, partially and substantially damaged archaeo-
2001; Sala, 2009). logical sites.

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International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013 85

Figure 8. Projective VR (http://www.ciros-engineering.com/en/products/virtual-reality/projective-


vr/)

Figure 9. Apollony fractal generated by importing externally generated data (Bourke, 2009)

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86 International Journal of Space Technology Management and Innovation, 3(2), 78-88, July-December 2013

Figure 10. Snapshots of the construction simulation (Li et al., 2012)

Wu et al. (2013) introduce a virtual reality … to realize the fastest speed to market, best
roaming platform: VR Flier, which has been quality, lowest cost, and best service are key
developed to make significant applications in factors for enterprises to win the market and
simulation of plant layout and process planning.. users. Advanced technology can do help. (Wu
An application of desktop VR is to cre- et al., 2013, p. 340).
ate virtual worlds and virtual environments
connected to the WWW. Second Life (SL) In this way, virtual reality technologies
is an example in this field. SL could begin a and virtual prototyping could offer new op-
“territory” where is possible to try interesting portunities and could open new scenarios in
virtual building and virtual fractal shapes, an different fields.
example is shown Figure 9 (Bourke, 2009). In
the laboratory acticities inside the course of
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