Disclaimer: This portion of the UDVL website - How to CAVE and VR for Urban Planners - is no longer maintained as of 04/2010. This guide, however, was the first of its kind and a UDVL original, and stands as a starting point for using VR as a planning tool. Many technologies have changed since the development of this website in 2002, so please perform further research on VR methods if you are to employ these methods, but feel free to reference this site.
This manual has been designed
to assist Urban Planning students in the College
of Urban Planning at the University of Illinois
at Chicago to create real time simulations to
be displayed either on the web or in the CAVE,
a virtual reality display environment developed
at UIC. Possible uses for simulations include
modeling and simulating the built environment
in order to show change over time.
of Simulation Creation
The CAVE provides a platform
for real-time simulations with total immersion.
The web provides a platform to display real time
simulations using plug-ins in the web browser.
Interactivity is added using a scripting language
to enable users to move, rotate, scale, delete,
or alter any object within the scene.
The CAVE is primarily used by students seeking
Master's and PhD degrees from the Art and Engineering
Colleges. The Electronic Visualization Lab, located
on the second floor of the SEL building, provides
students with a plethora of computing software
and hardware. Classes related to CAVE programming
are located in the Art and Design building in
a corridor entitled, the Passion Pit. The CAVE
is located on the southeastern side of the SEL
building on the first floor.
Electronic visualization incorporates the following
areas of interest: interaction and interface
design, information architecture, graphic design,
creative direction, content design, visualization
theory, art theory, programming and scripting,
and 3D modeling. This list is not inclusive
but includes topics addressed in any visualization
project. As a planner, you must learn how to
fully address the above topics while conveying
information about the built environment and
creating a platform for meaningful interaction.