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COMMENT<br />
Editor:<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