Dark Arts Today, Virtual Reality Tomorrow
For the last few decades digital pre visualisations have icreasingly provided an insight into the designers world. Often presented as a ‘set of stills’ they are carefully curated to present only the successful aspects of a design and conveniently omit the less resolved or outright ugly characteristics.
A well rehearsed ‘dark art’ of the industry, this contrived ‘set of stills’ are repeatedly regurgitated, from the concept to planing visuals through to the marketing and sales photography, this ‘modus operandi’, without disruption, will continue to create architecture that prioritises a selection of pre-determined perspectives over its daily lived experience.
The disruptor, of-course is Virtual Reality (VR), enabling us to step inside the vision of the designer and roam free, experiencing the materiality, light and sense of feeling as we go. This technology shift refocuses the designers ambitions from what was a series of ‘hero shots’ to a more immersive, holistic and harmonious approach to design and its representation, one that can be enjoyed equally by anyone and from anywhere, akin to the environments designed for first person computer games (perhaps unsurprising given the origins of VR)
VR will now fast reformat the way we interact with the world. De-masked, headsets will make way for a truly immersive visual, audio and physical experiences. Ranging from online publications that allow us to pass through into unbuilt environments to purpose built digitally immersive interiors, buildings and cities. We can be confident that VR will very soon be part of our daily life.
VR, still in its infancy is agile, fast moving and exponential in its uptake. As it matures, we can expect accountability and regulation to follow, attempting to prevent a new breed of ‘dark arts’, unless, of course, these arts are selected, but that’s a different article.