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Meera Danika N M*
Virtual Simulation Technology (VST) is a medium where a synthetic, computer generated
world can be freely explored in real time. Virtual Simulation is not animation, it is participative.
Many people think of complex headsets or computer games when they think of Virtual Reality
(VR). Although the technology is similar to 3D computer games, the use of VR in a commercial
environment is rapidly growing. This paper deals with use of VS as a tool to predict and assess
the functionality of a structure at any stage of its operational life.
Keywords: Virtual Simulation Technology (VST), Virtual Reality (VR), Virtual Environment
(VE), Head Mounted Display (HMD), visualization, tracking, rendering.
1.0 WHAT IS VIRTUAL SIMULATION TECHNOLOGY?
It is a synonym of Virtual Reality (VR). The term VR is used in a variety of ways. Virtual
Reality is a high-end user interface that involves real time 3D simulations and interactions
through position and motion tracking, stereo audio and video, touch and force feedback
techniques. The user's personal viewpoint is completely immersed in the virtual world.
VST is more than a traditional medium since it introduces a new way of interacting with
multimedia information. VR is a hyper medium where a hyper medium can be defined as an
interactive (multi) medium in which information is stored and presented in a variety of ways. It
allows the user to view the world from infinite number of view points.
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Some of the multimedia packages, allow VR systems to be models of real world places or
objects, but can also be abstract worlds. So long as the model can be explored and experienced at
will in real-time, then it can be called a VR world.
1.1. Features of VST
The most common descriptions of "virtuality" relate to the technological devices used (such
as the data glove, head-mounted display, mouse, etc.), whilst explanations about human
experiences in the virtual worlds employ semiotical concepts (e.g. visual simulation, reference,
iconicity). Together with constructivist philosophy, the enactive theory can offer valid
conceptual tools for analyzing a VR technology apparently distant
* B.Tech Undergraduate student, Department of Civil Engineering , N.S.S. College of
Engineering, Palakkad.
from traditional mass media and other new personal media (e.g. Internet). These tools are
complementary and alternative to semiotic concepts. In other words, it is possible to explain
human knowledge of computer-generated synthetic worlds rendered accessible by VR
immersive systems in a complete and coherent fashion, on the basis of a biological theory of
cognition that puts man as a living being at the centre of the phenomenon of knowledge.
metaphor" i.e. the way in which human actions are coupled with the response of the virtual
world.
The main difference between VR systems and traditional media (e.g. radio, cinema or television)
lies in the three-dimensionality of the virtual reality structure and in the important role played by
the body, which acquires knowledge through action and interaction with virtual worlds
Figure 1. VR Qualities
1.2 Evolution of VST
The idea of VST has been around perhaps as long as man has daydreamed or imagined other
places and realities. However, daydreaming and books limit the individuals virtual experienceomitting other sensory inputs such as sight, sound and touch.
The birth of VST can be tracked to the date when Mortan Heilig, developed a system called
Sensorama in 1956 a simulator that can be considered as an ancestor of VR video arcades. The
Sensorama used film loops, stereo sounds and smells, wind, vibrating handlebars and seat to
create the illusion of motor biking downtown Brooklyn and through Californian sand dunes.
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In 1965 Ivan Sutherland in his paper The Ultimate Display envisioned VST as a
generalized simulation, with an artificial space within which the computer could control the
existence of matter. Sutherland created the first Head Mounted Display (HMD) in 1968.
Myron Krueger is the first artist who focused on computer interactivity as a medium for
artistic creation. He coined the term Artificial Reality in 1973. Artificial Reality is a VR that
has no antecedents in the real world.
The term VR was defined by Jaron Lanier (1983), founder of VPL Research, the company
which introduced a commercially available HMD and the first data glove.
William Gibson coined the term 'Cyberspace' in his novel Neuromancer (1984). It is a
metaphor that allows us to grasp the place where we experience digital and virtual realities.
What made VR so exciting and powerful to researchers like Sutherland and Lanier was its
ability to make believe that the virtual environment (VE) was real by combining traditional
computer simulators with immersive displays. Thus, as the viewer and participant in the virtual
world, you would be willing to suspend your disbelief and accept that the components within the
virtual world were truly viable objects and actions.
VR today bears a striking resemblance to the early stages of computer graphics in the mid
1960s to the early 1970s. VST is growing at annual rates on the order of 60% about twice the
growth rate graphics experienced 30 years ago. As computer graphics and other component
technologies advance, VST advances at an exponential rate.
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2.0
virtual
world.
These
mouse, to 3D space
real world.
Figure 2. HMD
2. The virtual world itself: This is the computerized model of the VE.
3. The World database: in which the information on objects and the world are stored.
4. VS software: VS software can be divided into two categories:
a) The development software used to design , build and programme the world
behaviour and
b)The viewing software allows the end user to visualize and interact with the virtual
world.
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5. Computers: At least one computer is required to design or to view the virtual world. Some
virtual worlds are designed to be used by several users at a time.
6. The reality engine is used which is usually a graphic workstation that generates real time
images.
7. Output devices: Some kind of visual display will be used to show the view of the virtual
world, usually refreshed many times a second. Mostly these are conventional computer
monitors, but head mounted displays (fig. 2) can also be used. In addition sound is often a
part of a virtual world and sound card with speakers are common output devices.
screens. There are two LCD screens in the head-mounted display. Each screen shows the
virtual environment from a slightly different viewpoint, just like your eyes view the real
world. To see this difference in your visual points of view, hold one finger up and extend
your arm out directly in front of you. Close one eye, then the other. When you do this, your
finger appears to move. Thats because your eyes are spaced slightly apart and they see the
world from two slightly different vantage points. Each eye is sending information about its
unique viewpoint to the visual cortex in your brain. There its recombined and interpreted as
a 3-dimensional view. Likewise, there are two LCD screens in the HMD so that your eyes
will still have two slightly different visual sources of information, making it possible for you
to see the virtual world in 3-D.
Displaying the virtual environment is a very complicated component of a VR system.
Moreover, as a result of its sophisticated mimicking of human sight, the display device
masks its mechanical nature and creates an illusion of reality.
2. Tracking
Once were comfortably immersed in the virtual environment, we need a way to move
around. You can traverse distances in two ways: by moving your feet and walking or by
pushing a button on a hand-held device, like a wand, and "flying".
First, the computer needs to know where you are in the virtual world; it does so by using a
tracking system to monitor your movements. We accomplish this by attaching a device to the
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top of the HMD and to the wand. The device emits a signal that is picked up by the
computers sensor. In turn, the computer interprets the data from the sensor to calculate your
head and body position in the virtual environment. With this information the computer
changes the pictures or graphics of the virtual world to correspond with your position as you
turn your head from side to side or move forward. By tracking your movements, the
computer knows to redraw an object to appear closer to you as you move towards it. In turn,
you have a greater sense that this artificial world is real.
The tracking system must include not only the HMD, but the wand as well. The wand
functions like the HMD by signaling to the computer what you want the computer to do. In
the virtual world, it is an extension of you, allowing you to pick up and move objects, or to
propel yourself through space. Like the HMD, the wand also has a tracking device
embedded within its structure that communicates the position and actions of your hand to the
computer. As a result, you and the computer have an interactive relationship in which your
movements or commands are instantly acted upon by the computer. Because your actions
have a direct impact and effect on the virtual environment, you have a compelling sense of
actually being in the virtual world.
3.Rendering
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When you put on a head-mounted computer display, the first things you notice are the
pictures, or graphics, as computer scientists call them. It takes a lot of the computers power
to draw the graphics that you see.
Once the virtual environment is completed, there still remains the problem of redrawing
this world as you look or move around it. Unlike a video game, we need powerful
computing capabilities to draw or render images that correspond to your movements within
the virtual world. When the computer draws or redraws a graphic, we call this action
"rendering." In order to avoid a delay between your actions and the effect in the computer
world, the computer must work very quickly to redraw all the objects in the virtual
environment. In fact, the goal is for the computer to redraw the virtual environment you see
30 times a second. Some computers, such as flight simulators, are even faster and can
redraw the virtual world 60 times a second. All this work takes a very powerful computer.
Aircraft Design
Business
Communication
Education/Training
Entertainment
: Immersive games.
Industry
Scientific Visualization
planetary
investigations,
aerodynamics
or
simulations.
Arts
: Virtual museums.
Acoustical Evaluation
Design/CAD
fluid
dynamics
Integration of the design process will be an overall aim of using virtual simulation
technology in architecture. For example, an office may want to integrate the following parts
for each project: VR walkthroughs, working drawings, specifications, estimates, and
construction programs. This will require setting up a system to link information in all of
these parts. This integration will lead to changes in office procedure from the creation of the
new tools to considerations such as time allocation for the optimum use of hardware.
4. Communication
The use of virtual simulation technology and increased use of computers in general,
could lead to several shifts in communication skills. Architects clearly benefit while shifting
from working with 2D data to working in 3D representations of that data. Architecture
students and students in general, may become more trained in abstract thinking and abstract
communication skills. Another change that might happen is that the manual dexterity once
needed for making models will become less necessary.
5. Marketing
This is an area that has already benefited from the development of VS technology. In
India, prominent developers such as Tata Housing and state governments including those of
Maharashtra and Andhra Pradesh have brought out CD-ROMS and 3D graphics (also
referred to as desktop VST) to market their projects to overseas investors. London and
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Hong Kong real estate agents regularly use highly powerful graphics computers to walk
their clients through expensive estates.
Two advantages of this, apart from the prestige of using a new technology, the
walkthroughs are not predetermined (and thus are better than videos), and can be user
guided. A client can define his own path while moving (virtually) through a building or
estate, which makes the presentation interactive and friendly.
Another example of VS technology in marketing is in America, where furniture
manufactures design furniture with the customer using a similar system to make exclusive
designs. The benefits are clearly greater prestige and presumably, a more personalized
service.
3.2 VST on the Web
Internet has become very popular in the last two years. A lot of architects have set up their
web sites as a new way to communicate with the public. The idea of 3D VST on internet was
proposed in 1994. Now VRML (virtual reality modeling language) 2.0 is widely used to
introduce 3D environments on the web. Although its use is still largely limited, as compared to
its potential, which is imposed by the computer hardware technology; VRML shows
applications in great many fields.
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For architects, virtual simulation technology on internet is a tremendous boon. The use of
VRML on the web-site enables thousands of visitors from across the globe to visit virtual
architecture through the internet even before the building is built.
As VRML models co-ordinate system is being animated with the moving view point of the
user, the viewer is able to move around and view the building by himself. However, the
character of virtual architecture may vary widely from the architecture of the physical world, and
rightly so, for it responds to a completely different context and set of constraints.
Due to its relative youth, it is difficult to pinpoint just how virtual architecture and its
context of cyberspace will be integrated into our society over the coming decades.
Be that as it may, it is certain that immersive, networked, real-time simulation technologypopularly termed virtual simulation technology has gained a foothold in our society and will
only continue to grow in popularity. The technologies of virtual simulation and the Internet
continue to integrate, and the online culture is now the fastest growing demographic on the
planet. Designers are now turning to the virtual realm as an alternative, as the demand for threedimensional content in the virtual realm, on the internet and else where, continues to grow.
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have experimented with coloured map and site plans, card board models, rich architectural
renderings or a combination of those. However, none of these tools are complete or effective to
convey the past, present and future of a place to the wide array of diverse players in the
planning process.
The technology includes experiencing of an environment which may simply be your
neighbourhood as it currently exists or as it existed ten years ago or as it might look in the future
after physical changes like removal of existing and replacement with land scaped parks or new
developments, changing the type and age of the foliage and trees etc.
All of this is possible using state-of-the-art VST. Previously, the use of this technology has
been primarily limited to the exclusive realms of military and aerospace applications. Now as the
technology has become more affordable, it becomes feasible for planners, designers, and
community groups to use it to visualize and evaluate proposed changes and new developments in
the urban environment.
The basic tools for urban simulation are now within the reach of most architects and
planners. While more photo-realistic modeling still demands a high-end work station coating at
least Rs. 3, 00,000 4, 00,000, many architects can do less sophisticated work on a Pentiumclass computer with Rs.3000 64-MB graphics card. The software is more expensive. The
programs for building a 3D world (for ex: 3D Max 5 by Discreet, AUTOCAD 2002 by
AutoDesk Micro Station by Bentley Systems and Creator by Multi Gen-Paradigm) and for realtime simulation (like Vega and GameGen by Multi Gen Paradigm) costs about Rs. 2,50,000.
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and provides a level of visual feedback to the user, which allows the immediate recognition of
the present location by virtual identification.
The creation of the Virtual Los Angeles database is a long-term project. The objective is to
build a virtual model, which can be used to help solve a multitude of urban design and planning
related problems. Using commercial off-the-shelf modelers, such as Multi Gen, the Urban
Simulation Team is creating the database from city engineering maps, numerous site visits and
its own internally generated plant, tree and foliage libraries.
Rather than attempting to build one large model from scratch, the team has defined a
methodology, which allows multiple small models to be created and linked together. To date
more than a dozen separate area models have been built, ranging in size from one to twenty
square kilometres. This approach allows the team to work with various public and private
entities that have an interest in studying specific areas of Los Angeles. The approach also allows
clients to commission models, which respond to their particular needs, while extending the urban
database. The methodologies that the team employs to build these models, have reached
satisfactory levels of cost efficiency and consistency. After creation, these individual high
resolution urban models are inserted into a large area terrain database, which is currently
bordered by San Diego, Las Vegas and Santa Barbara.
Urban Simulation Team at UCLA
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The Urban Simulation Team at UCLA is a research group developing applications for realtime visual simulation in design, urban planning, emergency response, and education.
The Teams primary focus is to build a virtual model of the entire Los Angeles basin which
can then be used to interactively fly, drive or walk-through the city. (Real-time technology
differs from animation, which uses a sequence of pre-determined and pre-rendered images to
create the illusion of movement. In real-time technology, the user interacts with the modeled
environment at will, controlling movement direction and speed with the mouse or keyboard
commands.)
The Virtual Los Angeles model already includes major sections of the city including
downtown, the Pico Union district, the Miracle Mile and Mid-Wilshire portions of Wilshire
Boulevard, Los Angeles International Airport (LAX), Westwood, UCLA, Hollywood,
MacArthur Park, Playa Vista, and portions of South Central and Santa Monica. Negotiations are
currently underway for other areas.
The Team has developed an extremely efficient system that can be used for visualizing any
urban environment. This efficiency begins with the time and labor to construct a model and
includes the computer resources required to interactively render such large models. The model is
constructed by combining aerial photographs with street level imagery and three-dimensional
geometry to create a realistic visual simulation of the dense Los Angeles urban environment,
detailed enough for the graffiti on the walls and signs in the windows to be legible.
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This approach has proven to be a useful tool for architectural design development and city
planning because it is possible to evaluate alternatives more rapidly and in more detail than
through traditional methods of analysis. Results of the planning/design process are illustrated
visually, allowing the client or community to view a proposed environment in a realistic fashion
and become informed participants in the decision-making process.
The strength of the simulation system is the elimination of complex blueprints, charts, and
other hard-to-understand traditional representational methods. Instead, viewers can easily place
themselves within a digitally accurate perspective representation of a proposed development and
better assess the projects impact.
The Team has worked extensively with the Los Angeles City Councils Chief Legislative
Analyst and the Office of Economic Development on projects across Los Angeles. Other
principal clients include UCLA Capital Programs, Los Angeles World Airports, the Metropolitan
Transit Authority, and the Israel Antiquities Authority.
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Angeles, used the Urban Simulation Team to visualize their plans for the L.A. Sports and
Entertainment District. The proposed District is to be built adjacent to the Staples Center in
downtown Los Angeles, and is slated to include a 1,200-room convention headquarters hotel,
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entertainment facilities like stadiums, theatres, clubs, retail shops, restaurant and office space,
parking, and an outdoor plaza in its first phase.
Figure 5
Figure 6
In May 2000, the president of the L.A. Arena Land Co. and STAPLES Center, unveiled
plans for the development
situating
development
the
downtown,
the
proposed
in
the
context
of
model
Districts impact on the Figueroa corridor. The response was positive and public funds have
been committed to the development.
4.2.2
Figure 7.
UCLA Capital Programs requires that all new construction at UCLA be analyzed in the
context of the Urban Simulation Teams real-time model of the campus.
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When the first design (fig. 8) was shown to the campus architects and administrative vicechancellor, the feedback was that the building was too massive and so the architects were
charged with producing a more subtle scheme. Subsequent designs were shown to interested
stakeholders and members of the faculty in group meetings in an auditorium with a large screen
projection system. The additional feedbacks developed in these meetings were provided to the
architects.
Throughout the process, changes were modeled and analyzed. One of the design challenges
was to create a dominant entryway to the building. Construction on the project has just begun.
Thus the final design is as shown below.(fig. 9)
Figure 8.
4.2.3
Initial design
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In 1998, the Los Angeles World Airports commissioned a multi-disciplinary team led by Ted
Tokio Tanaka Architects to explore beautification opportunities at Los Angeles International
Airport (LAX).
The project was constructed in two phases. To record the existing condition of the airport,
the team first built a model of the Central Terminal Area (CTA) including the terminal buildings,
parking structures, roadways, operations facilities, and signage components. The second phase
of the project was to model the beautification teams proposed changes. Architecturally, the
changes included a canopy to unify the primary elevations of the terminal buildings (fig. 10, fig.
11), sheathing for the bridges between the terminals and the parking structures (fig. 12, fig. 13),
and cladding for the underside of the elevated roadway. New landscaping was introduced
throughout the airport; the model focused on the changes to the primary airport entrance and in
the open areas surrounding
the Theme Building.
The model was used to present the beautification teams ideas to the Los Angeles World
Airports Board of Commissioners and at public meetings held throughout the process. Future
long-range airport planning and development efforts will also be able to use the model to explore
expansion alternatives as LAX grows to keep pace with the demands of the next century.
4.2.4
Wilshire Boulevard Bus Rapid Transit Study (fig. 14, fig. 15, fig. 16)
The Miracle Mile section of Wilshire Boulevard was in 1999, added to the Virtual L. A.
model as part of a Bus Rapid Transit Study for Martha Welbornes Surface Transit Project.
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Figure 14.
Figure 15.
After modeling the existing street context using accurate street coordinates supplied by the
City of Los Angeles, the Team constructed alternative road configurations to analyze the impact
of a dedicated rapid transit bus right-of-way. Traffic patterns in the different road configurations
reflected projected density. The majority of vehicles were constructed specifically for the project
while landscape elements and street culture were pulled from the Urban Simulation Teams
proprietary libraries. A special bi-articulated high-capacity bus was created for the project based
on those in Curitiba, Brazil.
The Team modeled the existing situation and three different alignment alternatives. Footage
from
fly
presented
the
that
same
real-time
to
meeting,
a
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Figure 16.
saying that they did not have sufficient information.) The MTA is currently preparing an
environmental impact report on the new Wilshire Boulevard alignment.
4.2.5
Figure 17.
Figure 18.
A video walk-through of the model was used at public forums to present the design to the
community. This strategy proved very effective. In a Sunday, June 27, 1999 L.A. Times article
about the hospital plans, the Santa Monica project team was commended for its commitment to
working with the neighborhood and sharing their plans in an open process that included
exploration of the project through the Urban Simulation Team model. Representatives from
neighborhood organizations who had previously been opposed to nearby Saint Johns Health
Centers $270 million renovation plan, appeared to be somewhat pleased by Santa MonicaUCLAs plan.
4.2.6
El Pueblo de Los Angeles A historical monument.(fig. 19, fig. 20, fig. 21)
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El Pueblo de Los Angeles Historical Monument is the historic birthplace of the City of Los
Angeles. The park is now run by the City of Los Angeles and its museums and exhibits celebrate
the people of different ethnic groups who
have settled in Los Angeles.
Figure 19.
Figure 20.
The Urban Simulation Team was commissioned to model the existing park and
proposed rehabilitation efforts so that all of the development participants would have a common
understanding of the project and a single point of reference for design discussions. The proposed
changes included the rehabilitation of key buildings, new landscaping, and new urban features.
Of chief concern was
the
architects
were
proposing
large
block
wall
and
Figure 21.
on the design and the relative merits of the rehabilitation proposals. Subsequent changes to the
design were based on the information provided by the model.
5.0 CONCLUSION
Virtual simulation has been in extensive use in countries like the United States, where the
need for perfection eclipses the cost factor involved. But, in India the cost factor has played a
crucial role in limiting the use of Virtual Simulation Technology as effectively as it can be used,
if desired. With the realization of this fact, the domain experts are evolving attractive marketing
strategies to encourage its use in the Third World countries like India. Thus, it seems that the
slow but steady emergence of VST in India will in the near future receive the much needed
boost which will catapult the technological and functional performance levels of various
applications to new heights.
ACKNOWLEDGEMENT
I take immense pleasure to express my sincere gratitude to Mrs. N C Nirmala Devi Sr.
Lecturer, Department of Civil Engineering, NSSCE Palakkad for the valuable guidance and
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constant encouragement she has rendered as the seminar guide. I am also thankful to Dr. A. K.
Raji, staff - in - charge of the seminar for her assistance during the entire process. I would also
like to thank Prof. T. Divakaran, Head of the Department of Civil Engineering, NSSCE Palakkad
for his valuable help. Last, but not the least, I thank one and all of my friends whose contribution
led to the materialization and completion of this seminar. Above all I thank God Almighty for his
blessings.
REFERENCE
1)Prashant Telang, Future Shock, Indian Architect and Builder, Vol. 11, March 1998, pp. 126
131.
2)Prashant Telang, The World of Virtual Cities, Indian Architect and Builder, Vol 16, January
2003, pp. 38 42.
3)Prashant Telang, Virtual Architecture, Indian Architect and Builder, Vol. 12, March 1999, pp
128 131.
4)Evolving a perfect City Matrix, The Journal of the Indian Institute of Architects, Vol.
69
7)www.cs.unc.edu
8)www.beard.dialnsa.edu
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