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Christer Finne

Perceived customer value in construction information services

Abstract: The information needed to design, construct and manage a building is nowadays mainly produced, stored and made available in digital form. Information is produced partly in the design process itself. Design and procurement documents refer only to information produced elsewhere as external printed matter or databases (for example, describ-ing building products). An important channel for such external information is provided by specialized information service providers. In order to meet competition from companies’ homepages, search machines, internet start-up companies etc, established info-mediaries need to rethink their services as well as their business processes. A key issue is achieving a deep understand-ing of how customers perceive the value of these services and products compared to those of new competition enabled by the internet. A study of new business patterns and networks provides the empirical support for the concepts exam-ined in this paper. Traditionally, value is regarded as something inherent in the product; and which is handed over to the customer. More recently, research argues that value cannot be pre-produced. Value is co-produced by the customer, partly as a result of interactions between the customer and the supplier or the service provider. For services, value is, according to this view, produced and consumed simultaneously. Using this theoretical framework as a basis, the conclusions of the study are that it is not enough for construction infomediaries to produce just digitised versions of their traditional products, e.g. printed standards, and product sheets. They also need to gain a thorough understanding of their customers' busi-ness processes and, instead of producing products (or services), become facilitators of value creation for customers.

Keywords: construction infomediaries, customer value, information service providers, product information

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Full text: content.pdf (783,130 bytes) (available to registered users only)

Series: w78:2007 (browse)
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Christiansson P

Dynamic knowledge nets in a changing building process

Abstract: Hypotheses and explanation models are put forward about the future global structure manipulation and transfer of knowledge. The so called Dynamic knowledge Nets, DKN, are defined and used to explain changes for the next generation of computerized communication and knowledgehandling systems. More and more powerful tools become available to model and visualize different parts of our reality. These tools will influence our possibilities to create useful models and will also have a great impact on how these models are integrated and accessed. Behind the interfaces dwell more and more capable integrated knowledge representations which are closely related to pertinent search strategies. It is now possible in a changing building process to create models which bring about a clearer and more obvious connection between the applications, our intentions and the computer stored models. The systems we are formulating today may thus provide us with dramatically better communication tools as communication rooms, personal "telescreens", and virtual realities. We must formulate and try out new concepts. New tools for building, using and maintaining the next generation systems have been and are continuously created and tested at the KBS- MEDIA LAB (knowledge based systems - media) at Lund University. Examples are given outgoing from ongoing research mainly the Material and Vendor Information and Building Maintenance Systems as well as Decision Support at theBuilding Site. These systems can shortly be described as multi agent environments with multimedia context dependent user interfaces to underlying facts bases.

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Full text: content.pdf (2,277,177 bytes) (available to registered users only)

Series: w78:1992 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.man-software (0.046718) class.environment (0.034346) class.bestPractise (0.026216)
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Permission to reproduce these papers has been graciously provided by Research Press of the National Research Council of Canada. The support of the editor, Dr. Dana Vanier, is gratefully appreciated.


Clayton M J, Johnson R E, Song Y

Operations documents: addressing the information needs of facility managers

Abstract: We have reviewed intranet technologies as a strategy for improving the availability and quality of building information to support operations. Discussions with facility managers and design consultants have revealed problems with the as-built documents that are typically provided by the AEC team. Experiments with intranet technologies have led us to a concept of just-in-time operations documents that can be implemented using Web technology. The paper examines formats, structure and content for these operations documents. It describes an early prototype implementation that tested the feasibility of our concepts.

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Full text: content.pdf (305,247 bytes) (available to registered users only)

Series: w78:1999 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.store (0.020195) class.collaboration (0.018574) class.strategies (0.012881)
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Permission to reproduce these papers has been graciously provided by the Research Press of the National Research Council of Canada. The support of the editors, particularly Dr. Dana Vanier, is gratefully appreciated.


Craig R. Dubler, John I. Messner

Evaluating the Value of Early Planning for Building Information Modeling using Lean Theory

Abstract: Building Information Modeling (BIM) provides a means for owners, designers, contractors, and operators to generate, organize and use detailed information throughout a project lifecycle. An important aspect to the success of BIM is the process in which information is exchanged between team members. In a theory, information should be both accessible and usable, when required. Because the AEC industry is project centered, and several companies work collaboratively towards the design and construction of a facility, the availability and accuracy of information can become constrained. BIM has the potential to improve the effectiveness of building design and construction; however, if the information exchange process is not planned early in the project, the benefits of using the authored data may be mitigated by process waste. This paper serves to evaluate the value associated with early team planning for BIM on two projects being constructed on the Penn State University campus; one which implemented a BIM planning procedure in the design phase. The rationale behind lean theory is to increase efficiency by eliminating waste, consequently increasing value. Therefore, lean principles were modified to establish categories of building information exchange waste. During the case study process actual information exchanges were captured using a process mapping technique. Once the information exchange process was documented, the data was analyzed using the seven types of waste: overproduction, inventory, extra processing, motivation, defects, waiting, and transportation. When applied to information management, these concepts provide a broad framework for an effective process for standardization. Future work includes analyzing the project and team traits for relationships with the information exchange waste. This information will provide additional insight to the value of early planning for Building Information Modeling by documenting the economic benefits that may be achieved by the industry if the information exchange process is developed early in design.

Keywords: BIM, Lean Thinking, Information Exchange, Knowledge Management

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Full text: content.pdf (195,781 bytes) (available to registered users only)

Series: w78:2010 (browse)
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Cutting-Decelle AF

Standardization in product and process data modelling : the ISO step and mandate standards' contribution to'the integration of the life-cycle of buildings

Abstract: In this paper, the data exchanges during the construction process will be analysed through the presentation of the specificity of the profession, -and the description of the construction process, by means of the merent related models. We will then present the two standards, STEP and MANDATE, both currently under development, first in their main features, then by the concepts they will be able to provide. We will focus on a presentation of MANDATE, since one of the models provided could be useful for the representation of the life cycle of buildings. This paper will end with some perspectives for the building construction domain, based on the integration of the whole construction process.

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Full text: content.pdf (1,962,640 bytes) (available to registered users only)

Series: w78:1995 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.represent (0.049820) class.processing (0.023990) class.standards (0.019855)
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Permission to reproduce these papers has been graciously provided by the Stanford University, USA. The support of the editors, particularly Prof. Fischer is gratefully appreciated.


Debras P, Monceyron J L, Buckley E, Leonard D, Carpentier G, , Seifert L

The construction pilot in GENIAL: implementing the GEN vision in the construction domain

Abstract: Among the emerging range of new working habits that appear to best preserve companies position in competitive markets, the Global Engineering Network (GEN) Initiative has recognised the reuse of internal and external engineering knowledge as one of the very promising approach to be considered by companies elaborating their business strategies. With that respect, the GENIAL project devotes its mission to the promotion of a new king of market places where actors capture and retrieve on-line a wide range of engineering products and services. The GENIAL architecture is first depicted that emphasises its main components. The GENIAL approach is then described that allows a information provider to play as a Value Added Service Provider in the GENIAL sense. This approach is then illustrated by dedicated cases in the construction domain that evidenced the benefits of the concepts from a user point of view.

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Full text: content.pdf (327,190 bytes) (available to registered users only)

Series: w78:1998 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.roadmaps (0.022317) class.strategies (0.018025) class.commerce (0.013436)
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Permission to reproduce these papers has been graciously provided by Royal Institute of Technology, Stockholm, Sweden. The assistance of the editors, Prof. Bo-Christer Björk and Dr. Adina Jägbeck, is gratefully appreciated.


Donald E. Grierson

Multicriteria decision making in n-D

Abstract: The paper concerns engineering design governed by multiple objective criteria that are in conflict and compete for available resources (material, financial, etc.). A multicriteria decision making (MCDM) strategy is pre-sented that employs a tradeoff-analysis technique to identify compromise-design solutions that mutually satisfy the competing criteria in a Pareto-optimal sense. The concepts are initially illustrated in detail for a design governed by n=2 conflicting criteria. Curve-fitting, equation-discovery and equation-solving software are employed to find competi-tive general equilibrium states corresponding to Pareto-tradeoff designs of a flexural plate governed by conflicting weight and deflection criteria. The MCDM strategy is then extended to designs involving more than two conflicting cri-teria, and is applied for a bridge maintenance plan design governed by n=3 criteria. The paper concludes with a dis-cussion of the application of the MCDM strategy to designs involving n=4 and n=11 conflicting criteria.

Keywords: multicriteria design engineering, Pareto optimization, Pareto trade-off

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Full text: content.pdf (429,874 bytes) (available to registered users only)

Series: w78:2007 (browse)
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Dossick, Carrie Sturts; Rojas, Eddy; Locsin, Susan; and Lee, Namhun

Defining Construction Management Events in Situational Simulations

Abstract: The challenge and promise of educational computer simulations are to provide user experiences that allow for immersion into a dynamic system in which users discover the ramifications of their decisions in a complex environment. Researchers at the University of Washington, in collaboration with Michigan Technological University, are developing situational simulations to meet the needs of construction management education. The simulation environment, known as the Virtual Coach, helps users to further develop their decision-making skills in a problem-based learning setting whereby they investigate, integrate and apply concepts in a participatory, contextually rich, educational, yet fun video game-like virtual environment. This paper explores the development of this contextually rich and general-purpose environment and the user’s experience as they progress from Project Awareness to Project Monitoring and into Project Management. In the Virtual Coach, users view project information in both Project Awareness and Project Monitoring. As the project and Simulation Events unfold, the user interacts with the simulation, making decisions that impact the project outcome. A Simulation Event includes the user’s experience, variables altered by the event, and variables changed by the user. This paper defines the concept of Simulation Events within the context of the Virtual Coach, explains how the users become aware of an Event and how Events are triggered in the simulation, describes how users engage with the simulation (i.e., what variables are in play), and identifies types and formats of information available to a simulation developer to shape the learning outcomes.

Keywords: Simulation models; Construction management; Engineering education; Computer aided instruction

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Full text: content.pdf (96,587 bytes) (available to registered users only)

Series: convr:2007 (browse)
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Doulis, Mario; Vogel, Manfred; Pfluger, Jan; Rietmann, Marco; and Raps, Michael

4Dive - A 4D Interface for the Visualization of Construction Processes in a Virtual Environment

Abstract: In this paper we present 4DIVE, an interface concept for the visualization of construction processes in Virtual Reality (VR). It supports process management tasks of the AEC industry in the field of Virtual Design and Construction (VDC). 4DIVE is developed for the use in projection based Virtual Environments (VEs) like the CAVE or large scale projection walls, supporting stereoscopic visualization in real-time and 3D user tracking. The 4DIVE project focuses on the design of interaction concepts addressing the following topics: (1) The integration and visualization of 4D CAD models in VR systems, (2) the development of 4Record, a tool for recording and replaying paths in the 4D time-space, and (3) the design of suitable input devices and interaction techniques.

Keywords: Virtual Reality, 3D User Interface Design, 4D Technology, 4D Building Models, Input Devices

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Full text: content.pdf (302,962 bytes) (available to registered users only)

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Dragana Nikolic, Sanghoon Lee, John I. Messner, Chimay Anumba

The Virtual Construction Simulator: Evaluating an Educational Simulation Application for Teaching Construction Management Concepts

Abstract: Understanding the dynamic nature of the construction process and the ability to make important decisions about resource utilization, sequencing, site layout, and project-related risks are critical skills for design and construction engineering students. Novice students lacking experience face challenges in learning and understanding how to manage risks, cost and time tradeoffs. An evolving area of research concerns the use of educational computer simulations to enhance the learning experience.The current development initiative at the Pennsylvania State University explores the value of educational simulations in teaching construction concepts such as scheduling, site congestion, resource management and resource allocation. The Virtual Construction Simulator (VCS), an interactive simulation game currently being developed and implemented, aims to engage students in an experiential simulation environment where they develop a construction schedule and make initial decisions about construction methods, resources, and activity sequence; and subsequently enter the simulation mode where certain factors and events are triggered. Stepping though the process, students assume more active role in learning the difference between the as-planned and as-built schedule resulting from the impact of factors such as weather, congestion, learning curve, or overtime based on construction project conditions.This paper discusses the development, and the results following the first implementation of the VCS simulation game this spring within the third year introductory course to Building and Construction Management course at Penn State. The pedagogical value of the VCS simulation game in fostering engaged, motivated, and deeper learning complementing the traditional teaching methods is also discussed.

Keywords: engineering education, construction management, simulation, game theory

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Full text: content.pdf (408,232 bytes) (available to registered users only)

Series: w78:2010 (browse)
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