Virtual Reality in the Service of User Participation
The normal application of Virtual Reality is to the simulation of environments which are in some way special - remote, hazardous or purely imaginary. This paper describes research and development work which changes the paradigm by simulating perfectly ordinary buildings for special people. Some of the population have some form of physical impairment - a proportion which is likely to rise in line with an ageing population. New legislation, such as the UK Disability Discrimination Act places additional responsibility on building owners to ensure adequate access for people with an impairment and this in turn will place additional responsibility on the architect. Current methods of auditing access for new building are primitive and require the auditor to interpret plans/sections of the proposed building against a checklist of requirements specific to the special need. This paper reports on progress in the use of an immersive VR facility to simulate access to buildings for two broad classes of user:

i) those with a mobility impairment

ii) those with a visual impairment

In the former case, a wheelchair motion platform has been designed which allows the wheelchair user to navigate the virtual building; a brake and motor connected to the rollers on which the wheelchair sits facilitate the effects of slope and surface resistance.
Designing in Caves: Using Immersive Visualisations in Design Practice
This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schon’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within the CAVE, activities accounting for, or exploring alternatives within the design for the use and users of the space, and more strategic interactions around how to best represent the design and model to the client within the CAVE setting. The analysis also reveals some unique aspects of design work in this environment. Perhaps most significantly, rather than enhancing or adding to an existing understanding of design through paper based or non-immersive digital representations, it is often acting to challenge or surprise the participants as they experience the immersive, full scale version of their own design.
Heat Recovery Systems
Geothermal energy is recovered from an underground zone of relatively hot strata via a borehole into which is inserted a heat pipe system containing a working fluid, the heat pipe system comprising an assembly of two tubes in concentric relation, the inner tube being constituted by a relatively small diameter capillary for the return of working fluid to the vicinity of the zone of the relatively hot strata. The working fluid is preferably assisted in its return under gravity by means of a pump. The system includes heat exchange means operable to recover thermal energy from the working fluid. A third and outermost tube may be used to reduce heat losses, this third tube enclosing the two tubes over all but that part of their length which is in the zone of relatively hot strata.