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C Monson, C S Dossick

Knowledge Transfer with Technology: Interdisciplinary Team Experiences in Design and Construction Education

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Full text: content.pdf (106,312 bytes) (available to registered users only)

Series: w78:2014 (browse)
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Christiansson P, Svidt K, Ove Skjarbek J, Aaholm R

User requirements modelling and design of collaborative virtual reality design systems

Abstract: Advanced Information Technology today gives us the opportunity to implement sophisticated distributed systems for collaborative design. Persons with different interests and competencies in the building process such as architects, installation engineers, structural engineers, clients, builders can all at least theoretically be brought together in a distributed design space where a virtual building will be designed, build, and functionally evaluated. A design space build in a virtual reality environment will enable us to realistically and efficiently simulate the form, function, and construction of the building object under consideration. In this connection we made the following definition of a Virtual Workspace. 'The Virtual Workspace, VW, is actually the new design room designed to fit new and existing design routines. VW may well be a mixed reality environment. The VW will host all design partners from project start with different access and visibility (for persons and groups) in space and time to the project, and will promote building up shared values in projects. The VW thus acts as a communication space with project information support in adapted appearances. VW gives access to general and specific IT-tools ' The paper presents experiences from the early phases of user requirements formulations and design of such collaborative design spaces. The findings are mainly based on collaborative university and consultant engineering company work done in the EU project 'Distributed Virtual Workspace for enhancing Communication within the Construction Industry - DIVERCITY' as well as experiences from student collaboration in distributed learning environments and earlier research within the area. It is extremely important to bridge the gap between the user requirements specifications and the actual interface design and implementation of the underlying operational models of the distributed virtual workspace system. This is certainly true as we actually design a new type of design artefact that will highly influence the traditional working methods and integration of design resources. The early conceptual design of the virtual workspace follows the so called Contextual Design methodology which gives input to the subsequent data modelling work and implementation in an object oriented web distributed environment. The method used is described and examples on resulting Work Models (work flow, sequence and artefact models) are presented and commented on.

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Full text: content.pdf (634,867 bytes) (available to registered users only)

Series: w78:2001 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.communication (0.065624) class.deployment (0.022154) class.environment (0.022092)
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Permission to reproduce these documents have been graciously provided by CSIR Building and Construction Technology. The assistance of the editors, Mr. Gustav Coetzee and Mr. Frances Boshoff, is gratefully appreciated.


Christiansson P

Experiences from developing a buildingmaintenance knowledge node.

Abstract: The paper describes how technical building maintenance in the future can be effectivelycommunicated using Internet services. The research and development is done togetherwith the potential end users of the system (9 large building operations and maintenancefirms in Sweden). The national Swedish SERFIN , Maintenance ExperienceCommunication on Internet, project is described together with the philosophy behind thesystem, underlying models, and enabling technologies. The system under development is aknowledge node on the Internet where users independent of room and time can search forquality-marked information ,place questions and get answers back. The system alsocaptures knowledge within the area. The development work is supported by a workingarea and the in-house demonstrator development method. Both system and working areareside on the Internet. The latter are slowly transformed to an O&M area which supportsall the processes for knowledge handling and content quality assurance. Experiences andlessons learned as well as underlying system functionality and structure are reported.

Keywords: Knowledge communication, building maintenance, industry collaboration,collaborative work, multimedia, system design, World Wide Web, modelling.

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Full text: content.pdf (154,313 bytes) (available to registered users only)

Series: w78:1997 (browse)
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Christiansson P

IT in distributed open learning environments

Abstract: "The paper describes, accounts experiences, and analyses ongoing open IT supported education's at Aalborg University. The requirements and properties of distributed learning systems are explained as well as available IT-tools support and requirements on underlying application and user models. Pedagogical models are developed to support project organized problem based learning environments. Students are situated at different places in Denmark and meet in person once a month during a weekend seminar. New learning IT tools are introduced to support self study, project work, self tests, project delivery, and course administration. The open Master of IT education and IT courses in the Civil Engineering and Architecture and Design curricula are used as examples for discussions on course information content and structure, and personalized IT tools and their properties. Our conclusions are that we are only in the beginning of development of cross-disciplinary university courses in a global setting with highly communicative IT tools in contrast to traditionally open environments. It is also concluded that IT supported distributed learning provides us with excellent possibilities to advance the learning methodologies suitable for life long learning and to render existing courses more effective. There is a great need to raise the IT competence of the teachers to meet the needs for and carrying through of the changes in education on all levels. We will in the future see a closer natural collaboration between universities in course development and experience exchange."

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Full text: content.pdf (290,092 bytes) (available to registered users only)

Series: w78:2000 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.deployment (0.064533) class.education (0.052856) class.communication (0.041303)
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Permission to reproduce these documents have been graciously provided by Icelandic Building Research Institute. The assistance of the editor, Mr. Gudni Gudnason, is gratefully appreciated


D Greenwood, S Lockley, O Jones, P Jones

THE EFFICACY OF REALISTIC VIRTUAL ENVIRONMENTS IN CAPTURING USER EXPERIENCE OF BUILDINGS

Abstract: Virtual models can offer early and inexpensive proxies of how the real environment will be experienced by its users. However, until relatively recently, the usefulness of virtual models has been constrained by the technological limitations of the software and hardware. Games engines now offer the industry a way to import multiple 3d formats to streamline workflow, with far greater realism and complex interactions with the created virtual environment. In order to be accepted as a reliable tool for design development and problem solving in architecture, engineering and construction, these virtual experiences must be capable of producing user-feedback that is credible. The assumption that a model of human experience from a virtual environment can be a dependable representation of how the real environment will be experienced needs to be tested. Such tests have hitherto offered inconclusive results and the paper reports on the early stages of a current project that aims to redress this. The use of equipment familiar to cognitive psychologists, such as lightweight head-mounted eye tracking systems, should enable comparisons to be made between user-experiences of real environments and their realistic virtual counterparts. Should the virtual environments be shown to communicate similar physiological responses from the participants and deliver similar experiential qualities when compared to the real environment, then it can be argued that they offer realistic visual representations and accurate representations of experience.

Keywords: Architectural design, Games, User experience, Virtual environments

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Full text: content.pdf (84,185 bytes) (available to registered users only)

Series: w78:2011 (browse)
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Dado E, Tolman F

Support of site construction processes by product data technology

Abstract: In the last decade or so design/engineering of building and construction projects is gradually incorporating advanced information technologies, like Product Data Technology. The main drive for this development comes from the demand for meaningful electronic communication between CAxx systems of various disciplines. Getting rid of the islands of automation and information improves both the design processes and the design results. However islands of automation and information not only exist in design/engineering, but also in the construction phase. Moreover the design/engineering and the construction faces as a whole, are still very much isolated. Now that in the foreseeable future main contractors will receive a complete project description, a product model, in electronic format, the question becomes important how PDT can support site construction. In recent studies, researchers in the field of planning, scheduling and cost-estimating of construction projects, discerned the importance of the ability to deal with explicit information about construction methods and technologies is an important capability for future support systems. The main idea is that experiences and knowledge from earlier construction projects are stored in construction methods. By representing these construction methods in a standardized electronic form (i.e. databases, objects), an organization, such as a main contractor, is able to exchange information with other organizations and allows an organization to assemble a repository of techniques which they are familiar with. These computer-interpretable models for the representation of construction methods can be used to support the automated generation of plans, schedules and cost-estimations. This paper reports about a study into the question how to generate plans, schedules and cost-estimations given (1) a standardized product model and (2) a library of standardized process objects implementing information about construction methods. Initial results of a system that supports the translation of the product oriented design/engineering view into the process oriented main contractor view will be shown and discussed.

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Full text: content.pdf (112,343 bytes) (available to registered users only)

Series: w78:1998 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.represent (0.026380) class.communication (0.018471) class.impact (0.016846)
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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.


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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Dupagne A, Mathus P

CABMaS (Computer Aided Building Management System) :Development of an integrated computerised platform for the management of information flows adapted to small and medium size building companies

Abstract: The basic objectives of the CABMaS research project (EC-DG XII, BRITE-EURAM II, CRAFT) had been the definition and the organisation of a computer platform aimed at managing the information flows needed by the various actors involved in the numerous stages of the building process, from the first contact with the client to the final compliance checking. Efforts have been made to produce a set of computerised tools easily manageable by non-IT specialised users, supporting these different processes and managing their associated information. The SME involved in the project has specialised in single-family house production. It was highly concerned with its quality management and already had the ISO 9000 certification. Wishing to further improve the quality of its production process, this SME asked an evaluation of its internal information flows management so that to develop an integrated, coherent computerised solution to improve it. Information flows management was considered by the research team as a significant source of knowledge that could be used by the company to improve its production process. The information had thus to be stored as a dynamic knowledge base, of successful (and unsuccessful) past experiences. This knowledge base consists in an actual management support system, integrating the information coming from the many sub-groups of the SME. Thanks to the structure of the information system, concrete experiences coming from the working-place can be exploited by company's commercials at the early stage of the process to guarantee coherence between the client needs and the enterprise capabilities. The computer platform in its state of development is presently used in the company every day practice.

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Full text: content.pdf (85,812 bytes) (available to registered users only)

Series: w78:1998 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.synthesis (0.020841) class.deployment (0.008502) class.standards (0.007280)
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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.


E Hjelseth

Experiences on Converting Interpretative Regulations into Computable Rules

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Full text: content.pdf (302,194 bytes) (available to registered users only)

Series: w78:2012 (browse)
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E. Hjelseth

Foundation for development of computable rules

Abstract: This paper gives an overview of the foundation for development of computable rules that can be implemented into commercial rule-checking software. The foundation for development starts with an overview over knowledge engineering and its roots in logic, mathematic, linguistic and knowledge philosophy. This gives motivation investing in a semantic based knowledge system. Otherwise is likely that the BIM based rule-checker systems ends up as building information mess. The link from the theoretical foundation to tools and methods can be connected by use of semantic software tools. Preliminary results and experiences from an ongoing Norwegian project are presented.

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Full text: content.pdf (332,941 bytes) (available to registered users only)

Series: w78:2009 (browse)
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