Tech­nol­ogy Con­nect Be­tween Builders &

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TThe vir­tual and aug­mented re­al­ity (VR/AR) tech­nolo­gies are poised to dis­rupt a num­ber of mar­kets, in­clud­ing real-es­tate. A re­search re­port re­leased last year by Goldman Sachs sees VR/AR be­com­ing a $2.6 bil­lion mar­ket in real-es­tate by 2025 he state of vi­su­al­i­sa­tion in the ar­chi­tec­ture en­gi­neer­ing con­struc­tion (AEC) and real-es­tate in­dus­tries has been ex­tremely low. Re­cently, the de­vel­op­ers and de­sign­ers have started work­ing with 3-D mod­els and rendering. In essence, vir­tual and aug­mented re­al­ity is an ex­ten­sion of that same process. The tech­nol­ogy com­bines ar­chi­tec­ture de­sign with 3D mod­el­ling and VR head­set to give a vir­tual ex­pe­ri­ence of a pro­ject. The merg­ing of real and vir­tual worlds pro­duces an en­vi­ron­ment for an im­mer­sive walk­through of the prop­erty and in­ter­ac­tion in real time. It is like al­most be­ing there

Ac­cord­ing to ex­perts with the in­creas­ing tech­nol­ogy en­hance­ments, wide­spread adop­tion and re­sult­ing cost re­duc­tions, VR is likely to be­come the way of do­ing busi­ness in real-es­tate in the next few years. An ex­am­ple is ar­chi­tect cou­ple, Gau­tam and Tithi Ti­wari, who stated in one of their in­ter­views, that how in spite of be­ing ar­chi­tects, they­got mis­led while buy­ing an apart­ment.this led them to start Smartvizx, the duo col­lab­o­ra­tion with gamer Chan­dan Singh to com­bine the gam­ing tech­nol­ogy with vi­su­al­i­sa­tion tools and Vr­for real-es­tate projects.

Like­wise, rooomy is a San Fan­sisco based vir­tual stag­ing tech­nol­ogy com­pany that by draw­ing from a cat­a­log of more than 100,000 fur­ni­ture and house­hold items, al­lows home buy­ers to up­load a pic­ture of a room and vir­tu­ally dec­o­rate it to re­flect per­sonal taste with the AR Google Tango cam­era. On the other hand, the core pack­age from New York head­quar­tered Vir­tual Xpe­ri­ence that in­cludes 2-D im­ages, 3-D walk­throughs and a 3-D fly­through video al­lows VR head­set users to ac­cess the full walk­through ex­pe­ri­ence in a un­der con­struc­tion prop­erty.

the Po­ten­tial of vr

In­deed, a 2D de­sign even if it is an­i­mated doesn’t ex­press a pro­ject prop­erly to prospec­tive buy­ers. Thus, VR prom­ises to take realestate buy­ing and sell­ing to the next level. Cur­rently, some of the mixed re­al­ity providers are Ocu­lus Rift, HTC’S Vive, Google Card­board, Sam­sung GEAR VR head­set and the Mi­crosoft Hololens.

Many a times, photos can’t quite do jus­tice to a pro­ject and walk­through is still just see­ing the place on a 2D screen of com­puter or mo­bile. With vir­tual re­al­ity, buy­ers can vir­tu­ally walk through a prop­erty at their own pace with def­i­nite chance of con­vert­ing po­ten­tial buy­ers into gen­uine buy­ers with­out them ac­tu­ally vis­it­ing the place.

Sim­i­larly, the re­mote cus­tomers get the ben­e­fit of get­ting a guided tour that points out specifics of a par­tic­u­lar prop­erty’s ameni­ties or stand­out fea­tures as well as the fa­cil­ity of get­ting queries an­swered by the vir­tual real-es­tate agent. While VR can be a great way to en­tice po­ten­tial buy­ers, the tech­nol­ogy also helps cre­ate a 3D model of what the com­pleted pro­ject will look like, so peo­ple can walk through it be­fore it’s even built.

VR that comes with a large price tag as of now hope­fully will get more eco­nom­i­cal as it trick­les into the main­stream mar­ket, mak­ing VR a sta­ple of real-es­tate sec­tor. But, the Jury is still out on the mass adop­tion of this tech­nol­ogy in realty sec­tor. Some de­vel­op­ers agree to its ef­fi­cacy as a sales & mar­ket­ing tool en­hanc­ing ex­pe­ri­en­tial and in­formed pur­chases. Oth­ers feel, the tech­nol­ogy is rel­e­vant only for high end, lux­ury buy­ers, and doesn’t seem to be the way peo­ple in the af­ford­able sec­tor will buy their houses. For them, a real walk through and ex­pe­ri­ence of a sam­ple flat will con­tinue to be the method of book­ing a flat.

the fu­ture Realm

Mat­ter­port, a San Fran­cisco com­pany has cre­ated as­pe­cial­ized cam­era to cap­ture 360-de­gree 3-D scans of rooms, which can then be pieced to­gether into a uni­fied, tourable lay­out and hosted on Mat­ter­port’s web­site. The com­pany’s work­ing to open its mod­els up to VR as much as pos­si­ble as it im­proves the ef­fi­ciency and cost of its sig­na­ture prod­uct. It is mak­ing make ev­ery one of its mod­els Vr­ca­pable and view­able on de­vices rang­ing from the Gear VR to the $15 Google Card­board, and Google’s adop­tion of WEBVR, which en­ables the view­ing of VR spa­ces di­rectly in Chrome browsers, with­out the need to down­load an app.

In the aug­mented re­al­ity (AR) seg­ment, Pan­dora Re­al­ity tech­nol­ogy al­lows cus­tomers to use their smart­phones and tablets to examine minia­ture vir­tual mod­els of new real-es­tate projects as if they were po­si­tioned on a real-world desk or ta­ble in front of them, and they can also use it to pro­ject vir­tual fin­ishes and fur­nish­ings into ex­ist­ing spa­ces to see how they might look.

Goldman Sachs’s re­port pre­dicts that VR hard­ware and soft­ware mak­ers would start ad­dress­ing chal­lenges such as “hap­tics (use of hands), vis­ual dis­play (pixel den­sity, qual­ity), au­dio (com­pute power), and track­ing (map­ping)”. There will be con­tin­u­ous prod­uct im­prove­ment over the next three to five years in VR, with AR not much fur­ther be­hind now that prod­ucts such as the Hololens and the Meta 2 are en­ter­ing the mar­ket.

aug­mented Re­al­ity case study

In col­lab­o­ra­tion with Skan­ska USA Com­mer­cial De­vel­op­ment and dig­i­tal pro­duc­tion agency Stu­dio 216, Mi­crosoft is putting its holo­graphic head­set to work for Seat­tle of­fice tower called 2+U. The ac­tual tower has a sched­uled con­struc­tion com­ple­tion date of early 2019.

Skan­ska USA is us­ing the tech­nol­ogy to of­fer po­ten­tial ten­ants a look at its high-rise of­fice pro­ject, planned for down­town Seat­tle. Mi­crosoft’s Hololens aug­mented re­al­ity head­set en­ables cus­tomers to go on a multi­user guided holo­graphic tour with­out yank­ing them from their cur­rent en­vi­ron­ment. The tour also pro­vides a first-per­son per­spec­tive and a You Are Here-type float­ing marker so that the tourist knows ex­actly where he or she is at any given mo­ment.

rooomy- be­fore & Af­ter


AUG­MENTED Re­al­ity

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