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What Pokemon Go can teach us about the future of architecture: Part 2

Wednesday, 31 August 2016

AR, Augmented Reality, design, innovation, Pokemon, Pokemon Go future of architecture
In our last post we discussed how, for the first time for many people, Pokemon Go introduced an augmented reality (AR) that is both mobile and interactive, seamlessly integrating digital elements with our physical surroundings. We also posited that as this technology progresses, AR will have a profound effect on the practice of architecture, both on the buildings we design and the tools and methods we use to design them. For this post, we’d like to share a few ideas from these two realms.

But first, imagine augmented ...[more]

What Pokemon Go can teach us about the future of architecture

Wednesday, 27 July 2016

 

Pokemon-Go-Graphic-2(a)_Edited

By now you’ve surely heard about the worldwide phenomenon that is Pokemon Go. For the uninitiated, it is a smartphone game requiring players to move around the real world in order to find and capture fantasy creatures called Pokemon. Once encountered, players see the digitally-created Pokemon overlaid onto the live camera feed of their smartphones.

This type of digital-physical mash-up is referred to as augmented reality (AR for short), and it’s not really that new. The first written description of the concept was made by author L. Frank Baum in 1901. More recently, if you’ve ...[more]

Virtual Reality and the spaces we share

Wednesday, 13 April 2016

VR experience - client meetingVirtual reality is a powerful tool for designers. While still in the early stages of development in architecture, with this tool, we can offer our clients a familiar language for understanding design, beyond the interpretation of 2D drawings or even 3D models. Sharing this type of experience eliminates the need to explain what a space is or how it functions. It allows us to be a fly on the wall, and gives us greater insight into how people will intuitively perceive and navigate through spaces.

Using virtual reality has an aspect ...[more]

Virtual reality and design on a human scale

Friday, 6 November 2015

Justin MillerEveryone in the design community is talking about Virtual Reality, and that’s not surprising. It seems like every new design tool and technology comes with a promise to help us work more efficiently and more effectively. As a rookie user, I have to say that my VR experience has opened my eyes to the future of design.

When Angeline from our IT team mentioned that she’d been developing a virtual tool that would let users experience their 3D SketchUp models in VR, I jumped at the chance to test it on the NICU (neonatal ...[more]

Children’s Hospital Boston: From the Mock-up Room to Reality

Saturday, 29 March 2003

by Deborah Johansen

Children’s Hospital Boston: From the Mock-up Room to Reality

As part of the design of the Berthiaume Family South building, Shepley created a full-scale mock-up of an operating room and an ICU as a design conceptualization tool. This article first appeared in the March 2003 issue of Healthcare Design.

Welcome Greenbuild/ABX 2017

Wednesday, 8 November 2017

ABX_Greenbuild_sign2The wait is over. Greenbuild and ArchitectureBoston Expo (ABX) 2017 are here – lucky for us, quite literally in our Boston office’s backyard. Combining events for the first time, we’re thrilled to join thousands of green building cohorts from across industries and around the globe to elevate design through shared principles and practices. Here are just of few of the conversations we’re looking forward to this week:

Immersive Visualization
As technology advances, Virtual Reality (VR) and Augmented Reality (AR) tools are increasingly valuable to design. We’re trading notes and demos with peers and partners to uncover how different firms are utilizing ...[more]

ABX VR FOMO: spreading the love

Tuesday, 22 November 2016

VR Presentation ABX2016 VR in ArchitectureLast week Cameron Reid and I represented the Shepley Bulfinch Geeks by participating in Construction VR’s booth and ABX2016. It was a collaborative effort of groups in the area who are using VR within the AEC industry. It was exhilarating to be part of a true community of VR enthusiasts who weren’t looking to sell a product, but were excited to share their experiences and provide support for those looking to bring VR into their own practice.

We had visitors from all over the AEC community, including a number of ...[more]

What Pokemon Go can teach us about the future of architecture: Part 2

Wednesday, 31 August 2016

In our last post we discussed how, for the first time for many people, Pokemon Go introduced an augmented reality (AR) that is both mobile and interactive, seamlessly integrating digital elements with our physical surroundings. We also posited that as this technology progresses, AR will have a profound effect on the practice of architecture, both on the buildings we design and the tools and methods we use to design them. For this post, we’d like to share a few ideas from these two realms.

But first, imagine augmented reality has made the leap from the screens of our phones and TVs to wearable devices like Google’s Glass, Microsoft’s HoloLens, or the ...[more]