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Posts Tagged ‘virtual reality’

BY ZACH MORTICE

A 360-degree photo of Santa Marta. Photo by José Duarte.

Renowned for their ad hoc flexibility, material economy, and compositional resourcefulness, Rio de Janeiro’s favelas can be treasure troves for urbanists. Unplanned, unsanctioned, and often unmapped, they mutate (adding a story, turning a ground floor into a shop, switching from sheet metal to concrete as soon as owners come into a few more Brazilian reals) at a pace unseen in the affluent global north. But these communities are located far away from most of the world’s stock of urban design expertise.

Last spring, to bridge this divide, Penn State landscape architecture professor Timothy Baird and architecture professor José Duarte taught a new studio that engaged students in the study of one Brazilian favela via virtual reality (VR) technology. The studio, which paired architecture students with landscape architecture students, posited VR as a proxy for expensive site visits. “Developing countries can’t always afford consultants because of the distance and difficulty to travel,” says Baird, who recently became chair of the landscape architecture department at Cornell University.

The virtual reality environment in which these students designed was constructed after Duarte and a crew of Brazilian students traveled to Rio de Janeiro’s Santa Marta favela before the semester began. They took thousands of still images, 360-degree videos and photos, and collected (more…)

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BY DANIEL TAL, ASLA

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When it comes to new technologies, small investments can lead to big returns.

FROM THE MARCH 2017 ISSUE OF LANDSCAPE ARCHITECTURE MAGAZINE.

As at many small firms, five years ago, the technology in THK Associates’s office mainly consisted of hand-drawn plans, some 3-D modeling, Photoshop, and CAD. Now, the firm is incorporating drones, 3-D printing, and virtual reality into many of its projects. Thanks in large part to Jon Altschuld, ASLA, a landscape architect and project manager at the Denver-based firm, THK is an example of how small firms can integrate new technologies into practice with little overhead.

On a number of recent projects, the firm used drones to collect 3-D terrain data and turn it into high-resolution aerials. Using an application called Maps Made Easy, Altschuld can automate the flight path of the firm’s Phantom 4 drone in as little as 15 minutes. The drone snaps a series of photographs that are then uploaded to Maps Made Easy’s cloud server, (more…)

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Underpass Park in Toronto is a skatepark and green space huddled under a highway overpass. It’s a kinetic, vibrant place, filled with sculpture installations, street art, the clatter of skateboards on concrete, and the hum of traffic overhead. PFS Studio’s project received a 2016 ASLA Professional Award for its canny reuse of a previously neglected space. And all this makes it a perfect candidate for ASLA’s first virtual reality video. Narrated by Greg Smallenberg, FASLA, principal of PFS Studio, the immersive, 360-degree video is a succinct explanation of virtual reality’s use for landscape designers, and a fun, quirky introduction to landscape architecture for the general public. The video is viewable via a smartphone YouTube app, the Google Chrome browser, or a Samsung Gear VR headset and compatible Samsung phone.

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BY BRIAN BARTH

Virtual Reality is making a leap:

Virtual Reality is making a leap. Will landscape architects be ready?

From the December 2015 issue of Landscape Architecture Magazine.

Early next year, Oculus—a company recently purchased by Facebook from its founder Palmer Luckey for $2.3 billion—is expected to release Rift, the first mass-produced virtual reality headset. With a price tag around $300 to $400, the Oculus Rift will allow video gaming enthusiasts to slay each other in an immersive, true-to-scale, viscerally realistic three-dimensional world—a world where gamers on any continent can join each other inside their goggles.

Gaming junkies are far from the only crowd salivating for access to the technology. The software industry is falling over itself to produce new web and media applications for the Oculus Rift, ranging from immersive 3-D movies (think IMAX inside a pair of ski goggles) to tutorials on how to properly dissect a human cadaver to combat simulations for the military. At its core, virtual reality (VR) is an advanced way to experience a 3-D model of anything a designer can come up with; naturally, architects, engineers, and landscape architects are also standing in line for a chance to plug their designs into the new technology.

Computer engineers have been chasing the idea of VR since (more…)

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