Sensory VR

May 30, 2018 /

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Virtual Reality is by nature intertwined with spatial design, and the questions architects have always asked about improving the experience of a space are still true in the virtual.  We ask ourselves how to make it more impactful. What would make it more interesting? More engaging? Within VR, this is closely tied to making it more real-to-life. We must give the user a sense of belonging within this virtual space that is currently foreign to most. So then the question is, how do we increase a person’s sense of  “presence” when they place a headset on?

There are many thought-provoking discussions on this subject happening around the world. Kilograph has had the opportunity to attend, learn from, and speak at many of these events. One event we are very excited to be part of is the Immersive Architecture Conference, IM-ARCH, in the San Servolo Island of Venice, Italy. Starting today, May 31st and running until June 2nd, it boasts the title of the first international conference to focus on how real-time rendering, AR, and virtual reality affect the architecture, real estate, and design fields. Here we will explore the ways interactive experiences in the virtual are improving; and how to increase presence within these new spatial environments. Our Founder and CEO Keely Colcleugh will be speaking at the conference about a topic we are very excited to apply to our new work: Sensory VR.

VR that engages more of the senses, beyond the visual, is extremely poignant.  For example, sound can define the character of space where eyes fail. The sound of a stream may inform the landscape of a lush forest.  Other industries are picking up on this too; a lot of the big VR developments are being directed at entertainment applications and games. A great example is The VOID‘s new Star Wars experience. Imagine “arriving” on the lava planet of Mustafar, where you can smell the lava and feel the heat. When we experienced it live at their Glendale location, it was awe-inspiring and left a lasting impression. And there’s no reason why these techniques — from smell to sound to temperature and artificial touch — can’t be used in Architectural VR.

We believe that virtual architecture should be as multi-sensory as visiting a space in reality. By engaging more senses in these experiences we increase the user’s feeling of presence. From ambisonics, to haptic gloves, olfactory headsets, and even virtual cookies, the possibilities are endless. We look forward to sharing more ideas and examples with you in the coming months.