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Landscape Architecture Design Process in Transformation: Role of Virtual Reality in the Age of Big Data

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This thesis explores the use of VR technology in the design process of landscape architecture. It discusses the benefits of using VR as a multi-disciplinary platform and its role in enhancing communication between designers and clients. The thesis also explores the future of digital tools in landscape architecture.

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OVERVIEW
Title:
LANDSCAPE ARCHITECTURE DESIGN PROCESS IN TRANSFORMATION: ROLE OF
VIRTUAL REALITY IN THE AGE OF BIG DATA
Author:
Venkata Dinesh Reddy Gogulamudi
Primary supervisor:
Maria Ignatieva
Secondary supervisor:
Ali Javid
Thesis type:
Master's thesis in Landscape Architecture
Format:
A4. 210 mm x 297 mm
Number of pages:
47
Copies:
1
Keywords:
Virtual Reality(VR),Landscape architecture, Design process, Visual perception,
Communication, Participatory Design, Bigdata, Visualisation.
1

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Contents
ABSTRACT:.......................................................................................................................................................5
Research questions:....................................................................................................................................5
INTRODUCTION: -............................................................................................................................................6
The Concept of Virtual Realitytechnology: -................................................................................................6
Why Virtual Reality?....................................................................................................................................6
DIGITAL TOOLS FOR LANDSCAPE ARCHITECTURE........................................................................................6
Development of digital tools for landscape architecture............................................................................7
Future of digital tools in landscape architecture.........................................................................................8
Comparison of Traditional and Virtual reality tools.....................................................................................9
Hand Drawing: -.......................................................................................................................................9
Physical models: -..................................................................................................................................10
Landscape design software’s: -..............................................................................................................10
Construction processes of VR technology in a landscape scene from 3DS MAX.......................................11
1.Using 3DS MAX to figure model situations: -......................................................................................11
2. Processing of texture mapping: -.......................................................................................................12
3.Editing the virtual reality scene: -.......................................................................................................12
4. Experiencing the virtual reality scene: -.............................................................................................12
VR Sketch..................................................................................................................................................12
Virtual reality tools: -.................................................................................................................................13
RESEARCH QUESTION: -.................................................................................................................................14
Can VR be a multi-disciplinary platform which includes various ecological, environmental and socio-
economic data for landscape designers?..................................................................................................14
Visualising Big Data with virtual reality: -..............................................................................................14
Big Data.................................................................................................................................................15
Visualisation methods...........................................................................................................................15
Integration with virtual reality...............................................................................................................16
How could VR increase the participatory design between designers and clients in the design procedure
of landscape construction?.......................................................................................................................17
Communicating Landscape Design by Using Virtual Reality..................................................................17
Below are the three significant benefits of using Virtual Reality for communicating landscape design in
Virtual reality: -......................................................................................................................................18
METHODOLOGY: -.........................................................................................................................................19
Survey completion.....................................................................................................................................19
Guide for formulating survey questions: -.................................................................................................19
To learn about the surveyed people......................................................................................................19
To learn about their VR knowledge: -....................................................................................................19
To learn about their experience with Virtual reality: -..........................................................................19
Comparison of Traditional and VR tools: -.............................................................................................19
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To learn about their future designs.......................................................................................................20
To learn the positive and negatives of Virtual reality............................................................................20
RESULTS OF THE SURVEY: -........................................................................................................................20
Are you familiar with the concept of Virtual reality?.............................................................................20
Have you learned about VR during your education?.............................................................................21
Have you gone through a virtual reality experience before?................................................................21
Which VR tool You used?......................................................................................................................21
How useful do you expect VR could help you to gather thedata in the design process?......................22
Why do you imagine VR is not more widely used within landscape architecture?...............................22
Can VR increase the relationship between client and designer?...........................................................22
How could VR develop and improve this relationship?.........................................................................23
What do you think is the problem of client and designer relationship in design process via traditional
tools (hand drawing, 2D and 3D)?.........................................................................................................23
Which of these techniques do you commonly use to evaluate designs/ideas?.....................................23
Is using VR helps designers to convince the clients that design works?................................................23
By using virtual reality, will the designers have the capability to visualise his design idea better than
any other traditional tools?...................................................................................................................24
Which method of design do you choose to design?..............................................................................24
By using VR, a designer can bring their ideas to life quickly when compared to traditional tools?.......24
Which method do you think quick and inexpensive during the design process?..................................24
To increase the engagement of the stakeholders, which method of designing would be more suitable?
..............................................................................................................................................................25
which of the following methods that can instantly make the clients see their vision and meet their
expectations, wants and needs?...........................................................................................................25
On a Scale of 1-10, how likely you want to use VR in your future designs?...........................................25
Your educational background?..............................................................................................................26
which of the following best describes you?...........................................................................................26
LITERATURE REVIEW: -..................................................................................................................................26
Why Should Landscape Architects Use Virtual Reality: -...........................................................................26
Drawing and Modelling: 2D to 3D.............................................................................................................27
Visualisation And VR..................................................................................................................................28
VR today....................................................................................................................................................28
VR technology and landscape architecture...............................................................................................29
The application of VR technology in a landscape scene........................................................................29
CASE STUDIES: -.............................................................................................................................................30
Case study 1:- What is Sketchup and landscape design process in Virtual reality using SketchUp............30
What Is Sketchup?.................................................................................................................................30
VR Sketch Plugin....................................................................................................................................30
Conclusion: -..........................................................................................................................................32
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Case study 2: Drone Mapping in Landscape Architecture.........................................................................33
BY Drone Mapping Site Documentation is reduced by 90% of Time.....................................................33
Data from Drone to Create Ortho-Realistic Image Trace.......................................................................35
Drone-Generated 3D Model..................................................................................................................35
High-Quality Design Documentation.....................................................................................................36
Conclusion: -..........................................................................................................................................36
Case study 3:Digital Landscape Architecture Laboratory: Landscape in Transformation – Interactive
Datasets in Virtual Reality.........................................................................................................................36
Case study 4: -A New Insight into Design Approach with Focus to landscape Architect-Client Relationship
..................................................................................................................................................................38
Introduction: -.......................................................................................................................................38
Virtualisation of Interaction..................................................................................................................39
Landscape Architectural Design Process...............................................................................................39
Communication Process........................................................................................................................40
Conclusions...........................................................................................................................................41
CONCLUSION: -..............................................................................................................................................41
REFERENCE LIST: -.........................................................................................................................................43
FIGURESPAGE............................................................................................................................................49
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LANDSCAPE ARCHITECTURE DESIGN PROCESS IN TRANSFORMATION: ROLE OF
VIRTUAL REALITY IN THE AGE OF BIG DATA
ABSTRACT:
The thesis explores the use of VR technology during the design process of landscape architecture.
Today,Landscape architecture is going to be a significant intersection of various disciplines such as
ecology, social, economic and environmental issues. This intersection increases the complexity of
the design process in landscape architecture, and the conventional approaches cannot sufficiently
support this complexity of ecological and societal problems to reach suitable solutions. Therefore,
Landscape architects should survey innovative design strategies for accepting comlex problems
that the professionals are facing now-a-days.
According to this dissertation, the main purpose of this particular paper is to provide an approach
to use the Virtual Reality (VR) in the design process. These show how VR is different from the
traditional form of presentation.The traditional and Virtual Reality tools are compared to show
the difference between them regarding the design process.This dissertation explores the use of
VR during communication between clients and designers. The research aims to create a VR
platform for designer as well as future users those are involved in landscape architecture projects
for understanding and interacting with unknown layers (datasets) of the location.
Research questions:
1) Can VR be a multi-disciplinary platform which includes various ecological, environmental and
socio-economic data for landscape designers?
2) How could VR increase the communication between the designers and clients in the design
process of landscape architecture?
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INTRODUCTION: -
The Concept of Virtual Realitytechnology: -
VR stands for Virtual Reality. Jaron Lanier proposed the word Virtual reality in the year 1989.
Virtual Reality works by creating multiple senses such as sight, touch, and hearing. Users are
involved in operations of the virtual environment by means of hardware devices and
communicate through virtual environment which are occurring real time modifications in virtual
setting (Du et al., 2018). VR is a computer system that is used to build and knowledge the Virtual
Domain. It is nothing, but a Virtual Environment or it is specified simulation object.
Figure 1 showing how Virtual Reality works
Source:(UX Planet, 2019)
Why Virtual Reality?
At present worlds, Images, text and videos drive the communicational world. With video, user can
get data related to ladscape architecture such as photo or texts. By means of video, the
researcher can get sence of sight as well as sound. The users are interacting with landscape
architecture design. The virtual reality is taking place the video in othe level. As the users are
moving VR handset, they are controlling their experiences in landscape (Rider, 2017). It will
closely mimic the knowledge of exploring a position in person. It recreates that immerse sense of
being theirs (Asla.org, 2019). There are various implications of virtual reality such as designing
cost, construction cost, improvement over the communication among landscape architect as well
as client, refining the correctness of documents, and rising competence all over the design
process.
DIGITAL TOOLS FOR LANDSCAPE ARCHITECTURE
Landscape architects rely on the use of varioustechniques and tools for simulations to
communicate design and planning ideas and to explore. For a hundred years, markers,pencil,
pens, and watercolours have been the main tools to make models,plans, sketches,
maps,elevations, sections, and perspective drawings for representation (Mengots, 2018). Today
computers and digital devices are replacing hand-powered tools.
Nowadays, landscape architects use analogue and digital media to research and design. Studies
have highlighted the significance of using digital tools in designing is to improve understanding of
projects in landscape planning and to improve communication among designers, clients, and
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GIS CAD
3D MODELING
Image Processing
VR BIM AR MR
citizens. The growing use of more sophisticated digital tools and visualisation techniquesin
landscape architectural research and practice poses a set of challenges for professionals (Valls et
al., 2018). These include: acquiring new skills; understanding the strengths and weaknesses of
new technologies;keeping up to date new developments and knowing how and when to integrate
them into the design.
Development of digital tools for landscape architecture
Several thousands of years in landscape architecturepens, pencils, markers, and watercolours
were the main tools to design. Since the 1950s, landscape architects have worked increasingly
with computers (Sherman and Craig, 2018). However,the first experiments to introduce digital
tools from different fields in landscape architecture started from the 1960s.
Geographic Information System (GIS) was the first digital tool used by landscape architects
beginning in the 1960s. Later years landscape architects were developing analysis methods that
would be incorporated into developing software systems (Glegg and Levac, 2018). However,at the
time, government and academic institutions grew hardware and data standards.
Figure 2Timeline for the digital tool development in Landscape Architecture
(Source: Created by author)
LEGEND: -
GIS- Geographic information systems
CAD-computer Aid Design
VR-Virtual Reality
BIM-Building Information Modelling
AR- Augmented Reality
MR-Mixed Reality
Harvard Researchers created the first raster GIS application SYMAP used to monitor or analyse
natural systems. The development of devices such as digitisers and plotters together with the
ability to store hundreds of symbols, maps, and details for a quick presentation, provided the
necessary foundation that led to the development of CAD. The landscape architects started to
adopt this application. The Early CAD packages have plant symbols at specified locations and
scales for the planting plans (North, North and Coble, 2015). CAD and GIS software tools are
providing effect on visualisation of landscape, permiting the formation of 3D landscape models on
PC.
In the 1980s, computers emerged with graphics cards and software,which allowed photographs
to be manipulated. Elements are manipulated from one image into another one, and it achieves a
7
1960s Future

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high level of accuracy. That is attained by superimposing three-dimensional vector data over the
two-dimensional image data. Photo editing and digital photomontages come as a standard tool
for landscape architects (Bastug et al., 2017). They were introduced in LandscapePlanning to
explore Landscape management options.
The transition from the animations and models were first used in flight simulators after the
Second World War, which was asignificant impact onthe advancement of VR. The introduction of
VR tool can be traced in the early 1960s. The full immersion VR originally advanced by the
Universities of Chicago and Illinois in the before time in year 1990s for the astrophysical requests,
which provides new tools for attainment innovative levels of approaching into huge along with
complex data (Karpouzoglou et al., 2016). Landscape applications of virtual environments are
utilized as reverse the traits of a definite design and to deliver collaborating operation of design
basics or to take on researchs in insight. The digital representations of the landscape by using VR
have advanced from simplistic, static images to realistic visualisations, permitting to explore
landscape space with real-time movement practiced at multiple spatial as well as temporal scales.
Future of digital tools in landscape architecture
These digital technologies are becoming more increasingly significant in daily practice for
landscape architects. They are developing at a very high speed and no doubt that they will make
massive progress in future.
Further developments of digital tools in landscape visualisation may improve understanding and
engagement of the design proposals for publicparticipation, information exchange between
professionals and public fordecision- making. Nowadays landscape architects by using digital tools
provide much more beautiful visualisationsat the final stages of design (Brusaporci et al., 2015).
However, in future,the digital tools are used as a e-mail tool with various levels of
implementations in the initial points of plan. There is also the potential for the software
developers in landscape architecture to make a new, friendly, readily available, and particularly
suited landscape digital tools, especially 3D modelling and BIM tools for landscape architects.
In the future, there is a need for updated educational digital tool programs for landscape
architecture with the newest tools (Ninsalam and Rekittke, 2016). Already now, landscape
architecture students after graduation had been evaluated based on their skills to use digital
devices while applying for the jobs.
The digitalisation made radical changes in landscape architecture. It seems that the landscape
architects have possibilities to plan, design, research, communicate and present landscape
designs with the various type of digital tools and visualisation techniques to other landscape
architects, experts, designers and clients.
Digital tools are developing at high speeds that they will make massive progress shortly. There are
possibilities in landscape architecture to create new software to improve communication
between landscape architects and clients and provide better collaboration between professional
(De Luca, 2018). However, in this digital time, landscape architects need to avoid similarity.
Landscape architects are creative persons, and they need to save their creativity, individuality and
own style how to design landscape and present proposals by digital tools.
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Table 1 Use of digital tools in Landscape Architecture
(Source: Hayek et al., 2016, pp.65)
Legend: + suitable; ++ very suitable
Comparison of Traditional and Virtual reality tools
Table 2 Comparison of Traditional Tools with VR Tools
TRADITIONAL TOOLS VR TOOLS
Hand drawing OCULUS rift
Physical models Google Cardboard
Landscape design software’s Samsung Gear VR
HTC Vive
Project Morpheus
OSVR
(Source: Created by author)
Hand Drawing: -For a hundred years, hand-drawn landscape designs have been the main tools
to make models,plans, sketches, maps,elevations, sections, and perspective drawings for
representation (Fricker, 2017).
Figure 3 Hand Drawing of landscape design
(Source: Lu, 2017, pp.7)
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Physical models: -A landscape architectural model is such kind of scale mode - a physical
description of a formation - built to learn aspects of landscape design or to commune design ideas
(Costa et al., 2017). Based on this investigation learning, the physical models are to be made from
various materials such as paper, plastic, wood, blocks and range of scales.
Figure 4 Physical Model of a landscape design
(source: Salerno, 2019, pp.178)
Landscape design software’s: -Landscape design software’s like Photoshop, SketchUp, Revit,
AutoCAD, etc., is used by landscape architects to create plans, sketches, maps,elevations, sections,
and perspective drawings in 3-Dimensional and 2-Dimensional for representationof planting,
Softworks, groundworks and hard work plans in before construction of a landscape design (Bibri and
Krogstie, 2017).
2-Dimensional Drawing: -2D is known as 2- Dimensional.When an object is
perceivedconcerningtwo axis, then we get the 2D interpretation of the object. 2D drawings can be
quickly drawn on a sheet of paper (Cousins, 2017).
3-Dimensional Drawing:-3D, which known as Three-dimensional. 3D drawing is being used to
define an objective by means of 3 axis. 3D modelling also makes it easier for a landscape designer
to explain the landscape design to the stakeholders (Berg and Vance, 2017).
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Figure 5-Dimensionl landscape Design
(Source: Berg and Vance, 2017, pp.6)
Figure 6-Dimensional AutoCAD design
(Source: Berg and Vance, 2017, pp.6)
Figure 7Showing 2-Dimensional vs 3-Dimensional view of an image
(Source: Berg and Vance, 2017, pp.6)
Construction processes of VR technology in a landscape scene from 3DS
MAX
At present, Cult3D, VRML, MultigeneVega, VR tools, 360 panorama and domestic, WEBMAX,
3DVRI, VR-platform and other related technologies related to virtual reality are mostly obtainable.
The user does not require to be the master of composite programming code (Atwa et al., 2019).
By following the easy steps dependent on 3DS MAX model,the user can achieve virtualreality.
Dependent on VR-Platform technology, the procedure to attain VR in project are based on below
listed steps such as:
1.Using 3DS MAX to figure model situations: - The scene is built in 3DSMAX
based on the desiging scheme and formerly the equivalent texture map is provided to the
classic. Lastly, addition of neded light source for entire landscape scene (Hwang and Chen,
2017).
The following points are taken into consideration while there is establishment of virtual scene
model such as:
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a. The size of the virtual scene model in scene is similar to the real sizes. For the
dimension mm are not to be used as likely as the demonstration consequence in
VR-platform is influenced extreme values.
b. When seting up the composite landscape scene topography, the contour diagram
are to be done by means of the 3DSMAX, by using "mountain generation
command" all contour lines are collective in critical land designs.
c. In the handing out of model materials, the double-sided in addition to material
nesting should be checked, to make sure the general fit of scene model and
resources (Akter and Wamba, 2016).
d. The entire scenario model is advanced to minimise the figure of faces in the
prototypical.
e. Use "plane +TGA transparent texture"at the time of deliang through random
objects like rocks besides plants. It can not only reduce pressure of model, while it
achieves real virtual effect (Walliss and Rahmann, 2016). For lively objects such as
water bodies, fountains, and others in 3DSMAX, it is symbolized by means of plane.
f. The artificial light source are to be added for creating 3D sense of objects into the
scene, furthermore the lighting is agreed towards method of "direct" + "sky".
2. Processing of texture mapping: - To attain the translation effect of the light as well as
shadow in next scene of virtual reality, it is required to utilize banking function into 3DS MAX to
reduce the surface (Liu and Xu, 2017). At the completion of the processing, VR-for-max plugin is
utilized to introduce landscape scene model in the VR-platform editor.
3.Editing the virtual reality scene: -The situation model from 3DS MAX is being presented
in the VR-platform editor, then succeeding activities are compulsory.
Turn on for detecting collision as well as set transparent barrier.
By adding cameras,we can convene the equivalent roaming requirements, in addition to
set sensible moving speed and height.
The "billboard" setting is performed for rocks in addition to plants for meeting with needs
at the time when the objects are facing users.
To waters, fountains plus additional materials add atx animation texture to figure
simulation animations.
Use the skybox to add the scene background (Oksman and Raunio, 2018).
Enhance unusual things if required,such as solar halo.
Make the functioning interface of the VR systems like buttons in addition to triangulation
charts.
Export in addition to make"VRPIE" format file for network browsing or "EXE" format for
native operation.
4. Experiencing the virtual reality scene: - By means of computer screen in order to
browse or by using the two-channel circular displaywith a stereoscopic forecast system to rove
through 3D stereoscopic spectacles (Bastug et al., 2017).
VR Sketch
VR SketchUp is a plug-in tool for SketchUp to visualising and editing architectural models from
SketchUp in VR. The current setup requires HTC Vive with SteamVR installed or Oculus Touch.
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Virtual reality tools: -
The VR tools are Samsung Gear VR, HTC vive, Oculus Rift, Project Morpheus, google cardboard,
OSVR and other devices.
Figure 8Virtual Reality Devices
(Source: North, North and Coble, 2015, pp.5)
Table 3 Comparison of all methods of design for evaluating and communicating design decisions
(Source: Fricker, 2017)
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RESEARCH QUESTION: -
Landscape architects typically employ creative design processes to explore and evaluate ideas
during the design stages of the planning cycle. Exploration, critical evaluation and exchange of
ideas are essential parts of this method. Several tools can facilitate exploration, communication
and evaluation of ideas, each with different strengths and weaknesses. How does VR compare to
traditional tools in practice? These are some crucial aspects of the design process; which VR can
potentially change:
High levels of exploration/richness
The number of factors that can be considered
The quality/accuracy of site information
Overall time expenditure/efficiency
Can VR be a multi-disciplinary platform which includes various
ecological, environmental and socio-economic data for landscape
designers?
The Landscape architects are faced with complex designs at the time of dealing with water,
seasonal changes, wind, and others over the time period. The landscape architecture profession is
to in a way to establish new planning as well as desiging scheme (Yarmohammadi,
Pourabolghasem and Castro-Lacouture, 2017). Due to rapid growth of cites as well as urban
sprawl need strategies that can incorporate datasets by means of geographical, sociological,
ecological, as well as infrastructural factors in planning as well as design.
The landscape architects are needed to produce innovative computational workflow by means to
create various platforms to interact as well as data exchange information along with desiging
strategies (Brown, 2019). The initial step towards innovation is critical thinking. Pioneering
computational in addition to experimental approaches are required in progressively more critical
field of landscape architecture furthermore urbanism.
If one is looking towards mixed reality of 60s, then it is attractive to view, that the users are
containing a clear vision to integrate the technology. The aspects related to technology was not
simply in the forefront in its place of the innovative usage. Designing is critical to express along
with experiment in virtual projet near the future as well as fictive vision of future. Th spaces
which are created is same as parallel dimension in imaginery virtual those are influencing and
motivating the users (Chupin, Cucuzzella and Helal, 2015). By means of current VR technology, it
can imitate real into the virtual, then the users are losing a huge potential of the innovative
technology.
The designer should control plus steer the output with straight criticism to attain an integrated
design procedure. Present the illustration of datasets as simple as, incorrectly interpreted, often
purposefully is influenced the design method (Degen, Melhuish and Rose, 2017). The interaction
technologies can open new path to interact as well as re-interpret flow of data for creating audio-
visual communication spaces will release diversity of conducts to understand the modifications in
our existing surroundings.
Visualising Big Data with virtual reality: -
The entire past of humankind is a significant gathering of data. The data are being stored for
thousands of years (Olshannikova et al., 2015). The data are happended to a fundamental part of
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history, science, economics, politics, ecology, commercial structures, and today even community
lives. By means of social networking sites such as Twitter, Facebook, besides Instagram, where the
operators are producing flow of information on regular basis such as music, pictures, and text.
Big Data
Today significant data sources are all over the world. Data may be gathered from radio frequency
identifiers, assessing devices, flow of messages through social networking site, climatological
information, location data,remote sensing furthermore audio,video recordings. As Big Data is
added by users in entire worldwide, a new and essential research field is being recognized
(Steenson, 2017). The allocation of the equipment as well as original models that utilise these
dissimilar kinds of services and devices emerged to be a preliminary opinion for the infiltration of
Big Data in nearly all fields of social activity.
Visualisation methods
Visualisation methods are changed too many over the past times (see Fig. 9); one of the
limitation for novel techniques is imagination of the humans. It is essential to consider the
achievements of the historical to expect following steps of development of data visualisation
(Salerno, 2019). Though, the foremost precursors were numerical visuals besides cartography
shaped previously 19th century for the development of business planning, numerical thoughtful
besides further purposes. The development in the visualisation techniques resulted in drawing
along with reproducing images.
Figure 9The evolution of visualisation methodology.
(Source: Salerno, 2019, p.1655)
In 18th century, there is graphical representation of data as well as new graphical forms are
produced. At the same century, maps used to view geological as well as cost-effective data was
utilized for preliminary time. At the initial stage, it was completed as modest plots, monitored by
1-dimensional histograms (Steenson, 2017). Those are helpful for smaller amount of data. By
introducing information, diagram representation reaches a point of insignificance.
At the time of 20–21stcenturies, the phases were occupied in the expansion of collaborating
numerical computing besides different standards for data study. Progress in the technological
field was undoubtedly an essential requirement for fast expansion of visualisation approaches,
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methods, and tools (Portman et al., 2015). The large-scale statistical besides graphics software
engineering was designed, besides there is an increment in speed of computer processing then
capacity.
The following step is presenting such a system that has the time measurement seemed as a
important breakthrough. At the starting of current century, some of the dimensional virtualization
methods are used as part of 2D/3D node-link diagram. The user may categorize the objective
besides identify more logical steps for the study, but inappropriately, the data scaling developed
to be a crucial matter (Brown, 2019). Currently, there are a relatively large amount of data
visualisation methods presenting dissimilar potentials.
Figure 10 Display icons visualisation techniques of social connections in Australia
(Source: Portman, 2015, pp.382)
Integration with virtual reality
It is well identified that visual perception competences of the social brain remain incomplete.
Visualisation procedure on presently used screens needs enormous prices. It can lead to
requirement of proper usage at the time of interpretation of image (Anderson and Ortega, 2016).
The marketplace is increased with uncountable numbers of wearable devices, in addition to
numerous presentation devices.
Applications for the use of VR have previously been initiated in military, learning, healthcare,
industry also gaming fields. Now, the Oculus Rift helmet provides various benefits for VR practice.
It will insert virtual content in physical world. The use of VR in the visualisation part might resolve
many concerns from a slight visual angle, scaling, navigation, and others. It offers a path to
complete 360-degrees view by means of a helmet which are resolve problems relared to angle
(Makitalo, Nicewonger and Elam, 2019). The solution to that problem is getting by means of
widescreen rooms consis huge amount of budgets. Based on the grouping of interactive filtering
visualisation methods besides dynamic projection VR devices in the mix with motion recognition
tools will resolve an important scaling issue especially for multidimensional symbols that come
from the field of Landscape Architecture (Ninsalam and Rekittke, 2016). Speaking further exactly,
designers work with horizontal projections to create a visual model. However,to give a concluding
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image is moving around it, and therefore, navigation in the design model appears to be further
critical concern resolved by using VR.
How could VR increase the participatory design between designers and
clients in the design procedure of landscape construction?
The benefits of VR for the participatory design were examined bystudying the designers, clients,
future users’ perception of the different variants designed for the projects.
Communicating Landscape Design by Using Virtual Reality
The two-way communication between designers, clients and future users is needed to avoid
misunderstanding and minimise mistakes in landscape projects. The discussion is completed by
visualisation of ideas both in 2D format or through the 3D display.
Figure 11: Bird’s eye view of landscape design
(Source: Ninsalam and Rekittke, 2016, p.159)
Figure 12: View of lake
(Source: Orland, 2015, pp.39)
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Virtual Reality is a new technology in landscape visualisation. With a VR model, users are free to
explore it by doing a walkthrough inside the model. Users can have a virtual experience about
environmental changes of the project site. Realism and high visual qualities are becoming
increasingly available in real-time software (Murphy, 2016). Virtual reality, such as in-game
technology is essential for landscape architecture works because it can help to make a lot of
technical problems more comfortable to understand by providing tools and information handled.
Below are the three significant benefits of using Virtual Reality for
communicating landscape design in Virtual reality: -
1. Better communication
A proper visual communication is helpful in the landscape architecture, as most of the clients are
find it difficult to become familiar with the design proposal by just going through the traditional
methods of design of floor plans in addition to elevations. By means of VR, the clients can only
viewing the image, and they are getting some connection with the space (Rider, 2017). VR can
make communication at each project phases to make the client comfortable to understand the
landscape architecture. The landscape architect can get feedback and responses of the clients
instantly.
2. Greater accuracy
The artistic renders besides 3D images of landscape design are often restricted to accuracy, scale,
and in-depth details. VR can reproduce the landscape design in unbelievable aspect at 1:1 scale.
By specifying the layouts fittings besides fixtures, the clients can able to understand how the end
products should view in context (Yang, Li and Binder, 2016). When the client comes to know
about the project and its purpose in details, then it will be better for them to identify what they
actually require. It will lead to less back in addition forth among a client and a landscape architect,
besides it results in fewer time consumed reworking models plus waiting for response.
3. Increased efficiency
Using Virtual reality can increase efficiency. By minimising rework, they can take decision faster
and communicate them to their clients rather. It is allowing the landscape architect to make
modifications to the design on real based. It is important to design extremely compound spaces
like profitable kitchens besides other back-of-house processes (Walliss and Rahmann, 2016). If the
designer uses traditional tools, the only way space that a client experience was done with a full-
scale prototype. It is very costly to produce and further changes can also cause delays in the
building design.
Public participation is one of the methods to gather information about the user’s response tothe
design proposed. Public participation is essential because it influences environmental mediation
and decision making. The Internet is the appropriate tool to do two way-communication between
landscape designers and stakeholders located in various places (Henfridsson et al., 2018). Despite
the weakness of time and money consuming to create VR model, landscape architects who use
the VR model in landscape design process still have many benefits in communicating clear
landscape design idea in real-time 3-dimensional presentations to stakeholders.
METHODOLOGY: -
Survey completion
The data are colleted using both primary and secondary methods. Mixed data sources help to
penetrate the selected research topic and help to extract data based on research requirements.
Both the data sources are provided materials which are helpful to get details of the topic. The
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primary data collection method is used to collect raw data directly from the research participants.
This data collection method is required clarification of reliability as well as validity. The primary
data collection methods are included survey, interview and observation (An and Powe, 2015). For
survey students from UWA are selected. E-mail and Facebook are used as the source to sendout
the survey to students. A total of 22 students participated in the survey,out of which 19
Landscape Architect and 3 Architect students.The secondary sources enable to provide better
study of research topic as it s involved with in-depth details. The methodologies selected for this
research study are taken from literature review, case study materials and completion of survey
from the research participants.
In order to analyse raw data, data analysis techniques are used such as qualitative and
quantitative data analysis methods. The qualitative data is supportive to record description form
of statistics which can enhance improved details of the selected investigation topic. It can add
theoritcal concepts into the practical form which can lead to better undersand the topic (Atwa et
al., 2019). On the other hand, quantitative data analysis method is helpful to record data from
larger sample population. In this particular study, the results were documented and analysed
using the sogosurvey.com website. Where chunks of texts occur, grouping according to
themes/codes was used to analyse and make sense of the responsesfor preparing the survey
same sogosurvey website is used. The questions for these surveys are as below: -
Guide for formulating survey questions: -
To learn about the surveyed people
Your educational background?
Which of the following best describes you?
To learn about their VR knowledge: -
Are you familiar with the concept of Virtual reality?
Have you learned about VR during your education?
Which work methods do you use for Designing?
To learn about their experience with Virtual reality: -
Have you gone through a virtual reality experience before?
Which VR tool You used?
Comparison of Traditional and VR tools: -
By using virtual reality, will the designers have the capability to visualize his design idea better
than any other traditional tools?
By using VR, a designer can bring their ideas to life quickly when compared to traditional tools?
Which method do you think quick and inexpensive during the design process?
To increase the engagement of the stakeholders, which method of designing would be more
suitable?
Which of the following methods that can instantly make the clients see their vision and meets
their expectations, wants and needs?
To learn about their future designs
Which method of design do you choose to design?
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On a Scale of 1-10, how likely you want to use VR in your future designs?
To learn the positive and negatives of Virtual reality
Can VR increase the relationship between client and designer?
How could VR develop and improve this relationship? you can select more than one option
What do you think is the problem of client and designer relationship in design process via
traditional tools (handdrawing, 2D and 3D)?
Which of these techniques do you commonly use to evaluate designs/ideas?
Is using VR helps designers to convince the clients that design works?
How useful do you expect VR could help you to get data and to gather them in the design
process?
Why do you imagine VR is not more widely used within landscape architecture?
RESULTS OF THE SURVEY: -
Which work methods do you use for Designing?
Figure 13Methods of Designing employed by participants
From the results,it states that most of the participants who are almost90% of them used the 2-
Dimensional and 3-Dimensional Design software for Designing. It is more than the way old
method of designing, i.e. is hand drawing method.
Are you familiar with the concept of Virtual reality?
Figure 14 Familiarity with the concept of Virtual Reality
Most of the participants,i.e. almost 96%, have an
idea about VR technology in the designing fields.
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Have you learned about VR during your education?
Figure 15 Participants learned about virtual reality during their education
Only 90% of participants have learned about Virtual reality during their education as it is the
newly emerged technology that needs to be adopted.
Have you gone through a virtual reality experience before?
Figure 16Personal experience with Virtual reality
Most of the participants have their Virtual Reality experience from the gaming rather than the
designingfield.
Which VR tool You used?
Figure 17 What are the VR tool used by participants
Out of different devices that can be used for virtual reality experience, PS4 stands first. It is gaming devices
to experience Virtual reality. It clearly states that the gaming field has adopted the virtual reality way
before the designing fields.
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How useful do you expect VR could help you to gather thedata in the design
process?
Figure 18Helpfulness of VR during the design process (n=22 participants)
All 22 participants felt Virtual reality would help the designing process.
Why do you imagine VR is not more widely used within landscape
architecture?
Figure 19Explanations as to why VR is not more widely used within Landscape architecture (n=22 respondents)
As per the results, Virtual reality is a very new technology; it is not widely used in landscape
architecture.
Can VR increase the relationship between client and designer?
Figure 20 About VR increasing the relationship between clients and designers
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How could VR develop and improve this relationship?
Figure 21 Explanation of how Virtual reality can increase the relationship between clients and designers
What do you think is the problem of client and designer relationship in design
process via traditional tools (hand drawing, 2D and 3D)?
Figure 22 Explanation of why using traditional tools will be problematic between clients and designers compared to VR
Which of these techniques do you commonly use to evaluate designs/ideas?
Figure 23 Techniques use by participants while evaluating design ideas
Is using VR helps designers to convince the clients that design works?
Figure 24 Participants opinion whether VR help designers to convince the clients
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By using virtual reality, will the designers have the capability to visualise his
design idea better than any other traditional tools?
Figure 25 Is VR better than traditional tools in the visualisation of design
Which method of design do you choose to design?
Figure 26 Method of design chosen by participants in their future designs
By using VR, a designer can bring their ideas to life quickly when compared to
traditional tools?
Figure 27 Comparison of traditional and Virtual reality tools related to bringing design ideas to life
Which method do you think quick and inexpensive during the design process?
Figure 28 Comparison of traditional and Virtual reality tools related to expensiveness
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To increase the engagement of the stakeholders, which method of designing
would be more suitable?
Figure 29 Comparison of traditional and Virtual reality tools related to engagement of stakeholders
which of the following methods that can instantly make the clients see their
vision and meet their expectations, wants and needs?
Figure 30 Comparison of traditional and Virtual reality tools related meet the client expectations
On a Scale of 1-10, how likely you want to use VR in your future designs?
Figure 31 Showing the scale of 1-10, how participants are interested in using virtual reality in future designs
The average score is 8.7
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Your educational background?
Figure 32 Participants educational background
which of the following best describes you?
Figure 33 Participants gender
LITERATURE REVIEW: -
Why Should Landscape Architects Use Virtual Reality: -
Virtual Reality (VR) is a valuable tool for landscape architects, architects, and developers – and
other those are involved into designing of the natural environments (Hill, 2019). For the firms of
landscape architecture, it is a path to show their clients a place they are produced design where
people are like to hang out, kids are playing there and people are going for events over there.
Landscape architecture is a unique position to apply both scientific knowledge and creative
thinking to social and environmental challenges of the modern era. Digital technologies are now
critically important in crafting the most, intelligent, and sophisticated designs that are important
for the creation of active and dynamic forms (Salerno, 2019). The CAD (Computer-aided design)
began to emerge in the 1980s, but it was not until the following decade that it became influential
to the Landscape architecture profession.
Virtual Reality (VR) in Landscape Architecture has certain advantages compared to other
representation tools traditionally used (2D drawings, images, and video). VR exceeds the
capability of visualising of the present situation and offers a medium to examine the future and
the past of landscape scenes as the computer graphics hardware, and software is getting cheaper
and more powerful (Wang et al., 2018). To make the decisions about material installed, it will be
more comfortable with VR as it makes it real. Therearemany opportunities to combine some
decision-making criteria with an aesthetic decision. It helps to present clear information to the
client.
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Virtual reality is the capability to view at how the design can interact with space. Users can
experience where a assessment requires to be preserved as well as which of the style can best fit
providing by various designing options to be switched. VirtualReality helps the designer to feel
more in control of the process (Mengots, 2016). The interactive nature of VR will become the
future of presenting landscape designs. It becomes a hands-on experience, and people’s interest
and tastes can be expressed more eloquently compared to seeing a top-down model of the space.
Drawing and Modelling: 2D to 3D
The most basic design tools available to landscape architecture professionals are hand-drawn site
plan, section and perspective drawing. Although these methods are still widely used, several more
advanced complementary or competing approaches have been developed and adopted since the
1980s: CAD drawing, 3D models, and digital rendering (Lombardo, 2018). Experiments with digital
tools began in the ’60s, initially with GIS and CAD programs. These tools were costly, had limited
flexibility, and were not user-friendly. Widespread adoption of digital tools began in the 80s with
programs such as AutoCAD by Autodesk, which is still prevalent.
Popular 2D CAD software such as AutoCAD and MicroStation developed functions which allow
objects to have a position along a vertical axis, giving some limited 3D capabilities (Raaphorst et
al., 2017). AutoCAD can be used to provide contour lines on a site plan elevation values and is
sometimes referred to as 2.5D. 3D Mesh surfaces representing terrain can be generated from
“2.5D” contour lines, and later developments have made more advanced 3D and BIM modelling
tools available within traditional 2D CAD platforms such as AutoCAD.
With more powerful computer processing, digital 3D modelling software emerged for various
uses. Several powerful platforms capable of 3D modelling were developed during the ’90s, such as
SolidWorks, 3ds Max, Maya, Blender and Rhinoceros (Van den Brink et al., 2016). Until Sketchup
is released in 2000s 3D modelling software did not gain much popularity in landscape
architecture.
While 3D modelling tools may be powerful, creating a high level of detail and accuracy can be
very time-consuming. Making minor adjustments which affect the entire model, e.g., by adjusting
site topography, are sometimes more challenging than re-drawing large parts of the model. BIM
tools were developed during the ’80s and ’90s to address these kinds of issues (Gill and Lange,
2015). BIM uses parametric modelling, each element having a limited number of parameters that
can be changed. These elements represent real-world objects, e.g. walls. A single line
representing an external brick wall will automatically contain all the layers typically used, each
with appropriate and modifiable widths. Adjusting the roof elevation will automatically adjust the
height of every wall by the same amount. If used correctly, BIM software facilitates quick and
accurate modelling (Fittkau, Krause and Hasselbring, 2017). Collaboration across different fields is
improved, and design revisions easier to implement. BIM tools also let designers automatically
calculate statistics such as quantities of each material used. For these reasons, BIM software such
as ArchiCAD and Revit are widely used within architecture and engineering. Unfortunately, BIM
tools are often not well adapted for the demands of landscape architecture. As the significant
variation in project type, scope, size, and detail - software for modelling constructions, editing
topography, laying out roads and paths, showing sub-surface layers or objects, placing vegetation
(Du et al., 2018). Given such complex layering of information, making ad-hoc adjustments can be
challenging to go through one digital platform alone.
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Visualisation And VR
Digital 2D and 3D/BIM modelling tools are generally used in design development, a phase that
eventually leads to the production of construction drawings. While these platforms can generate
useful drawings, they may not be appropriate to create accurate representations of what a design
will looklike (Sun, Hu and Xu, 2019). Various programs and software extensions have been
developed for this purpose.
For a long time, the most common forms of landscape visualisation were hand-made drawings,
watercolour paintings, and physical models. Drawing is still widely used, although physical models
are likely not in regular use. During the ’80s and ’90s, two new platforms began to change the
ways design proposals could be visualised: digital 3D models and raster graphics editing software
(Fonseca et al., 2016). Although digital 3D models seldom look realistic while under development,
techniques such as ray tracing are used to render more life-like imagery. This process is referred
to as 3D rendering and uses information such as light sources, textures and surface properties to
calculate what a scene might look like if constructed in the physical world.
Rather than creating detailed digital 3D models for rendering, it is common for landscape
architects to produce digital collages using raster graphics editing software such as Adobe
Photoshop. Photoshop was released to Macintosh in 1988, and Windows in 1994. Since then, it
has become a clear leader within the industry (Jung et al., 2016). Users can place items such as
trees, people, ground textures, and backdrop together into an abstract or realistic composition
representing the design scheme. The pieces inserted are often cut out of their original context
and can be placed into a new setting, e.g. over a site photograph. Painting tools using various
brushes add detail, texture, shadows or other elements.
3D renderings are often combined with digital collage, to take advantage of the strength of each
technique. Although large numbers of visualisation tools are available to landscape architects, this
work is often done by specialists, or by dedicated rendering firms (Fernández-Palacios et al.,
2017). This outsourcing can be partially explained by the limited adoption of 3D modelling
software, along with increasing demands for realism, detail, and aesthetic qualities.
Digital 3D models often lend themselves well to Virtual Reality visualisations. Early experiments
with VR used analogue technology, and the first digital VR models were simplistic
representations. However, the field has advanced quickly over the last few decades (Sanchez,
Alves and Botteldooren, 2018). Improvements to 3D modelling and rendering have led to the
advancement of VR representations. Despite this progress, the lack of practical and inexpensive
devices capable of delivering VR experiences held back VR technology.
VR today
Limited research has attempted to systematise and quantify the use of virtual reality today. Few
landscape professionals have brought VR into their workflow, and landscape architecture appears
to lagthe similar field. Many factors likely contribute to this low adoption rate, which may overlap
with the reasons explaining why landscape architects have been relatively slow to adopt 3D
modelling and BIM (Kuc and Ruban, 2017). Furthermore, it may not be apparent to most
professionals what the benefits of VR might be. Some authors have suggested that VR will
inevitably become an essential tool to landscape architects in the future, while others have
highlighted unresolved issues.
As immersive VR presentation simulates the way we generally perceive the environment, VR
presentations have the potential to be more representative and realistic than any other method
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of conveying design proposals. However, this potential is held back due to difficulty in creating
accurate models of 3D landscapes. Producing realistic representations of vegetation has long
been perceived as a significant challenge for VR in landscape architecture (Rockcastle,
Chamilothori and Andersen, 2017). Both technical difficulties in modelling fractal geometry and
lack of botanical knowledge have been identified as contributing a factor.
VR technology and landscape architecture
The application of VR technology in a landscape scene
Creates an immersive sense of "Being There.”: -
One of the key significant feature of the VR technology is creating immersive sense of "being in
the real world". The uses can knowledge presence of VR by means of interaction among the users
as well as PCs. The landscape design uses this feature of Virtual reality technology (Patterson et
al., 2017). The landscape scene is constructed directly on the computer system using VR
technology, and by using proper equipments of hardware, the users can get an effect if ther are
into the landscape scene. The users can become familiar with unconstructed landscape design as
well as can provide feedback. Usage of VR technology into the landscape scene construction can
add to user’s knowledge of unfinished landscape designing and produce an innovative way for the
designer to view the designs to the users.
Interaction with the environment: -
The users can cooperate with virtual objects besides things everywhere them as if they were into
real environment. In this entire procedure, the virtual things are the communication objects,
besides the user is the communication subject. The communication between matter besides
objects is considered as omnidirectional (Dinis et al., 2017). For example, in building a landscape
design scene, one can usual up exact landscaping equipments with the Visual sensor, pressure
sensor, photosensitive sensor besides temperature sensor in the energy connection part of the
landscape. These sensors would support to generate dissimilar landscape modes concluded the
insight of the diverse way of energy (breeze, temperature, sun etc.) BY using VR, the interaction
between the environment and people is achieved (Cordeil et al., 2017). The multidimensional
virtual environments can be interacted using VR devices.
Imagination motivates users to think creatively: -
BY VR technology, users can increase both the balanced besides perceptual considerate of the VR,
will motivate a sequence of imaginative thinking. This feature particularly helps for landscape
plan. The designers often encounter an idea or technical problems in the design process; it is due
to the engineers are not having a comprehensive besides spontaneous scene structure and show
for their landscape (Guerin and Hager, 2017). However, with VR technology, designers can
straightly access design of the scenes virtual landscape, can motivate them to think differently
and improve over entire landscape designing. Fot the clinets, by means of application of VR
technology, they are exposed to landscape scene by getting a proper VR machines (Coro et al.,
2018). It will provide a clear picture of the entire landscape design. The outdated method of
2D/3D computer display as well as response from VR are broken down at the time of in-depth
experience of the users.
Breakthrough from the traditional way of design: -
The designers can create landscape design after they are getting an understanding of their design
process, combined with designing experiences as well as through entire deployment plan, and
outline of the landscape items (Lindsay, 2017). The key personnels such as designers, decision
makers, enginers and public can view effect of the landscape designers from an angle as well as
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time by means of VR technology. Through it, they can get better feedback from the users and also
understand the designing processes. It will lead to provide stronger communication among
various project team members which can improve work efficiency. It can break bottleneck of
traditional method of landscape designing.
CASE STUDIES: -
Case study 1:- What is Sketchup and landscape design process in Virtual
reality using SketchUp
Sketchup is a 3D modelling software that is calm to usage.It has an wide database with a plugin
3D warehouse which has user-created models obtainable for copy. Sketchup can be used to assist
with a wide variety of projects—landscape designs, furniture building, 3D printing, video game
formation, interior design, and whatever else you can think of (Hassan, 2016).
What Is Sketchup?
The @Last Software created SketchUp in 1999. Google acquired SketchUp in 2006. In 2012,
Trimble Inc.bought Sketchup from Google and expanded the SketchUp by introduction of a new
website that can host extensions too plugins. SketchUp is an intuitive 3D modelling software that
lets the user create and edit 3D and 2D models. The Pull and push tool permits designers
to extrude some flat surface in 3D shapes (Gavin, 2018).
SketchUp is a program used for 3D modelling projects like landscape architecture, architectural,
interior project, besides video game design. This software involves drawing functionality of
design, rendering of the surfaces as well as supporting a third party plugins from extension
warehouses (Assante et al., 2019). It has also been a achievement with persons who want to
mark, part, or transfer modesl of 3D for using it by 3D printers.
VR Sketch Plugin
VR Sketch is a plugin for Trimble SketchUp. Virtual reality Sketch pluginhelps users to Edit, Create
and View Models in VR. It offers an easy way to bring VR into an existing workflow. Landscape
architectural design are writteb over 99% of the oast records, and the designs are to be done in
such a medium which is not permitting the usesr to perform experiences over design before it is
created. There is designing of 2D plans on the paper and smaller scale of 3D plans are being built
in landscape. The computers are being used to design as well as opinions which are used to create
3D rendered on 2D monitors (Rahimian et al., 2019). There should be a change into VR
introduction so that landscape architectire is being visualized.
Figure 34 Showing VR plugin
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(Source: Archipreneur, 2018)
Figure 35 Using VR sketch up the plugin
(Source: Archipreneur, 2018).
At initial, the user can knowledge the 3D assembly of the landscape scene life-size scale deprived
of building an exclusive and hard-to-change model. However, for now, only 10% of landscape
architects usage VR on a regular based.
VR sketch allows the designer to create or change the design instantly within the 3-Dimensional
space. It can achieve the last design work with few of strokes of controller. As 3D model is such a
model where the customer satisfaction becomes complex, building superior design to make the
customers happy (Handzic and van den Heuvel, 2019). For landscape architects, it reduces the
feedback loop besides makes much more satisfied clients. Soon the clients will request admission
to VR after landscape architecture firms.
Figure 36 The Push/Pull feature in VR Sketch
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Figure 37 VR Sketch's Paint feature
(Source: Skulimowski and Badurowicz, 2017, pp.3).
Figure 38 Features of VR sketch plugin
(Source: Sketch, 2019)
Conclusion: -
VR sketch plugin is a super easy tool to design in VR. All ausermust do is install the plugin and click
“Send to VR”. VR Sketch also lets you edit and create inside VR so that you can use all the main
Sketchup tools inside VR. It permits for designing to create as well as modify quickly while in 3D
spaces. It allows to perform more experiments and get better project outcomes. It plans to
revolutionise how quickly designs can be made and how people think about design (Lee and Lu,
2016). The hardware capabilities of landscape design is modify and see more designing work to be
performed in VR. The sketches of VR are to be done for delivering cutting edge solutions to be
came.
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Case study 2: Drone Mapping in Landscape Architecture
BY Drone Mapping Site Documentation is reduced by 90% of Time
Advancement in technology in landscape architecture leads to Drone mapping, which is the most
useful tool for site documentation compared to traditional tools. Drones are currently just
beginning to take off in the landscape design field. Drones became part of high-quality post-
construction aerial images as sources of online map imagery are not up-to-date. Collecting aerial
video and imagery are increasingly common uses for drone technology in the planning and design
professions (Song and Huang, 2018). The drone we used allowed to collect data we would never
have been able to otherwise. Before flying the drone, few things to make sure are to become
aware of any hazards like power lines, structures, and trees and are to check the weather. The
drone to be kept at a maximum of 200 feet above ground level as imagery with people using the
landscape would be great (Shields, 2019).
Figure 39Using Drones for Mapping the given landscape
(Source: Kuroczynski, 2017, pp.468)
Typically, a project will begin by gathering measurements and documentation of a property. This
involvesthe site visit to measure by handthe key reference points on that property, like the
greenhouse, vegetable gardens, and swimming pool. The Elevation points are also taken to help
designers understand the grade on a farm (Yinan, Fangzheng and Xiong, 2017). For the project,
average estimation without drone it would take two people about six hours to complete these
measurements, costing more. Instead, by using drone spent just one hour flying the site it is done.
After flying, the imagery data were transferred from drones to Agisoft PhotoScan, that processes
the images and creates data that can be opened in ArcGIS. PhotoScan also created an ortho-
mosaic, is a group of orthoimagesand ortho-mosaic map of the site, taking measurements in a
matter of minutes (Oprean et al., 2017). By using the laser light reflected from the structures,
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terrain, and vegetation, the drone will be able to capture the data in the form of x,y and z
measurements. This produces a point that allows for 3D analysis.
From the elevation layer, it will be able to visualise the property from one end to another end, the
gatheringof information more than 90% faster than if he had not used drones (DroneDeploy
2017)
Figure 40 Image showing drone view of the property
(Source: DroneDeploy, 2017)
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Data from Drone to Create Ortho-Realistic Image Trace
The next phase is site documentation workflow to create an image trace of the property, building
footprint, outlining roads, and existing landscape features. In the absence of drone mapping, this
process would be taking satellite imagery from Google Earth and tracing the elements in AutoCAD
(Atwa et al., 2019). However, with satellite pictures, often encounters low-resolution imagery,
which makes the image trace much more difficult without clarity. Add to that the fact that the
satellite maps are not updated as drones. By using drone data, we can bypass the satellite
imagery altogether and imported the drone-generated ortho-mosaic map of the property into
AutoCAD.
Figure 41 Image trace overlaid onto the ortho-realistic map, created in AutoCAD
(Source: Feng et al., 2017, pp.49)
Drone-Generated 3D Model
It gives landscape architect a better understanding of the design site, In addition to these time
savings and cost savings. It can also be used to gain a better understanding of the landscape site.
A better understanding of the site helps to create a thoughtful design in higher-quality (Chen,
2017). When it came, to experiment the time with new configurations for the property’s existing
trees, drone feature helps to note tree locations, and trunk diameters, and species keeping
theinformation easily on hand for reference.
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Figure 42 Using Drones for Mapping in 3 Dimensional
(Source: Wang, Towara and Anderl, 2017, pp.35)
High-Quality Design Documentation
In the absence of drone mapping, the client would get a diagrammatic rendering of his proposed
landscape design. Now, we can present an ortho-realistic design that will provide them with a far
better understanding of his plans for the property (Jiang, 2017). The client is already excited.
Conclusion: -
Drones can be considered as a completely new landscape performance toolset. So far, we have
learned that drones have great possibilities, the extent to which we are still trying to understand.
The birds-eye-view would allow a landscape architect to see the land he works with from a new
perspective. For landscape architects, dronemapping saves money and time by streamlining the
site survey process (Bai, 2017). It also helps to create ortho-realistic design plans and allows
clients to conceptualise projects better.Using a drone could serve as an essential design tool.
Drone mapping will enhance projects through aerial land surveys, renderings, and
analysis.Imagery can track the difference in shade cover, the effectiveness of the stormwater
management methods on site, or even map changes due to erosion (Archipreneur, 2018).
Additional analyses with ArcMap, Grass GIS, and Hydro CAD would provide cutting-edge
landscape performance evaluation tools not seen in traditional methods.
Case study 3:Digital Landscape Architecture Laboratory: Landscape in
Transformation – Interactive Datasets in Virtual Reality
The world is changing fast with the improvement in technology taking centre stage across the
disciplines. The ecological system, too, has recorded tremendous changes in the face of this new
era. Moreover, for this reason, there is a compelling need for the profession of landscape
architecture to improve and fit in the multidisciplinary cooperation. It is these changes that have
led to the new trajectory in the field of designing and planning as well (Fricker, 2018). The universal
trends such as rapid development of cities and urban sprawl are calling for well planning and
designing that is capable of datasets integration together with ecological, geographical,
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sociological as well as infrastructural aspects. The mentioned factors put together supersedes the
traditional GIS data integrations that have been used majorly for analysis in the field of landscape
architecture. Improved and modern was in both computational thinking as well as methodologies
need to be achieved. This new technology should be able to fit into the university environment as
well as in the profession of landscape architecture (Jamei et al., 2017). In addition to this, the
architects in the landscape should be able to adequately handle a massive level of complexity in
designs about dynamic forces. Such magnetic effects include tidal activity, wind, water, and the
seasonal changes together with their influence on geology as well as vegetation in coming years.
Landscape architects are, therefore, faced with the challenge of generating or inventing modern
computational machinery through developing numerous platforms for communication and
exchanging data information as well as design strategies. The primary step towards innovation is
original thinking (Norouzi et al., 2015). Therefore, in the fast-progressive complex field of urbanism
as well as landscape architecture needs a practical, innovative new computational approach.
Figure 43 Reading the complexity of landscape layers through the integration of immersive media technology and programmed
methods to unveil the connections between the data sources
(Source: Fricker, 2017).
This complex environment has led to the innovation of a suitable methodological framework as
well as equipment that is geared towards enhancing the perspective of landscape architecture.
This development mainly focuses on the computational design approaches within the jurisdiction
of VR/AR. In addition to this, landscape architecture needs to be elevated into an integrative
discipline that is deeply founded into she shaping as well as preserving nature. This should be
done through designing a sustainable environment together with a site-specific atmosphere and
the useful integrations increasingly advanced technology (Song and Huang, 2018). In this era of
burdened data, there is an urgent need for the individual attention that is mainly focused towards
the managing of these data. The notice should also be geared towards the decision making about
specific information so that it assists in migration from simple Data Mapping as well as Data
Scopes to the innovation of coherent, complete functional data-driven design technology.
This research, therefore, is focused on bringing the ideas and the much-needed tools for closing
the existing gap between the visual image and the analysis of the data in design development
(SourabhPurwar, 2019). To accomplish the intended objective, the research inspects the
possibilities that can assist in direct handling of data in the designing event for compelling
storytelling inside VR/AR.
There is always the need to give the designer the ability to spearhead and influence direct
feedback with the aim that the iterative design process is attained in the long run. In recent days,
it evidential that the dataset representation can either be misinterpreted or utilised purposefully
to influence the output regarding the
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Currently, the description of datasets can easily be, incorrectly interpreted or purposefully used
to change the design process (Sundtrom, 2015). This immersion of interaction technologies opens a
new field for reinterpreting and interacting the flow of data to create audio-visual interaction
spaces that will open a wide variety of tools to understand the changes in our environment. At
Aalto University in 2016, a multidisciplinary research team was founded consisting of landscape
architects,VR artists,architects, and specialists from the fields of data-mining and data-capturing.
Under the leadership of Pia Fricker, will constitute the interface between the Departments of
Architecture, Television, Film, Media,Scenography and the Built Environment at Aalto University.
Case study 4: -A New Insight into Design Approach with Focus to
landscape Architect-Client Relationship
Introduction: -
Communication is a principle concern for landscape architecture. The opinions and beliefs of
architects aredeveloped based on their accomplishments in professional exercises, which must be
presented to the clients.According to (Bruggen, 1998), architects do “whatever they thought
would communicate their concept for thebuilding.” Architects mostly have communicated with
clients Face-To-Face (FTF) and more recently, in the formof verbal and visual representations.
Modern advancements in the communication technologiesdeveloped the means and methods of
communicating and visualising design representations (World Tech Mag, 2017). Also, theexpanding
complexity of building design and the growing need of active participation of clients
arechallenging issues, which make it essential to establish a new perspective of design approach
with the support ofcomputer-mediated tools to help the architect and client achieve synergy in
the design process.To achieve the satisfaction of the architect and client, it is vital in the new
design approach to consider the natureand current situation of their relationship while
communication plays a pivotal role to establish and maintain thisrelationship within all design
stages (Erl, 2016). In this case, theway of communicating and using communication artefactsinto
architectural design processes to facilitate design information exchange enhances the capability
of architectand client to convey information accurately in a proper manner. Consequently, the
satisfaction ofclients and designerwith the design process will increase as well as the quality of
the design outcome.
Figure 44 Diagram of communication between architect and client
(Source: Robinson, 2016)
Virtualisation of Interaction
Computers, in addition to existing tools, have rapidly secured a position as a unique medium
within the landscape architectural design process. Web development and the widespread use of
the Internet has enabledthe computer to become a medium for communication, interactive
virtualisation and information processing. Themost commonly utilised hi-tech mediums in the
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field of architecture and communication are Computer-AidedDesign (CAD)and Virtual Reality (VR)
technology (Dale et al., 2016). Using VR technology as a system of design, visualisation gives
theparticipant a better operational vision about the design solution during the design process. In
comparison to the traditional using methods,using VR simulation reduces the misunderstanding
between clients anddesigners.
Landscape Architectural Design Process
The design process is having fourintertwined phases: "problem analysis, solution synthesis,
evaluation and communication”(Kalay, 2004, p.536). The design is viewed as exploring the
situation, discovering the solutionand presenting the new and unique one through the
synthesised process and sometimes viewed in attempting tocreate the solution.The function of
the landscape design processcrucially depended on significant factors as clear communication,
coordination and cooperation (Liu et al., 2016). The individuals involved in the design process
demand new methods withthe support of communication actsto experiment with the process
and improve the quality of design.Accordingly, an architectural design process may be understood
as the process of making decisions about designalternatives with consideration of different
aspects and components of building projects. Meaningful participation of individuals is essential
to shape the final design by extending thecontrol over thedecision-making in various stages of the
design process.The analysis is determined as a stage of problemdefinition by gathering design
requirements and synthesis as a stage of solution generation for the performance ofalternatives
and finally evaluation as a stage of examining the accuracy of the final decision to meet
therequirements (Donnelly et al., 2019). Especially for producing concept design, provision to the
design information and client'srequirements lead the process to be intuitive rather than
prescriptive while it needs enough structure tocoordinate the individuals within the process to
meet the objectives. In such a unique strategy, which allows theparticipants to access information
freely, they feel they need to communicate to develop idea generation. In thisway, they could
have an accurate analysis and efficient solution to utilise in the conceptual designprocess. Kalay,
2004, p.536, in “Architecture’s New Media” signified the role of communication as a unique
concept, which canlink the various stages of the design process (Figure 40). He believes that
design is much too complicatedand subjective as a social act, which cannot be designed
individually (Hwang, Feng and Tan, 2016). To overcome the complexity requiresthe active
participation of specialist and the client within the design process; therefore, it needs
coordination,communication and information sharing among stakeholders.
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Figure 45 Model of collaborative design
(Source: Liao et al., 2016)
Communication Process
Communication is defined as the process of transmitting information from one individual to
another. This definition underlines the exchange of ideas, thoughts and information unless there
is nocommunication. Figure 40 reflects the main components and elements of the
communicationprocess. The designer sends the message of design information through
appropriate medium andchannels to theothers. The medium can vary;it can be face-to-face
communication or virtualcommunication. The receiver decodesthe message into meaningful
information and responds to the sender as feedback, which allows them torecognise the message
with relevant meanings received and understood (Li, et al., 2016).The architect and client who are
involved andinitial flow of the design brief and requirements ground within thisrelationship
shapemostly the scenarios of the design project. The client who searches the solution to a design
problem starts the communication process by expressing their needs and requirements.The
design scenario iscomposed of perceived need, idea generation and design representation. During
preliminary meetings, needs, asthe architect and client perceive design problems. The architect
then initiates the design opportunities and ideagenerationprocess with client involvement and
finally presents a possible solution to the client (Feng, Cai and Wang, 2017). Generally, thedesign
scenario as a communication process follows three communication activities.Figure 42
Communicationinteraction between client and architect to define the problem or perceived
needs, to generate ideas andopportunities and to present the design solution or
recommendation.
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Figure 45 The three general communication activities identified in the communication process of the design scenario
(Source: Du et al., 2018, pp.54)
Conclusions
This study has shown that due to the social aspects of communicative action, integration ofthe
communicationconcept into the design process motivated the participants to build a meaningful
relationship. Consequently,active participationstrengthened the relationship of both parties and
will enhance their satisfaction in eachstage of the design process. In this approach handling the
right tools accelerated the design period and facilitatedclient involvement in the design process.
Bringing virtualisation principals, concepts and methods intothe communication and design
process enhanced the efficiency of this approach. This study recommends investigating the
relationship between the level of virtualisation ofcommunication anddesign process and level of
satisfaction of architect and client with the design performance. It will be morepractical by
comparing the effect of using different toolsin the design process on the level of virtualisation
andsatisfaction of new design approach.
CONCLUSION: -
This thesis investigated the opportunities and limitationsof using VR in the design process within
landscapearchitecture.Visualisation in Virtual reality is essential for landscape architecture work.
The primary focus was on the benefits and drawbacks of immersiveVR for evaluating and sharing
design ideas with clients under variouscircumstances. To shed light on this, the thesis explored
the difference between VRand traditional methods of representation of a design.From the case
studies, it shows that the advancement in technology in the field of landscape architecture.
Virtual reality Sketchup plugin is an easy tool for designers to design in the landscape in Virtual
reality.VR SketchUp plugin allows the users to create or edit the landscape in Virtual space. These
will help the designers to create better results for the final design output. It helps to create design
quality with precious results. While with drone technology, it is easy for the landscape architects
to get the site documentation way more comfortable than before using traditional tools. Drone
usage saves a lot of time and money for designers.
A survey wasconducted with22 practising landscape architects and architect students. The main
finding was that Virtual reality could potentially be useful for designers during their design
process, rather than merely forpresenting the finished designs. Although VR models are time-
consuming to create, it seems likely that the cost can be worth benefits, especially if the 3D
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model has synergistic uses. Under the right circumstances, virtual reality can alter the design
process, likely leading to an improveddesign outcome and physical environment. The current low-
threshold technology used was acceptablefor practical use and is unlikely to make dramatic
progress soon.Virtual reality has particularly interesting potential whenused in large, complex
landscape architecture projects wherethe effective response is central, and many
designers/engineers arecollaborating.Some will find virtual reality useful to evaluate their own
design decisions,while others will not benefit as much. This variation can bepartially attributed to
the level of experience with design andproficiency in generating mental imagery.
Introduction of VR is likely to help create a sharedunderstanding of a project efficiently. This may
be particularlyuseful to help other involved parties, e.g. stakeholders, engineers, other
departments tounderstandlandscape architecture considerations.If VR remains outside of a larger
workflow, it is likely to sharethe same fate as physical models, which generally suffers fromlimited
use during the design process. Detailed and accurate 3Dmodels are useful for VR can be
employed during the site analysisstage and used for different purposes throughout theproject.
One of the main advantages of VR is that the presentation formfeels highly realistic. If this is
combined with a realistic model,VR has a unique potential to present proposals convincingly and
faithfully. It is essential to reflect onwhat considerations VR is attempting to uncover, and who
thetarget individual/group is, and what supplementary uses the 3Dmodel might have.Despite
being potentiallycost-beneficial, adoption of VR technology has been limited.History of relatively
slow 3D tool adoption within landscapearchitecture could suggest that this is likely to remain the
casein the future. More research on VR for landscape architecture can bebeneficial to the field,
including other applications of VRduring the design process.
VR model can stimulate cognition, awareness and emotions of users about design development.
There are unlimited opportunities to apply VRtechnology to the field of landscape architecture. By
using this virtual reality technology, designers can quickly constructlandscape scenes for
customers to experience. VRtechnology will bewidely used in landscape designshortly to realise
the transformation and innovation of the design industry.
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FIGURESPAGE
Figure 1 showing how Virtual Reality works..............................................................................2
Figure 2 Timeline for the digital tool development in Landscape Architecture........................3
Figure 3 Hand Drawing of landscape design..............................................................................5
Figure 4 Physical Model of a landscape design..........................................................................6
Figure 5 3-Dimensionl landscape Design...................................................................................7
Figure 6 2-Dimensional AutoCAD design...................................................................................7
Figure 7 Showing 2-Dimensional vs 3-Dimensional view of an image.......................................7
Figure 8 Virtual Reality Devices..................................................................................................9
Figure 9 The evolution of visualization methodology. Development of visualization methods
originates from the 18th century, and it is rapidly improving today due to technical
sophistication...........................................................................................................................12
Figure 10 An example of the display icons visualization techniques. The picture
demonstrates the visualization of various social connections in Australia.............................13
Figure 11 Methods of Designing employed by participants....................................................16
Figure 12 Familiarity with the concept of Virtual Reality........................................................16
Figure 13 Participants learned about virtual reality during their education...........................17
Figure 14 Personal experience with Virtual reality..................................................................17
Figure 15 What are the VR tool used by participants..............................................................17
Figure 16 Helpfulness of VR during the design process (n=22 participants)...........................18
Figure 17 Explanations as to why VR is not more widely used within Landscape architecture
(n=22 respondents)..................................................................................................................18
Figure 18 About VR increasing the relationship between clients and designers....................18
Figure 19 Explanation of how Virtual reality can increase the relationship between clients
and designers...........................................................................................................................19
Figure 20 Explanation of why using traditional tools will be problematic between clients and
designers compared to VR.......................................................................................................19
Figure 21 Techniques use by participants while evaluating design ideas..............................19
Figure 22 Participants opinion whether VR help designers to convince the clients...............19
Figure 23 Is VR better than traditional tools in the visualization of design.............................20
Figure 24 Method of design chosen by participants in their future designs..........................20
Figure 25 Comparison of traditional and Virtual reality tools related to bringing design ideas
to life........................................................................................................................................20
Figure 26 Comparison of traditional and Virtual reality tools related to expensiveness........20
Figure 27 Comparison of traditional and Virtual reality tools related to engagement of
stakeholders.............................................................................................................................21
Figure 28 Comparison of traditional and Virtual reality tools related meet the client
expectations.............................................................................................................................21
Figure 29 Showing the scale of 1-10, how participants are interested in using virtual reality in
future designs...........................................................................................................................21
Figure 30 Participants educational background......................................................................22
Figure 31 Participants gender..................................................................................................22
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Figure 32 Showing VR plugin....................................................................................................27
Figure 33 Using VR sketch up the plugin..................................................................................27
Figure 34 The Push/Pull feature in VR Sketch..........................................................................28
Figure 35 VR Sketch's Paint feature.........................................................................................28
Figure 36 Features of VR sketch plugin....................................................................................28
Figure 37 Using Drones for Mapping the given landscape......................................................29
Figure 38 Image showing drone view of the property.............................................................30
Figure 39 Image trace overlaid onto the ortho-realistic map, created in AutoCAD................31
Figure 40 Using Drones for Mapping in 3 Dimensional...........................................................32
Figure 41 Reading the complexity of landscape layers through the integration of immersive
media technology and programmed methods to unveil the connections
between the data sources..............................................................................................33
Figure 42 Diagram of communication between architect and client......................................34
Figure 43Model of collaborative design..................................................................................36
Figure 44 The three general communication activities identified in the communication
process of the design scenario.................................................................................................37
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