SEATTLE, July 18, 2017 /PRNewswire-USNewswire/ — After pioneering the use of virtual design in construction, Mortenson Construction has developed a first-of-its-kind augmented reality (AR) mobile app to help the University of Washington community “see” the future CSE2 computer science building – well before its doors open to students in January of 2019. Similar to the popular Pokémon Go, users can either point their smartphones at the construction site on campus – or at a printed handout if off campus – to experience a life-like digital representation of the future CSE2 building.
From DSC: The use of virtual reality in industries such as architecture, construction, and real estate is growing. Below are some articles that speak to this trend.
In the future, it’s highly likely we’ll be able to get a nice VR-based tour of a space before building it, or renting it, or moving into it. Schools and universities will benefit from this as well, as they can use VR to refine the vision for a space with the appropriate stakeholders and donors.
Coming Soon: A Virtual Reality Revolution — from builderonline.com by Jennifer Goodman American consumers will soon expect homes to be viewable before they are built. Are you ready?
Excerpt:
In what ways are builders using VR today?
There are two primary uses of the panoramic style VR that I mentioned above being used: 1) photography based experiences and 2) computer generated (CG) experiences. The former is getting quite a bit of traction right now through technologies like Matterport. They are what I consider a modern version of iPix, using a camera to photograph an existing environment and special software to move through the space. But it is limited to real world environments. The CG experiences don’t require the environments to be built which gives builders a huge advantage to pre-market their properties. And since it is computer generated, there is a tremendous amount of flexibility in what is presented, such as various structural options or cabinet selections. And not only homes! Developers are using the technology to market the amenities of a new master planned community.
While 3D modeling and online virtual tours have become more commonplace in the home design industry, at least one local builder is taking the custom home building and buying process into a new dimension.
At a recent preview event for this year’s Homearama, an annual home design showcase to be held this May at Chesterfield County’s NewMarket Estates, Midlothian-based Lifestyle Home Builders let attendees virtually walk through and look around a completed version of the house it is building – while standing within the same unfinished home under construction.
Participants were invited to wear virtual reality (VR) headsets for a full immersion, 360-degree experience, or they could navigate the finished product via a virtual tour on a computer screen. LifeStyle is using the technology, which it adapted from building information modeling (BIM) and off-the-shelf software, to allow homebuyers a chance to see their custom home before it is built and make any changes prior to construction starting.
Consider the top two hurdles of the average real estate agent:
Agents have to manage the time it takes to go from one visit to the other, dealing with traffic among other elements out of their control.
The most commonly heard phrase in real estate is, “It doesn’t look like the pictures.”
Virtual reality can help immediately resolve both of these issues. It offers the possibility to virtually visit a lot more homes in a lot less time. This will naturally increase sales efficiency, as well as allow the ability to see more potential buyers.
Here are three different options you can explore using virtual reality to heighten real estate experiences:
Would you buy a home without ever stepping foot in it?
Thanks to virtual reality, prospective homebuyers can check out for-sale properties by viewing them through a headset — exploring faraway kitchens and bathrooms without ever leaving the couch.
“VR is the next natural evolution in terms of marketing real estate,” said David Scott Van Woert, account director at Transparent House, which has developed a virtual reality mobile app for home builders. “A lot of these companies are very tech-forward and always looking for, not only an edge over competition, but to stay current.”
From DSC: For those of us working on creating and renovating learning spaces, consider producing VR-based pieces for your donors to check out. It could really help paint the picture — the vision — of what your selected space will look like once it’s done. Very compelling visuals — and a very compelling experience.
Virtual Reality for architecture: a beginner’s guide — from aecmag.com With the availability of affordable headsets like the Oculus Rift and HTC Vive, VR is now within reach of AEC firms of all sizes. Greg Corke explores this brave new virtual world
Excerpt:
It’s an all too familiar scenario: an architect enters a building for the first time and the space doesn’t quite match the vision of his or her design. However beautiful a static rendered image may be, traditional design visualisation can only convey so much, even when the scene is rendered at eyelevel with furniture for scale.
At Gensler, design director and principal Hao Ko knows the feeling. “You still have to make a translation in your mind, in terms of how tall this space is going to feel,” he says. “More often than not, I’ll go to my own projects and I’ll be like, ‘Wow! That’s a lot bigger than I expected.’ You still have those moments.”
This, he says, is where virtual reality, or VR, comes in – and others in the industry are starting to reach the same conclusion.
VR head-mounted displays (HMDs) such as the Oculus Rift and HTC Vive have the power to change the way architects design and communicate buildings before they are built. The wearer is instantly immersed in a true three dimensional environment that gives an incredible sense of scale, depth and spatial awareness that simply cannot be matched by traditional renders, animations or physical-scale models.
What is the potential for Augmented Reality and Virtual Reality in the AEC industry? How might viewing virtual objects integrated into one’s physical environment or immersing oneself into a virtual world benefit the AEC sector? In this article, we will focus specifically on the use of augmented and virtual reality technology on head-mounted displays by architects, engineers and designers in the building design process.
From DSC: The following article reminded me of a vision that I’ve had for the last few years…
How to Build a Production Studio for Online Courses— from campustechnology.com by Dian Schaffhauser At the College of Business at the University of Illinois, video operations don’t come in one size. Here’s how the institution is handling studio setup for MOOCs, online courses, guest speakers and more.
Though I’m a huge fan of online learning, why only build a production studio that’s meant to support online courses only? Let’s take it a step further and design a space that can address the content development for online learning as well as for blended learning — which can include the flipped classroom type of approach.
To do so, colleges and universities need to build something akin to what the National University of Singapore has done. I would like to see institutions create large enough facilities in order to house multiple types of recording studios in each one of them. Each facility would feature:
One room that has a lightboard and a mobile whiteboard in it — let the faculty member choose which surface that they want to use
Another room that has a Microsoft Surface Hub or a similar interactive, multitouch device
A recording booth with a nice, powerful, large iMac that has ScreenFlow on it. The booth would also include a nice, professional microphone, a pop filter, sound absorbing acoustical panels, and more. Blackboard Collaborate could be used here as well…especially with the Application Sharing feature turned on and/or just showing one’s PowerPoint slides — with or without the video of the faculty member…whatever they prefer.
Another recording booth with a PC and Adobe Captivate, Camtasia Studio, Screencast-O-Matic, or similar tools. The booth would also include a nice, professional microphone, a pop filter, sound absorbing acoustical panels, and more. Blackboard Collaborate could be used here as well…especially with the Application Sharing feature turned on and/or just showing one’s PowerPoint slides — with or without the video of the faculty member…whatever they prefer.
Another recording booth with an iPad tablet and apps loaded on it such asExplain Everything:
A large recording studio that is similar to what’s described inthe article— a room that incorporates a full-width green screen, with video monitors, a tablet, a podium, several cameras, high-end mics and more. Or, if the budget allows for it, a really high end broadcasting/recording studiolike what Harvard Business school is using:
CES 2017: Intel’s VR visions — from jwtintelligence.com by Shepherd Laughlin The company showed off advances in volumetric capture, VR live streaming, and “merged reality.”
Excerpt (emphasis DSC):
Live-streaming 360-degree video was another area of focus for Intel. Guests were able to watch a live basketball game being broadcast from Indianapolis, Indiana, choosing from multiple points of view as the action moved up and down the court.Intel “will be among the first technology providers to enable the live sports experience on multiple VR devices,” the company stated.
After taking a 3D scan of the room, Project Alloy can substitute virtual objects where physical objects stand.
From DSC: If viewers of a live basketball game can choose from multiple points of view, why can’t remote learners do this as well with a face-to-face classroom that’s taking place at a university or college? Learning from the Living [Class] Room.
Data visualization, guided work instructions, remote expert — for use in a variety of industries: medical, aviation and aerospace, architecture and AEC, lean manufacturing, engineering, and construction.
The company said that it is teaming up with the likes of Dell, HP, Lenovo and Acer, which will release headsets based on the HoloLens technology. “These new head-mounted displays will be the first consumer offerings utilizing the Mixed Reality capabilities of Windows 10 Creators Update,” a Microsoft spokesperson said. Microsoft’s partner companies for taking the HoloLens technology forward include Dell, HP, Lenovo, Acer, and 3 Glasses. Headsets by these manufacturers will work the same way as the original HoloLens but carry the design and branding of their respective companies. While the HoloLens developer edition costs a whopping $2999 (approximately Rs 2,00,000), the third-party headsets will be priced starting $299 (approximately Rs 20,000).
Verto Studio 3D App Makes 3D Modeling on HoloLens Easy— from winbuzzer.com by Luke Jones The upcoming Verto Studio 3D application allows users to create 3D models and interact with them when wearing HoloLens. It is the first software of its kind for mixed reality.
Excerpt: How is The Immersive Experience Delivered?
Tethered Headset VR – The user can participate in a VR experience by using a computer with a tethered VR headset (also known as a Head Mounted Display – HMD) like Facebook’s Oculus Rift, PlayStation VR, or the HTC Vive. The user has the ability to move freely and interact in the VR environment while using a handheld controller to emulate VR hands. But, the user has a limited area in which to move about because they are tethered to a computer.
Non-Tethered Headset VR/AR – These devices are headsets and computers built into one system, so users are free of any cables limiting their movement. These devices use AR to deliver a 360° immersive experience. Much like with Oculus Rift and Vive, the user would be able to move around in the AR environment as well as interact and manipulate objects. A great example of this headset is Microsoft’s HoloLens, which delivers an AR experience to the user through just a headset.
Mobile Device Inserted into a Headgear – To experience VR, the user inserts their mobile device into a Google Cardboard, Samsung Gear 360°, or any other type of mobile device headgear, along with headphones if they choose. This form of VR doesn’t require the user to be tethered to a computer and most VR experiences can be 360° photos, videos, and interactive scenarios.
Mobile VR – The user can access VR without any type of headgear simply by using a mobile device and headphones (optional). They can still have many of the same experiences that they would through Google Cardboard or any other type of mobile device headgear. Although they don’t get the full immersion that they would with headgear, they would still be able to experience VR. Currently, this version of the VR experience seems to be the most popular because it only requires a mobile device. Apps like Pokémon Go and Snapchat’s animated selfie lens only require a mobile device and have a huge number of users.
Desktop VR – Using just a desktop computer, the user can access 360° photos and videos, as well as other VR and AR experiences, by using the trackpad or computer mouse to move their field of view and become immersed in the VR scenario.
New VR – Non-mobile and non-headset platforms like Leap Motion use depth sensors to create a VR image of one’s hands on a desktop computer; they emulate hand gestures in real time. This technology could be used for anything from teaching assembly in a manufacturing plant to learning a step-by-step process to medical training.
Goggles that are worn, while they are “Oh Myyy” awesome, will not be the final destination of VR/AR. We will want to engage and respond, without wearing a large device over our eyes. Pokémon Go was a good early predictor of how non-goggled experiences will soar.
Education will go virtual
Similar to VR for brand engagement, we’ve seen major potential for delivering hands-on training and distance education in a virtual environment. If VR can take a class on a tour of Mars, the current trickle of educational VR could turn into a flood in 2017.
Published on Dec 26, 2016
Top 10 Virtual Reality Predictions For 2017 In vTime. Its been an amazing year for VR and AR. New VR and AR headsets, ground breaking content and lots more. 2017 promises to be amazing as well. Here’s our top 10 virtual reality predictions for the coming year. Filmed in vTime with vCast. Sorry about the audio quality. We used mics on Rift and Vive which are very good on other platforms. We’ve reported this to vTime.
Addendums
5 top Virtual Reality and Augmented Reality technology trends for 2017— from marxentlabs.com by Joe Bardi Excerpt:
So what’s in store for Virtual Reality and Augmented Reality in 2017? We asked Marxent’s talented team of computer vision experts, 3D artists and engineers to help us suss out what the year ahead will hold. Here are their predictions for the top Virtual Reality and Augmented Reality technology trends for 2017.
From DSC: In the future, I’d like to see holograms provide stunning visual centerpieces for the entrance ways into libraries, or in our classrooms, or in our art galleries, recital halls, and more. The object(s), person(s), scene(s) could change into something else, providing a visually engaging experience that sets a tone for that space, time, and/or event.
Eventually, perhaps these types of technologies/setups will even be a way to display artwork within our homes and apartments.
From DSC: How much longer before the functionalities that are found in tools like Bluescape & Mural are available via tvOS-based devices? Entrepreneurs and VCs out there, take note. Given:
the growth of freelancing and people working from home and/or out on the road
the need for people to collaborate over a distance
the growth of online learning
the growth of active/collaborative learning spaces in K-12 and higher ed
the need for lifelong learning
…this could be a lucrative market. Also, it would be meaningful work…knowing that you are helping people learn and earn.
While not everyone can make infographics from scratch, there are tools available on the Web that will help you create your very own infographics. In this article, we’re listing more than 20 such options to help you get your messages across to your readers, visually.
SAN FRANCISCO — Apple is planning to make Siri smarter by linking it to the vast menu of iOS apps and eventually will deploy the digital assistant on a standalone device similar to Amazon’s best-selling Echo, according to a published report.
The news, reported Tuesday by tech media site The Information, answers an oft-asked question about why the iPhone-maker seems to be sitting on the sidelines as a growing number of companies, from Google to Siri-offshoot Viv, make big announcements about the coming age of voice-activated machine learning.
“People-to-people conversations, people-to-digital assistants, people-to-bots and even digital assistants-to-bots,” Nadella said. “That’s the world you’re going to get to see in the years to come.”
Newsletters are great communicative tools which you can use with your students for a variety of educational purposes. There are now several web tools which makes the process of newsletter making a simple matter of choosing a template, filling in content, adjusting elements and sharing the finished product. Below are two very good examples of web tools we recommend for teachers keen on designing educational newsletters for their classes.
Microsoft wants to help businesses and small teams collaborate and track work with a new app called Planner. Released [on 6/6/16] for free as part of the Office 365 suite, Planner is a project management service similar to products like Asana and Trello. Microsoft isn’t doing anything particularly groundbreaking here. It uses the established concept of a digital whiteboard plastered with note cards, which you can use to track projects, communicate progress, and attach files. It also integrates with other Microsoft products like OneNote and Outlook.
Parent engagement is one of the most important pieces to an administrator’s job, and there are so many ways to do it. In many conversations I have with other school administrators, one of the most common questions that arise is, “What do you use that works?” There are multiple apps and services that allow for communication between school and parent. At St. Mary Catholic School in Rockwood, Michigan, we utilize the apps listed below and our parents are so thankful to have the insight into our building and our classrooms.
Excerpt:
It’s a new world: the digital and tangible are merging, and educators need to help students navigate the changing terrain. The solution? Let them be Makers. I’ve been involved in digital learning and education technology for more than 30 years, and the burgeoning attempt to merge the digital and physical worlds has been one of the most interesting aspects of the evolution of EdTech to date. Managing that change in a Making context that encompasses digital tools, hands-on construction, creation and interaction allows students to learn and create new knowledge experientially. It gives them the ability to conceptualize new ideas and invent solutions for unexpected problems. It’s no longer enough—if it ever was—for teachers to lecture to a row of desks; today’s teacher must be more of a coach. The task now is to help students understand what they need to know, strategize about what they need to do next and engage in critical problem-solving—all while helping them understand how information in the arts, sciences and mathematics fit together.
Simulators are an important part of their education. Stepping into one of three full-mission bridge simulators replicates the experience of standing in an ocean liner’s pilothouse and lets students practice their skills in handling a ship — without risk.
“In the simulator, you can push the limits of the environment: increase the amount of current that’s there, go to the limits of the amount of wind that can be handled by the tugs,” says Capt. Victor Schisler, one of Cal Maritime’s simulator instructors.
Oculus has announced a new pilot program for high school students to use virtual reality as a tool for social change.
As part of the VR for Good initiative, the 360 Filmmaker Challenge will connect nine San Francisco Bay Area high schools with professional filmmakers to create three- to five- minute 360 degree films about their communities. Students will receive a Samsung Gear VR, a Galaxy S6, Ricoh Theta S 360 cameras and access to editing software to make their films, according to Oculus.
Interested in watching the 2015 hit film The Martian from the surface of the moon? Adobe wants you to take you there.
Adobe isn’t entering the latest next-generation space race to compete with SpaceX, Blue Origin or Virgin Galactic anytime soon. But it is for the first time entering the worlds of virtual reality and augmented reality through new Adobe Primetime products.
[On May 17th] Adobe debuted Virtual Cinema, a feature that will allow Primetime clients to develop experiences for users to enter a virtual environment. According to Adobe, users will be able to view traditional video in a custom environment—a cinema, home theater or branded atmosphere—and watch existing TV and motion picture content in a new way. There’s also potential for product placement within the virtual/augmented reality experience.
While the technology world’s attention is on virtual reality, a team of researchers at Case Western Reserve University (CWRU) is fixated on another way to experience the world — augmented reality (AR).
Microsoft’s forthcoming AR headset, HoloLens, is at the forefront of this technology. The company calls it the first holographic computer. In AR, instead of being surrounded by a virtual world, viewers see virtual objects projected on top of reality through a transparent lens.
CWRU was among the first in higher education to begin working with HoloLens, back in 2014. They’ve since discovered new ways the tech could help transform education. One of their current focuses is changing how students experience medical-science courses.
Follow these steps to record or stream mixed reality footage with the HTC Vive
A mixed reality video is one of the coolest ways to show people what a virtual environment feels like. A green screen makes it easy for a VR-ready PC to automatically remove everything from a camera’s feed, except for your body movements. Those movements are then seamlessly combined with a view from another camera in a virtual environment. As long as the two cameras are synced, you can seamlessly combine views of two realities into a single video. In essence, mixed reality capture is doing what Hollywood or your weatherman has been doing for years, except at a fraction of the cost and in real-time. The end result is almost magical.
We first launched support for 360-degree videos back in March 2015. From musicians to athletes to brands, creators have done some incredible things with this technology. Now, they’ll be able to do even more to bring fans directly into their world, with 360-degree live streaming. And after years of live streaming Coachella for fans around the world who can’t attend the festival, this year we’re bringing you the festival like never before by live streaming select artist performances in 360 degrees this weekend. Starting today, we’re also launching spatial audio for on-demand YouTube videos. Just as watching a concert in 360 degrees can give you an unmatched immersive experience, spatial audio allows you to listen along as you do in real life, where depth, distance and intensity all play a role. Try out this playlist on your Android device.
CWRU was among the first in higher education to begin working with HoloLens, back in 2014. They’ve since discovered new ways the tech could help transform education. One of their current focuses is changing how students experience medical-science courses.
“This is a curriculum that hasn’t drastically changed in more than 100 years, because there simply hasn’t been another way,” says Mark Griswold, the faculty director for HoloLens at CWRU. “The mixed-reality of the HoloLens has the potential to revolutionize this education by bringing 3D content into the real world.”
“Imagine a physics class where you’re able to show how friction works. Imagine being able to experience gravity on Mars — by moving around virtually,” he says. “VR can make science, technology and art come alive.”
VR will soon become an open canvas for educators to create learning experiences. Eventually, fitting VR into the curriculum will be limited only by an instructor’s imagination and budget, says Christopher Sessums, the program director of research and evaluation at Johns Hopkins School of Education.
Burleson and and co-author Armanda Lewis imagine such technology in a year 2041 Holodeck, which Burleson’s NYU-X Lab is currently developing in prototype form, in collaboration with colleagues at NYU Courant, Tandon, Steinhardt, and Tisch.
“The “Holodeck” will support a broad range of transdisciplinary collaborations, integrated education, research, and innovation by providing a networked software/hardware infrastructure that can synthesize visual, audio, physical, social, and societal components,” said Burleson.
It’s intended as a model for the future of cyberlearning experience, integrating visual, audio, and physical (haptics, objects, real-time fabrication) components, with shared computation, integrated distributed data, immersive visualization, and social interaction to make possible large-scale synthesis of learning, research, and innovation.
…British television presenter Diane-Louise Jordan will guide students on a tour through Shakespeare’s hometown of Stratford-upon-Avon, including his childhood home and school; and the bard’s view of London, including the famous Globe Theatre where his plays were performed. (Shakespeare actually died April 23, which this year falls on a Saturday.)
Also see:
You can register to see the recording on that page as well.
Film Students To Compete in Virtual Reality Production Contest — from campustechnology.com by Michael Hart One of the first ever competitions involving virtual reality production will challenge college film students to create their own 360-degree films.
HBO and Discovery Communications announced today that they are partnering with 3D-graphics startup OTOY — both companies taking equity stakes. The partnership marks an effort by the two networks to evolve entertainment experiences beyond two dimensional television. Virtual reality, augmented reality, and even holograms were all highlighted as areas OTOY would help its traditional media partners explore.
TV knows it must push toward virtual and augmented reality
Apple was granted a patent today for a type of live interactive augmented reality (AR) video to be used in future iOS devices, indicating the company may soon enter the AR/VR game. The patent does not appear to be directly related to an AR/VR headset, but is certainly a step in that direction.
The patent describes Apple’s planned augmented reality technology as layered, live AR video that users can interact with via touchscreen. In the live video, objects can be identified and an information layer can be generated for them.
“In some implementations,” the patent text notes, “the information layer can include annotations made by a user through the touch sensitive surface.”
Virtual & Augmented Reality: Blooloop’s Guide to VR and AR — from blooloop.com Visitor attractions are racing to embrace Virtual and Augmented Reality technologies. But what are the potential opportunities and possible pitfalls of VR and AR?