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DEPARTMENT OF COMPUTER

SCIENCE AND ENGINEERING

IMMERSIVE VIRTUAL REALITY


IN ARCHITECTURE

TEAM MEMBERS:
M.KISHORE -201061101101
M.MOHAN - 201061101623
M.VASANTHAN – 201061101219
GUIDE NAME - Mr. PRAVEEN
ABSTRACT
 Virtual Reality (VR) is a simulated environment created using computer
technology. VR allows the user to experience the sense of immersion in this
virtual environment by sensors, head-mounted displays & controllers.
 VR in architecture is a relatively new technology that has been shown to have
potential to increase productivity and facilitate better decision making, both
within the architecture role and in the broader building industry.
 This study found that, according to it , the technical limitations are mainly the
lack of portability, isolation from the outside world, the need for powerful
hardware, motion sickness, movement restrictions and the setup process being
generally inconvenient.
 The future use of VR that would be useful according to the ability to have
virtual meetings, the ability to design and sketch in VR and using VR as a
communication tool to convey design ideas to the public.
 In this, through 3D models we able to see the texture of furniture, wall
paintings, ceilings, floorings and overall constructions.
LITERATURE SURVEY
• Schuemie, MJ, van der Straaten P, Krijn M, van der Mast CAPG. Research on
Presence in Virtual Reality: A Survey. Cyberpsychology and Behaviour 2001;
4(2):183-202.

• Achten HH, Roelen WAH, Boekholt JT, Turksma AAE, Jessurun AJ, 1999. Virtual
reality in the design studio : the Eindhoven perspective, In A. Brown, M. Knight & P.
Berridge (Eds.), Architectural Computing – Turing to 2000. Proceedings of the 17 th
eCAADe Conference. Liverpool, UK. 15-17 September, p. 169-176.

• Winn W. 1993. A Conceptual Basis for Educational Applications of Virtual Reality,


University of Washington, Human Interface Technology Laboratory of the
Washington Technology Center, Seattle, WA. Technical Publication R-93-9.

• Achten HH, Van Leeuwen JP, 1999. Feature-Based High Level Design Tools: A
Classification, Augenbroe, G. And Eastman, C. (Eds.), Computers in Building.
Proceedings of the 8th International Conference on Computer Aided Architectural
Design Futures. P. 275-290.
LITERATURE SURVEY
• Zhang ZCJ, Liu WS. Research on VR-Based Experiment Space for Complex
Electromagnetic Environment. Advanced Materials Research, 2011; 403-408: 2923-
2926.

• Bruner JS,The act of discovery.Harvard Educational Review;1961

• Abdelhameed W.Virtual Reality Applications in Project Management Scheduling,


Computer-Aided Design and Applications, January 2012; 9(1):71-78.

• Abdelhameed W. Micro-Simulation Function to Display Textual Data in Virtual


Reality, International journal of architectural computing 2012,10 (2): 205-218.

• Rowe P, Design Thinking, MIT Press, cambridge MA; 1987.


PROBLEM STATEMENT
• The research described in this thesis has focused on these questions while in
the process of creating a virtual reality learning environment developed mainly
for the CAVE(tm)\ref{CruzNeira93}.
• This focus has informed the design, development, and evaluation of the
Narrative Immersive Constructionist/Collaborative Environments (NICE)
project.
• First, to contribute to the design of an original architecture for a virtual
learning environment, which combines many different and complex
educational components.
• This model of virtual learning environments is informed by current
educational theories, such as constructivism, collaborative learning,
storytelling, and aware of human-computer interaction metaphors that work
best.
• This thesis work is not so much about evaluating a specific design (the NICE
project), as it is about paying attention to the issues involved in the evaluation
of not so highly structured and guided learning environments in VR.
TECHONOLOGY USED IN EXISTING
SYSTEM
Modern virtual reality headset displays are based on
technology developed for smartphones
including: gyroscopes and motion sensors for tracking
head, body, and hand positions; small HD screens for
stereoscopic displays; and small, lightweight and fast
computer processors.
REQUIREMENTS ANALYSIS
SOFTWARE: HARDWARE:

•Blender For VR:-


Meta Quest 2 or Others
•Cinema 4D
For 3D Modelling:-
•SketchUp
•6-Core CPU by AMD
•FreeCAD •Better graphics card
•Efficient power supply
•32 GB RAM
•Quiet cooling unit
•Minimum Windows 10
•Large SSD storage.
DESIGN METHODOLOGY
 The goal is to empower design students with new design methodologies driven
by VR to best identify and frame problems to be solved, understand the
context and situation, and find the right design solutions in a highly
technological and evermore complex world.
 The objective was to give students an opportunity to experience virtual reality
as a design research method in order to improve both the level of empathy
developed by the designer for the end user, and test different types of media to
be used for virtual reality experiences
 Virtual reality experiences might have the potential to generate research results
and designs that are better honed to end user's needs, and of more reliable
quality.
 Therefore, the research team constructed an experimental design charrette
(workshop) in which to test the possibilities of implementing Virtual Reality
experiences in the front end stages of design and design research.
ARCHITECTURE OF PROPOSED
SYSTEM
MODULES OF PROPOSED SYSTEM

Admin Client
Login Login
Designing The Model Request For The Model
Managing The Model. Overview Of The Project.
TECHNOLOGY TO BE USED IN THE
PROPOSED SYSTEM
In VR architecture systems, you can use a combination of technologies to enhance
the experience . These may include:
 Virtual Reality Headsets: High-quality VR headsets like Oculus Rift, HTC Vive, or
Valve Index provide immersive visual and audio experiences.
 3D Modeling Software: Advanced 3D modeling tools like Autodesk Revit, Sketch
Up, or Blender help create detailed architectural models.
 Real-time Rendering Engines: Utilizing real-time rendering engines like Unreal
Engine or Unity allows architects to visualize designs in VR with realistic lighting
and textures.
 Motion Tracking: Implementing motion tracking systems, such as external sensors
or inside-out tracking, enables users to move and interact naturally within the
virtual environment.
 Haptic Feedback: Integrating haptic feedback devices provides users with tactile
sensations, enhancing the sense of touch and realism.
 Collaborative Platforms: Using collaborative VR platforms allows multiple
users to interact and collaborate on architectural designs in real-time.
 AI-Assisted Design: AI tools can aid in generating design options, optimizing
layouts, and providing smart suggestions to architects.
 Cloud Computing: Leveraging cloud computing helps handle complex
computations and allows for remote collaboration on large-scale projects.By
combining these technologies, architects can create immersive and interactive
VR experiences that facilitate better design visualization, collaboration, and
communication with clients and stakeholders.

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