Email a copy of 'Architecture's virtual reality' to a friend
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2013-04-16
3 Comments
Jon, this is a very interesting application. Thanks for writing about it. Did you find that working with the interface required programming skills along the line of low level language programming, or more at the level of advanced scripting?
On the Oculus VR site there are FAQ that indicate long-term goals of consumer access to many kinds of applications with this interface, so your heads up is especially relevant.
I’ve been using a three-monitor setup because the inclusion of peripheral vision to an environment such as OpenSim really expands the sense of space and immersion. I would love to see how the Rift headset functions; I can imagine it’s very compelling.
This is interesting. It makes me wonder if the methods that architects used long before there was any Internet or 3D modeling on computers was “better”. That is, did they also experience that problem when they drew their plans on paper with pencil, that they were “off” once it was built? Is it possible that the entire 3D interlude we just had the last decade or whatever was a sidetrack, and only now will it be perfected?
I’m also wondering whether Oculus Rift is a place where you can “go” to see these things, or you have to have the program and these goggles. Looks like the latter.
Jon,
Fascinating and well-illustrated. I am an M.Arch student in the process of incubating a thesis proposal at the UPenn, thinking it is falling somewhere in the field of augmented reality/visualization/representation.
My question is pretty pragmatic. How ready-for-action is the developer’s kit of the Oculus Rift, for someone like me. I have an undergrad major in math, some basic programming experience, and a general tendency toward tinkering on the computational side of things. I figure these things out at school quickly, but with the Oculus it might be a different game. What are your thoughts on me purchasing one to start trying to visualize Rhino3D/other tools from the computer?
Comments are closed.
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Jon, this is a very interesting application. Thanks for writing about it. Did you find that working with the interface required programming skills along the line of low level language programming, or more at the level of advanced scripting?
On the Oculus VR site there are FAQ that indicate long-term goals of consumer access to many kinds of applications with this interface, so your heads up is especially relevant.
I’ve been using a three-monitor setup because the inclusion of peripheral vision to an environment such as OpenSim really expands the sense of space and immersion. I would love to see how the Rift headset functions; I can imagine it’s very compelling.
This is interesting. It makes me wonder if the methods that architects used long before there was any Internet or 3D modeling on computers was “better”. That is, did they also experience that problem when they drew their plans on paper with pencil, that they were “off” once it was built? Is it possible that the entire 3D interlude we just had the last decade or whatever was a sidetrack, and only now will it be perfected?
I’m also wondering whether Oculus Rift is a place where you can “go” to see these things, or you have to have the program and these goggles. Looks like the latter.
Jon,
Fascinating and well-illustrated. I am an M.Arch student in the process of incubating a thesis proposal at the UPenn, thinking it is falling somewhere in the field of augmented reality/visualization/representation.
My question is pretty pragmatic. How ready-for-action is the developer’s kit of the Oculus Rift, for someone like me. I have an undergrad major in math, some basic programming experience, and a general tendency toward tinkering on the computational side of things. I figure these things out at school quickly, but with the Oculus it might be a different game. What are your thoughts on me purchasing one to start trying to visualize Rhino3D/other tools from the computer?