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Interactive VR:
The new frontier for design
and safety in AEC
Real-world use cases
from top AEC firms
What’s inside
Sweden-based Skanska is the fifth-largest construction company in the world.
U.S.-based Mortenson is a top-20 builder, developer, and provider of energy
and engineering services.
What do they have in common? They are on the cutting edge of using
real-time 3D to power interactive, immersive experiences in virtual reality (VR).
From design visualization and reviews to training and safety, these leading
firms are deploying this technology across a range of use cases and reaping
substantial benefits.
Team members
Years ago, Mortenson saw the value of integrating visualization technologies
4
into their design/customer experience offering and created a Virtual Insights
Location team. Since then, they have become experts in using Unity to deliver interac-
Seattle and Minneapolis, USA
tive virtual-reality (VR) and 360 video experiences for a wide variety of client
needs such as building-design reviews and sales and marketing initiatives.
The results:
Hear what Will Adams and Marc Kinsman like • Enables Mortenson to easily output to VR and/or 360 video for
about interactive VR for client projects. 25+ devices and platforms
Several years back, Seattle-based Will Adams and Marc Kinsman, Emerging
Technologies Developers at Mortenson, saw the value of VR and 360 video for
customer projects. The first Oculus headset was just out and Adams got in on
the ground floor knowing that Unity supported the platform.
As their projects near the finish line, Kinsman says they like how effortless
it is to output to multiple platforms. “We’ll jump between Oculus Rift and
Oculus Go, the HTC Vive and HoloLens – and we’ve done some stuff for
mobile devices too – so using Unity as the base allows us to ‘right fit’ the
hardware for the project, and that’s been quite beneficial for us. From the
same development platform, we can target whatever’s needed for the project.
We don’t have to learn anything new and we can accommodate a myriad of
customer hardware and platform requirements.”
When they start a new project, the team typically utilizes the newest version
of Unity. And as part of their ongoing R&D, they regularly upgrade to the
latest versions to leverage new features, such as the Scriptable Render
Pipeline (SRP).
Leveraging Unity, the key value that the Virtual Insights team brought to
all these projects was fully fledged, interactive experiences that allowed
stakeholders to collaborate on the designs of their new spaces long before
anything physical was built.
See how these Mortenson building
projects came to life:
“Customer stakeholders enjoy seeing and getting inside a full-scale, prelim-
inary version of their new building or interior feature. And once in the virtual New corridor in a downtown hotel
environment, they really respond to the look and feel, so it’s great to see their
Top top-floor amenity level of a
teams collaborating in real-time as they experience and interact with the
luxury apartment
different elements,” says Adams.
Finally, at Kansas State University, Laird Veatch, the Executive Associate Ath-
letic Director, credits the VR review process for saving them $375,000 on new
lockers in their sports facility. “The VR experience gave a true perspective on
the depth and feel of the space that other renderings could not provide . . . it
allowed us to evaluate every component of the assembly to ensure the budget
would be met and a high level of quality maintained.”
So with these tangible customer benefits, it’s not surprising that Unity’s flex-
ibility, wide platform support, and extensive ecosystem – such as the sup-
portive community and Asset Store – have quickly made it Mortenson’s go-to
platform for bringing great value and delivering important design-validation
benefits for their university, hotel, and building-developer customers.
Prospective buyers walk around and interact with fully realized VR spaces.
Team members OutHere’s mission to create unique immersive experiences comes from their
5 (Skanska) and 6 (OutHere)
deep experience and passion for creativity and technology, and they challenge
Location themselves every day to find the magic moments where VR and AR can make
Gothenburg, Sweden a real difference in people’s lives. The team’s track record includes award-win-
ning VR projects for global brands such as Volvo Cars, Reebok, Dior, OnePlus
and Husqvarna.
The results:
OutHere also has a considerable Unity skill set. Peder Sandqvist, Filippos
Arvanitakis and Martin Krafft founded the company in 2017 after working
together since 2013, creating award-winning VR for global brands, including
doing real-time VR projects in Unity. Account director Linda Grådal, who head-
ed up her own film production company prior to joining OutHere, had done
many high-end, real-time VR/AR projects in Unity too. Their combined exper-
tise made OutHere a natural choice for the Skanska project.
“We wanted to provide our workers with a new kind of training that could
fundamentally change their behavior. Filling out multiple-choice webforms
or listening to presentations is a good start but doesn’t reach their emotions
– where real behavioral change is possible. VR can do that because you can
put participants ‘at risk’ in a simulated environment without endangering their
lives. The decision for just VR was the possibility of linking behavioral science
with VR technology to achieve lasting behavioral change,” says Skanska’s
Tania Sjöberg, Project Leader, Step into Safety & Leadership Developer.
They brought in employees to help with prototyping and to test the work-in-
progress for technical accuracy and realism, then iterated on the real-time
feedback they got, which Unity made very easy for them.
“While VR can be all about showcasing amazing visuals, we believe that it’s
when you can reach people’s heart and soul that we can unlock the true power
of VR,” says Arvanitakis. “In this project we were ‘laser-focused’ on reaching
the workers emotionally. In order to achieve behavioral change, we try to use
VR to tap into the way that exposure to various dangerous situations can have
a lasting effect.”
“That’s where the new art of interactive VR is an extremely powerful tool. It’s
not traditional, linear storytelling. It’s a new way to communicate, more like
‘living the story.’ We start by immersing them in a believable, user-centric
environment they recognize, then we expose them to risks that trigger their
emotions,” says Grådal.
And the virtual decisions that workers make during their VR training will have
lasting real-world benefits such as fewer workplace accidents and injuries.