This research is an exploration of virtual environments as it relates to presenting spatial design, specifically focusing on the use of autonomous behavior in virtual characters for simulation purposes. The characters in motion gives the viewer of this environment an understanding of circulation routes, traffic density and space usage (function) among other aspects. Since the characters can ‘think’ by themselves through the programmed artificial intelligence, the resulting simulation may be unexpected. Flaws or miscalculations in the design may be highlighted due to the chaos that arises from the virtual crowd.
To conduct the research, two virtual environments were produced and examined. These were modified through an iterative process based on analysis and review by groups of peers, academics, as well as designers in the field. My documentation includes the necessary steps taken prior to production, an analysis of the environments, as well as possible future directions. The existing uses of this technology were also analyzed and compared.
Similar to the impact on the design field by the introduction of perspective drawings, the use of virtual environments has the potential of creating a new method of designing, one where design is conceived and experimented on a computer, as opposed to orthographic drawings and perspective vignettes. This is due to the ability of real-time spatial manipulation which allows one to see the direct effect of any proposed change upon the characters in the simulation. One could experience the environment through these autonomous beings, giving us a dimension of sight we could never see otherwise. The functionality of designed space could now be ‘discovered’ by the virtual characters, thus enabling the most ambiguous forms to take on roles we may not have conceived ourselves.