Dave Alpert appointed as Chair of VR/AR Association AEC Committee

We are excited to have Dave Alpert help lead our community for AEC.

Dave Alpert, CEO and Co-Founder of Geopogo AR, is an award-winning building architect and inventor with granted patents in AR and the Metaverse. Following  decades of experience leading landmark design projects like the California Supreme Court and the Lucasfilm Executive HQ, Dave co-founded Geopogo AR to apply the power of AR to solve chronic problems in the design and construction process. His team has launched two successful products and is partnered with Magic Leap, Oracle, and Siemens. Dave has been an active thought leader in the design tech community, organizing meetups for the AIASF Design Tech Committee and speaking and presenting at CES, AWE, DevWeek, AIA conventions, IFMA, and other events. He is personally committed to inclusion, collaboration, and transparency in his quest to democratize access to 3D creation and visualization.

I’m excited to co-chair the AEC and Real Estate committee because I believe in working together with peers and mentoring new members of the community. By collaborating, we can all make more effective progress in the enterprise adoption of AR and VR. Please join me by proposing monthly topics of value to you, presented by experts who you know, especially by end users in enterprise.
— Dave Alpert


VRARA Partners with GeoWeek

The VRARA is excited to partner with the amazing team at GEO Week!

About Geo Week

Imagine a single powerhouse event that champions the coming together of geospatial technologies and the built environment. Where professionals from a range of disciplines network and gain insight into the increasing confluence of their worlds. Where cutting-edge technology offers new possibilities, improved efficiencies, and better outcomes. And where education opens the door to the future just ahead.

AEC Next Technology Expo & Conference, International Lidar Mapping Forum, and SPAR 3D Expo & Conference, along with partner events ASPRS Annual Conference and USIBD Annual Symposium, are coming together in 2022.

Geo Week, the intersection of geospatial + the built world

The VRARA will have its own exhibition area at the event with GREAT discounts for our members. If you are interested in connecting with leaders in the AEC community this is an opportunity that you won’t want to miss. We will also be hosting a social event and some content so please get in touch to get involved. Sponsorship opportunities are available for our social events.

Please contact am@thevrara.com to learn more!

https://www.geo-week.com/

Salla Eckhardt of Microsoft becomes Co-Chair for our AEC Industry Committee

We are thrilled to announce Salla Eckhardt as co-chair for our AEC Industry Committee

Salla has built her career to establish herself as an industry pioneer, and an innovation leader focusing on emerging technology and digital transformation. With the digital building lifecycle framework, she is continuing to support building up people's skills and organizational wisdom to respond to the requirements of the next generation built environment industry.

It is an honor for me to be invited to become a co-chair of the VRARA Architecture/Construction committee, because extended reality is such a powerful platform for communication, learning, and educated decision making. The built environment industry is going thru a massive physical, digital, and social transformation – the boomer generation is retiring and the Gen Z is entering the job market as the built environment industry is expected to find better solutions for more sustainable future. Empowering the end-users digitally will foster a completely new type of collaboration, and XR is one of the cornerstones.
— Salla Eckhardt

Autodesk becomes Member of the VR/AR Association

Autodesk is pleased to announce that they have become the newest member of the VR/AR Association! 

Both the VR/AR Association and Autodesk are dedicated to fostering growth in the virtual reality and augmented reality industries.  As a member, Autodesk will participate in the Association's initiatives by which Autodesk’s teams will be connected with VR AR organizations around the world to accelerate the market with smart growth. In addition, Brey Tucker of Autodesk will lead several initiatives in collaboration with VR/AR Association in order to push the usage of those technologies and in several other fields in the region .

“We are excited Autodesk has joined our global association. Autodesk is the global solutions provider for architecture engineering construction, manufacturing, and media & entertainment industries and we look forward to accelerating the market together with smart growth globally" — Kris Kolo, Global Executive Director, VR/AR Association. 

“We are excited to participate in the VR/AR Association and to interact with all the worldwide members, to see how much we can both learn from and bring to the VR/AR community” — Nic Fonta of Autodesk.



For more information please visit www.thevrara.com.

For more info on Autodesk VR/AR vision, please watch our Autodesk University Talk.


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About the VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to foster  collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

Contact

Kris Kolo  kris@thevrara.com 

Aubrey "Brey" Tucker of Autodesk appointed as Co-Chair of our AEC Industry Committee

We are pleased to appoint Aubrey "Brey" Tucker as Co-Chair of our VRARA AEC Committee.

Aubrey "Brey" Tucker is an Enabler, Technologist, International BIM Speaker, Author, University Lecturer, and Revit Expert with an extensive career with skyscrapers, hospitals, schools, airports and technology implementation for architects, engineers, and contractors. He's a Senior Industry Manager at Autodesk, where he focuses on the Project Delivery global strategy, Common Data Environments, BIM and ISO compliance and the data thread that ties many of Autodesk's cloud and desktop offerings together.

He's been using VR for a decade and AR since HoloLens; loves thinking about what the next immersive interfaces will be, and how design can be experienced digitally. His XR interests were a part of what got him on the corporate innovative technology team at Stantec where he investigated many potential business adoptions of emerging technology like data visualization from siloed data, quantum computing for transportation, AI-object recognition & inference, computational/automated design and many others.

Brey resides in Vancouver, British Columbia. He is additionally a part of the Detroit-Volterra Foundation, UBC SALA, CANBIM and BuildingSMART Canada.

I’m really excited to rejoin the AEC Committee and be a part of the future of immersive technology implementation within the AECO industries. I love seeing where the innovation takes root and learning what the world is creating in this space. I hope to continue to develop the potential workflows for real-time design reviews, as-built interpretation and immersive decision making. Looking forward to another term with you all; see you at the next meeting!
— Brey Tucker

VIATechnik's uses Virtual Reality to Make Disaster Relief Housing and Modular COVID Care Centers a Reality

Today, VIATechnik presented their solution during our Online Meet for the AEC Committee.

Chicago-based virtual design and construction consultant VIATechnik was already working with the Quebec Wood Export Bureau in March on a generative design solution for rapidly deployed wooden structures for responding to disasters such as floods, hurricanes and refugee crises. Then came the COVID-19 global pandemic crisis, with its attendant healthcare facility shortage.

Working with QWEB, VIATechnik had developed a VDC strategy to optimize not only the generative design but the shipping, assembly and site logistics of temporary, prefabricated relief structures, but the parameters of the project has since changed with the times.

“We kind of did a whole second round with them [as the extent of the COVID-19 pandemic became clear],” says Mac Little, a VIATechnik computational BIM lead who led the generative design workflow on the project. “I said, ‘Hey well why don't we take this idea, re-vet it and then reset all of these things so you can come in and pick surface areas and see how things populate, increase or decrease the area based on a patient flow.”

Using a plugin workflow with Grasshopper and Unreal Engine, VIATechnik was able to quickly iterate various site layouts of QWEB’s prefabricated structures, accounting for differences in climate and building orientation, as well as site footprint and terrain, without having to manually redo the modeling work.

The prefabricated buildings are built with renewable materials, such as wood, and can be moved to other locations for healthcare uses such as COVID-19 testing structures, alternate care facilities for patients and as structures for families at home so as not to expose them to infection. Logistics are also including in the project, allowing QWEB's 200 member companies to quickly fabricate the primarily wood-based components of the structures and ship them out via Canada's rail and port network.

By using a generative design, the program can adjust it's parameters as needs rise and fall, and allows disaster-response agencies to quickly plan and test out designs for new locations.

“We looked at the parameters, the sites, how you would actually use this [structure], what that would look like,” asked Little. “What do you want to scale, is it density, is it community spaces, do you want actually more space instead of having these dense populated refugee camps?"

The structures themselves are compact enough to be put together onsite by small teams from agencies or disaster-relief organizations.

Eli Gould, QWEB's U.S. representative based in Vermont, said the structures have already been specified for use in the Bahamas and QWEB would welcome any opportunity to work with relief organizations in the U.S such as the American Red Cross or Team Rubicon. The company is also open to working with U.S. government entities such as the National Guard and the U.S. Army Corps of Engineers, which have been tasked with setting up COVID-19 testing sites and alternate care facilities in cities and towns across the country. says Gould.

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Innoactive Launches VR Training Visionary Roundtable

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participating corporations…

participating corporations…

TL:DR - On November 18, 2019, VR/AR Association Germany moderated a full day roundtable on Enterprise VR learning . Representatives from Transportation, Energy, Logistics and Aviation attended to better understand the challenges and benefits of scalable immersive training

First a Little Background

VR training for employees has numerous benefits which is convincing more and more companies to consider the technology as it evolves and awareness grows. However, Virtual Reality is still novel to most workplaces and therefore not as easily integrated into standard training procedures. Adopting VR comes with its challenges and hurdles just as regular innovation does. How can we fix this? Consequently, we have decided to help tackle this problem by uniting like-minded peers who are at the forefront of discussing VR in their organisation. Together with HTC and Unity and the support of VRARA, Innoactive has launched a platform for industry professionals which gives them the opportunity to exchange best practices. We decided to create our VR Training Visionary Roundtable

Structure of the Event

The main discussion is in the form of a classic roundtable which gathers a group of like minded visionaries from different industries. By doing so, we unite them to exchange about overcoming VR training adoption hurdles together. The moderated roundtables are designed to open a discussion amongst participants to help them overcome VR Adoption hurdles. These hurdles include difficulty with hardware roll out, content distribution and permissions, funding, workers safety issues and much more. As a result of listening and engaging with industry professionals, the community works together to solve these hurdles.

The Roundtable also incorporates “demo” sessions at the end of the event. During these sessions, participants can try out each other’s VR training solutions. As well as this, a dedicated Best Practices Instance on the Innoactive Hub aggregates the VR Trainings and allows all the Event Community members to access and try diverse applications.

One Final Thought

The next step of the VR Training Visionary Roundtable includes a workshop for storyboarding and calculating business cases. This gives participants the opportunity to get inspired before designing their next Virtual Reality training. In doing so participants can also learn new ways of estimating the value of a business case.

From VR Training Newbie to Rollout Master in 4 Days

https://www.vr-training-summit.innoactive.de/

Three Advancements for a Seamless Future in VR. Plus, VIATechnik's collaboration with Virgin Hyperloop One

RSVP for our AEC Webinar here

Come meet us at the VR/AR Global Summit Nov 1-2!

By Michael Fontana, Senior VDC Engineer, VIATechnik

Testing a virtual environment through VR. Photo: VIATechnik

Testing a virtual environment through VR. Photo: VIATechnik

Over the last few years, one of the biggest questions looming over the discussion of VR has been user adoption: "When will VR become a viable platform?" Development of VR hardware has advanced significantly, service platforms have been built around that hardware to deliver content to users, and yet it still seems that VR is a cumbersome (and expensive) endeavor.

This problem is especially acute for industries like AEC which rely heavily on visual content to deliver experiences and information. Professionals in these industries understand the symbiotic relationship between tools and design--that each has great potential to drive the development of the other--and so the problem for us is not just the experience of using the hardware, but the limitations that currently poses for our ability to design and communicate our ideas.

The Virgin Hyperloop One test site simulated in a gaming engine. Photo: VIATechnik

The Virgin Hyperloop One test site simulated in a gaming engine. Photo: VIATechnik

In tandem with this, the AEC industry continues to push towards ever higher levels of interaction and fidelity through visual mediums. VIATechnik has witnessed this drive first-hand through many of our projects. One in particular--our collaboration with Virgin Hyperloop One--incorporates scales of simulation beyond most traditional applications: anything from small bolts and wires to the entire surrounding topographic region. As these applications of 3D rendering become more dominant in the AEC industry, the scales of simulation will become more advanced and intricate as well, requiring greater degrees of computational power and sensory experience.

Beyond the “Trough of Disillusionment”

The emergence of Virtual Reality (VR) has been able to sustain this increase rendering demand to a point. It has crossed over from obscure niche technology to mainstream applications, and there is no longer a question of whether it will become viable; instead, we must ask what it will look like when it does. We can look to three particular developments in the near future which suggest that VR accessibility will become significantly more seamless, allowing the medium to meet these demands: First, networked VR environments will become much more commonplace, allowing users to collaborate remotely. Second, these environments will begin migrating to the cloud, reducing the need for powerful, on-site computation. And third, the deployment of 5G network technologies will increase data transfer and reduce latency, eliminating many of the noticeable limitations of streaming applications.

Many current VR applications are still restricted by hardware tethering. Photo: Stella Jacob

Many current VR applications are still restricted by hardware tethering. Photo: Stella Jacob

Environments Begin to Talk

Those users who have set up a high-end VR experience are familiar with some of the existing constraints: in addition to the cost of workstations powerful enough to run VR applications, most traditional VR setups require the use of a proprietary tethered headset. Further, much of the work done in the AEC industry requires high levels of visual fidelity, which in turn requires significant amounts of data storage and throughput, meaning that the headset cannot be easily untethered from this workstation.The obvious restriction here is mobility - a few feet of cable and a room-scale boundary does not permit much of a spatial experience, and removing this barrier requires the purchase of additional Wi-Fi adapter hardware. Moreover, only one user at a time can be “in” a VR space, limiting our ability to use a shared experience to communicate. Many products currently on the market have taken a first step to alleviating this problem by allowing the local environment to communicate over the internet with other users. Like a multiplayer video game, each player owns and runs a copy of the game on their system while certain information is coordinated across the internet to create a shared experience. This enables remote VR collaboration with one big caveat - each end user still needs the requisite costly hardware to run the VR application locally. In other words, the environment is more accessible but the interface with that environment is not. 

Remote servers may replace the need for high-end graphics processing that many VR applications require. Photo: Torkild Retvedt.

Remote servers may replace the need for high-end graphics processing that many VR applications require. Photo: Torkild Retvedt.

The Data Center Is Your Platform

New advancements in the gaming industry mitigate this problem through cloud-based streaming. Under this model, VR environments--which would ordinarily be run locally on the user’s computer--are instead hosted on powerful cloud platforms. These platforms will offer both high-end graphics processing as well as the ability to scale with users. The end user merely needs a headset that can stream the images and audio from the server. Put another way, like visiting a website, the end user’s workstation only needs to connect to the virtual environment, not contain it. Stadia, Google’s new cloud-based gaming platform, proposes this exact model through a subscription service to subvert the traditional purchase of expensive gaming consoles and game titles. Nearly any modern workstation can participate in Stadia by streaming games from the cloud and players can connect from anywhere at a fraction of the cost of a traditional console and game library. It is not a stretch, then, to think that we will begin to see the same standard emerge in AEC applications.


5G: When Networks Become Invisible

For VR to reach peak adoption, it must be able to be accessed by and streamed to numerous mobile devices at high resolution with ease. The introduction of 5G connectivity across mobile broadband is expected to solve this by dramatically increasing bandwidth while shrinking latency. This is a crucial step in eliminating the framerate loss and input latency that can cause negative physiological reactions in users. Currently, some desktop and mobile applications can achieve this, and with the proliferation of connected devices coming with 5G technology, we are sure to see further strides in this area. From the user’s perspective, the typical visceral aberrations of networked applications--things like input lag, slow download speeds, and buffering glitches--will seem to disappear. 


The maturity of a platform can be measured by how seamlessly it integrates into our daily lives. While several of these friction points still remain, doubts about VR’s potential have largely been answered: It is now clear that VR and other Mixed Reality interfaces will dominate as the next platform for visually-driven content. The question is no longer “will it be viable” but rather “what will viable look and feel like”. Looking to our existing devices and the advancements that have been made in connectivity, we can begin to understand that VR will become part of this family, offering users the ability to experience content and share information across multiple platforms. Content distribution and collaboration services will be built with seamlessness as a priority, driving greater numbers of users into their ecosystems which will in turn provide the demand for content and application marketplaces. For the AEC industry, then, what is left for us to consider is how we prepare for this future: What will we do with these new capabilities and what impact do we hope to have that was not possible before?

Using VR to Attract Tenants and Investors for Real Estate Projects

By Kelly Burke, VIATechnik and Participant in VRARA AEC Committee

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The VR/AR Association AEC Committee is dedicated to crafting a set of guidelines, best practices, and calls to action for the use of VR, AR, and MR tools in the architecture, engineering, and construction industry. This is the first installment in what we hope will become an ongoing discussion on the wide-ranging benefits of these emerging technologies in the broader AEC space. Join our Committee here.

While the first head-mounted display (HMD) debuted back in 1968, virtual reality (VR) has only started to come into its own in the last several years. In fact, IDC estimates that global revenues for the augmented and virtual reality (AR/VR) market grew by a remarkable 130.5% over the last two years, leaping from $6.1 billion in 2016 to $13.9 billion in 2017. What’s more, the AR/VR market is expected to achieve a compound annual growth rate of nearly 200% between now and 2020.

As the technology continues to mature — and as HMDs become increasingly affordable — VR will revolutionize the way in which AEC stakeholders approach their work. Indeed, from improving the safety of worksite operations for contractors to facilitating cooperation between architects and structural engineers during the design process, immersive — and even interactive — virtual environments have already begun to change our industry for the better.

But if there’s one group of AEC stakeholders that’s particularly well-positioned to take advantage of everything VR has to offer, it’s real estate owners/investors and the tenants to whom they market.

With VR, There Are Many Places Like Home

Selling possible tenants on a property’s potential has always been one of the most frustrating parts of real estate. People looking to rent or buy an asset spend hours driving — or even flying, if they’re from out of town — to different buildings to get a feel not only for the unit in which they’re interested, but for the building and neighborhood in which it’s located.

Sellers’ agents have become adept at crafting flashy slideshows and even video walkthroughs to give potential tenants an idea of what a property has to offer, but these kinds of collateral will never replicate the experience of wandering through a physical space in person. VR not only offers a way to bridge this divide, but provides an incredible boost to efficiency, as well — for real estate professionals and potential tenants.

“Previously, potential buyers had to travel to visit a property. Now, this step can be skipped thanks to VR,” explains Rentberry’s Oksana Tunikova. “There’s no limit on the number of people who can view the same property at one time, and potential buyers can see dozens of properties in a fraction of the time.”

VR doesn’t merely improve the efficiency of the property touring endeavor, however. It also improves the depth and, ultimately, the effectiveness of a tour. According to the National Association of Realtors, “77% of buyers’ agents say staging a home makes it easier for a buyer to visualize the property as [their] future home.” Further, 50% of sellers’ agents report that staging a home increases the dollar value of buyers’ offers by as much as 6% to 10% — and 62% of sellers’ agents agree that staging a home decreases the time a property sits on the market.

In short, convincing a potential tenant to make an offer on a property begins with helping them picture themselves living (or working) there, and there’s no better way to do so than by letting them “experience” the property virtually. As VR expert Boaz Ashkenazy puts it, “Virtual reality’s photorealism can zoom in on selling-point details of surfaces and lighting, as well as immerse you in views from a veranda that feel utterly real. Potential buyers or renters now have an emotional connection to what they’re experiencing.”

Companies like roOomy already enable sellers’ agents to virtually stage a property with “digital decorations” that align with each potential buyer’s tastes, and it’s only a matter of time before this kind of digital staging makes its way into the VR space. Once this occurs, potential tenants will be able to insert fixtures and furniture closely resembling their own into any property, completely redefining the meaning of a “personalized tour.”

Exploring a Building Before It’s Built

From an investor’s perspective, VR has the power to dramatically improve project pitching. Simply put, the human mind struggles to visualize size and scale in the abstract, making it all but impossible for us to accurately transpose two-dimensional design drawings — or even to-scale 3D renderings — into a mental image of a lived space. This innate shortcoming is a real obstacle for anyone attempting to evaluate a building that exists only on a page or a screen.

With VR, these issues are no longer a problem. “This [technology] will allow architects and clients alike to truly understand the spatial qualities of a project,” says The Future Group’s Kim Baumann Larsen. “This spatial understanding should make clients more confident in the design and reduce time spent in meetings and the use of lateral design revisions.”

Of course, all of these benefits — for real estate agents, tenants, architects, and investors — are only realized when everyone has access to well-designed, truly immersive VR simulations. Different VR environments are rendered at different levels of detail — from rough, non-photorealistic polygons to hyperrealistic responsive objects — and at this still early stage of technological development, it takes a true VR design expert to tailor each environment to its situational demands.

From physically-based rendering tools used to mimic the way light reflects off different shapes and textures to sculpting tools like ZBrush used to craft intricate objects like sculptures or ornate lamp posts, VR designers must be familiar with a wide range to tools in order to produce top-notch AEC virtual experiences. When they get it right, however, the results speak for themselves: