Unreal Engine 5 as an interactive tool for architects in combination with VR Project integrations : Contentions vs Consumers' perception
Ilona, Vertanen (2024)
Ilona, Vertanen
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024122138030
https://urn.fi/URN:NBN:fi:amk-2024122138030
Tiivistelmä
The project allows users to explore a modern forest house in real time. Customers can see their future facility under construction well before the building process begins, enabling them to make informed decisions about the functionality, design, lighting, and color scheme. The goal of this project is to create an interactive design for a "Forest Cabin" Project. To achieve this, existing developments were analysed, and the necessary software and technologies were studied. A 3D model of a two-story house was created, the interior design was planned, a lighting system was implemented, and materials were selected. Interactive elements were customized, and the scene was compiled into a game.
The scene was also adapted into an interactive virtual reality (VR) project. The materials were optimized for
VR, and an interactive VR walkthrough was developed, compiled into a game, and submitted for testing. A qualitative method was used to evaluate the final product: an interactive walkthrough application and an interactive VR project.
During development, the material-changing functionality was reduced, and optimization was focused on PC-based VR rather than mobile platforms. Automatic optimization methods, including those in Unreal Engine, were utilized. In the qualitative research, 20 respondents indicated they would consider using virtual reality applications for commercial purposes, particularly in development, engineering, and architecture.
Based on the findings, all respondents indicated they would use virtual reality projects for commercial purposes. This suggests that the VR industry is likely to continue expanding in this niche.
The scene was also adapted into an interactive virtual reality (VR) project. The materials were optimized for
VR, and an interactive VR walkthrough was developed, compiled into a game, and submitted for testing. A qualitative method was used to evaluate the final product: an interactive walkthrough application and an interactive VR project.
During development, the material-changing functionality was reduced, and optimization was focused on PC-based VR rather than mobile platforms. Automatic optimization methods, including those in Unreal Engine, were utilized. In the qualitative research, 20 respondents indicated they would consider using virtual reality applications for commercial purposes, particularly in development, engineering, and architecture.
Based on the findings, all respondents indicated they would use virtual reality projects for commercial purposes. This suggests that the VR industry is likely to continue expanding in this niche.