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COMMENT<br />

Editor:<br />

David Chadwick<br />

(cad.user@btc.co.uk)<br />

News Editor:<br />

Mark Lyward<br />

(mark.lyward@btc.co.uk)<br />

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Josh Boulton<br />

(josh.boulton@btc.co.uk)<br />

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Abby Penn<br />

(abby.penn@btc.co.uk)<br />

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Ian Collis<br />

ian.collis@btc.co.uk<br />

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Christina Willis<br />

(christina.willis@btc.co.uk)<br />

Publisher:<br />

John Jageurs<br />

john.jageurs@btc.co.uk<br />

Published by Barrow &<br />

Thompkins Connexion Ltd.<br />

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Comment<br />

Waking up to virtual realities<br />

by David Chadwick<br />

Virtual Reality features in several<br />

articles this issue, reflecting the<br />

maturing of the industry. Looked at as<br />

a whole, though, they illustrate the fact that<br />

there is quite a difference between entry<br />

level VR solutions and the features that you<br />

would expect to find at the professional end<br />

of the technology.<br />

The driver, of course, is the evolution of VR<br />

headsets such as the Oculus Rift and HTC<br />

Vive, the peaks that 3D digital technology<br />

can now reach, assisted by powerful gaming<br />

processors, and customer demand seeking<br />

the most lifelike and immersive simulations in<br />

VR worlds. Whilst we are stunned by the<br />

scale of what is possible in these virtual<br />

worlds, mirroring our fantasies and driving<br />

our imaginations, it's easy to forget that VR<br />

can be used for more prosaic purposes, and<br />

some of the advanced techniques employed<br />

owe their existence to more simplistic needs.<br />

Virtalis has been involved in Virtual Reality<br />

for some years, developing solutions for the<br />

manufacturing industry that have<br />

foreshadowed some of the developments in<br />

the gaming industry. Pure speculation here,<br />

but what came first - the ability to select and<br />

grasp a spanner and to apply it to a turnable<br />

nut on the 3D mock-up of a vehicle chassis -<br />

or the ability to select and wield a weapon<br />

before advancing on a digital foe in a VR<br />

game? I watched a demonstration of the<br />

former some 10 years ago, and it seems that<br />

the VR gaming industry has caught up in<br />

leaps and bounds in recent years.<br />

It seems that the fidelity of a VR experience,<br />

the level of detail and interactivity - whether<br />

it's manipulating a virtual model or exploring<br />

a game environment - is largely determined<br />

by how much you are willing to pay for the<br />

experience and what you want to achieve<br />

with it. The HTC Vive, for example, starts at<br />

around £759 whereas Sony’s PSVR is £350 -<br />

and sold out everywhere this Christmas. A<br />

sign of VR things to come?<br />

At a most modest level, Graphisoft has<br />

enabled its users to download an app to a<br />

smartphone which can then be placed in a<br />

Google Cardboard viewer, so that the user<br />

can wander through 3D building models at<br />

will using the BIMx viewer. It allows the user<br />

to take measurements, climb stairs, and view<br />

the model in different modes - a simplified<br />

way for, say, architects to show their designs<br />

to clients in order to give them a sense of<br />

what a project will look like.<br />

And then, at the higher end of the VR scale,<br />

we have Virtalis with its VR4CAD, which gives<br />

users the opportunity to wander through a<br />

building model, but one they can interact<br />

with, opening doors and windows and<br />

changing features, materials and textures. It<br />

provides an ideal collaboration or operational<br />

tool for maintenance staff who can virtually<br />

climb a gantry in a process plant, turn a valve<br />

wheel and watch as pressure in a boiler<br />

mounts or declines.<br />

These are just two examples at different<br />

ends of the VR scale - but not for long, as a<br />

number of new apps are emerging that<br />

bridge this particular virtual gap. WakingApp,<br />

for example, featured in this issue's news<br />

pages, enables Autodesk Revit & Fusion 360<br />

designs to be converted to augmented<br />

reality and virtual reality experiences and<br />

promises a degree of interactivity, such as<br />

altering colours, animating objects etc.<br />

Of course, a lot will depend on how much<br />

effort has gone into preparing a model to<br />

allow viewers to explore it in VR, and interact<br />

with every feature. Virtalis, for example, will<br />

tell you that that is not an easy task - hence<br />

the (to date) limited range of CAD<br />

applications that they have set up for the full<br />

VR experience.<br />

The floodgates have been opened,<br />

though, and the evolution will proceed<br />

apace as companies strive to master this<br />

emerging market. Perhaps we can expect to<br />

see more representation from companies<br />

involved in VR in future Construction<br />

Computing Awards? In the meantime be<br />

sure to check out our special round-up of<br />

the 2016 awards in this issue!<br />

4 November/December 2016

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