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Amin Hammad, Elaheh Mozaffari, Basheer Khabeer, and Khaled EL-Ammari

Framework For Virtual And Mixed Reality Applications In Civil Engineering

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Series: w78:2006 (browse)
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Andreas Kunz, Stefan Dehlin, Tommaso Piazza, Morten Fjeld, and Thomas Olofsson

Collaborative Whiteboard: Towards Remote Collaboration and Interaction in Construction Design

Abstract: The need for improved interaction and sharing of information in construction projects has grown significantly in recent years, especially as projects have become ever more complex.The early design stage is of particular importance for the final results as most of the building lifecycle characteristics are committed at this stage and the opportunity to influence them decreases rapidly as the cost of making changes, or correcting design errors, increases dramatically. Recent advances in information technology offer methods and tools to meet this need. In view of this, CollaBoard – an interactive whiteboard for remote collaboration – was developed to support mixed, geographically distributed teams. Interconnected via a network, two or more system setups allow users to interact and share information over a common interactive vertical whiteboard. Superimposing the live video of the remote partner – “people on content” – also allows the transfer of Meta information such as gestures, et cetera; resulting in a more intuitively distributed collaborative teamwork. Based on technology such as CollaBoard, the envisioned outcome of our research is a system allowing experts from different disciplines to integrate and optimize lifecycle-related parameters into a new product. The resulting system will allow each expert to adjust his/her own set of parameters, giving access to a large database through intuitive interfaces. This article also discusses possible areas of application with focus on early design, recommends future development needs and provides a brief comparison to existing and state-of the-art systems. The development work includes interdisciplinary research and development and interdisciplinary collaboration between academia and industry.

Keywords: design process, lifecycle, remote collaboration, visualization technology, whiteboard

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Series: w78:2010 (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.


Eilif Hjelseth, Nick Nisbet

Overview of Concepts for Model Checking

Abstract: This paper gives an overview and a description of different concepts for model checking. Model checking is defined as execution of predefined rules on a building information model, e.g. an IFC-file. Rules can be based on laws, regulations, codes, standards, advisory material or self defined requirements for generally or project specific use. The different concepts will be presented with a description and examples of use related to stages in the life cycle of the design process (ISO 22263:2008). The paper will discus mixed use of these concepts in basis of IDDS, integrated design and delivery (IDDS, 2010). Generally should model checking be use to support areas where the designer is not an expert – or other (repetitive) tasks human performance is error prone. An model who have passed all checks can at it’s best said to be “not bad”, and never to be the best designed building. Reasoned feedback is an important part of model checking.The following concepts will (so far) be presented: A) Validating model checking. The checking is performed against a set or rules, that all must be passed, or not activated, to pass the validation. Examples are checking against codes or standards. Following sub-types: Geometry based, information based and mixed systems will be explained. B) Asking model checking. This is rules applied on defined situations who ask for a choice between different alternatives. Examples are choose of venetian blinds and ventilation related to area of window. C) Self checking and adaptive model checkingExample of this is the adaptation of the diameter of the column in response to number of floors. D) Reversed model checkingExamples are checking a model and give feedback on which codes / standards, or parts of this that is relevant. Support for manual checkingReference:IDDS, 2010. Introduction to Integrated Design and Delivery Solutions, http://www.cibworld.nl/site/programme/priority_themes/integrated_design_solutions.html , (visited: 201-03-30).ISO 22263:2008. Organization of information about construction works -- Framework for management of project information. http://www.iso.org/iso/search.htm?qt=22263&sort=rel&type=simple&published=on (visited: 2010-03-30).

Keywords: checking, ontology, BIM

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Full text: content.pdf (115,136 bytes) (available to registered users only)

Series: w78:2010 (browse)
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Ellis R C T, Thorpe A

An illuminative evaluation of distributed interactive multimedia project management resources

Abstract: There is considerable interest in the use of novel computer-based training (CBT) techniques in higher education institutions. Partly this is an acknowledgement of the exciting pedagogic opportunities such resources offer, but the imperative of providing high quality education in the most efficient manner possible is undoubtedly a key institutional driver. Flexibility therefore is an essential pre-requisite of educational multimedia development. This paper reflects on the findings of an illuminative evaluation of a bespoke project management hybrid CD-ROM (DIMEPM) which sought to identify "facilitators" and "barriers" to learning arising from the use of CBT in an industry setting. Contrary to conventional wisdom, the evaluation suggests that more accessible learning materials combined with flexible delivery does not necessarily promote study. Rather it allows practitioners to prioritise work related tasks and demands greater discipline from the learner. A mixed diet of face-to-face and student-centred activities is advocated that maximise the advantages of each delivery mode.

Keywords: CBT, training, education, qualitative evaluation, multimedia

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Full text: content.pdf (618,457 bytes) (available to registered users only)

Series: itaec:2004 (browse)
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K El Ammari, A Hammad

Collaborative BIM-Based Markerless Mixed Reality Framework for Facilities Maintenance

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Series: w78:2014 (browse)
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M Maghrebi, V Periaraj, S T Waller, C Sammut

Solving Ready-Mixed Concrete Delivery Problems: Evolutionary Comparison between Column Generation and Robust Genetic Algorithm

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Series: w78:2014 (browse)
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M. Hakkarainen, C. Woodward & Kari Rainio

Software Architecture for Mobile Mixed Reality and 4D BIM Interaction

Abstract: This article describes a software architecture for providing mobile user at the construction site with two-way real-time augmented reality access to 4D CAD and BIM information. The system covers all the components from content creation and positioning tools, through wireless data sharing and mobile interaction, up to augmented visualisation and feedback from the site. Special emphasis is placed on managing different model formats, linking them to 4D information, placing the models in geo coordinates, as well as managing data intensive building model information on thin mobile clients. We also discuss various interaction aspects, vision based and sensor based tracking methods, as well as tools for high-end architectural AR visualisation.

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Series: w78:2009 (browse)
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Santos, Pedro; GierlingerThomas; Stork Andre; and McIntyre, Don

Display and Rendering Technologies for Virtual and Mixed Reality Design Review.

Abstract: In this paper we introduce an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. For this purpose we present a system architecture which combines a variety of visualization technologies such as high resolution multi-tile displays, TabletPCs and headmounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by two user scenarios: architectural and automotive design review involving real users from Page\Park architects and FIAT Elasis. Our activities are supported by the EU IST project IMPROVE aimed at developing advanced display techniques, fostering activities in the areas of: optical see-through HMD development using unique OLED technology, marker-less optical tracking, mixed reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the targeted scenarios and focuses in particular on the rendering aspects of the project.

Keywords: virtual reality; design review; rendering

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Series: convr:2007 (browse)
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Semra Comu, John E. Taylor, Carrie Sturts Dossick, Josh Iorio, Anne Anderson and Tripp Shealy

Examining the Effect of Boundary Spanning Technologies in Virtual Project Teams

Abstract: Overcoming the challenges of virtual collaboration may require different approaches to achieve performance objectives for virtual teams of mixed nationality participants as compared to virtual project teams of single nationality participants. Many researchers have examined the way multinational project participants collaborate in order to sustain effective collaboration across boundaries. However, we lack a similarly nuanced understanding of networks of individuals on project teams comprised of mixed nationality participants that utilize virtual collaboration environments and new information technologies. In this paper, we examine the role of Boundary Spanning Visualization Technologies (BSVTs) to understand differences that may emerge at the cross-national boundary in virtual teams of mixed nationality participants. We found that BSVTs within the virtual workspace were utilized more frequently by virtual teams of mixed nationality participants. We also identified a positive correlation between effective technology usage and cohesive collaboration among project participants measured by network density. These findings have important implications for the effective functioning of multinational project teams that utilize virtual environments in the construction industry.

Keywords: Mixed Nationality Teams; Virtual Teams; Virtual Workspace; Visualization

DOI: https://doi.org/10.24928/JC3-2017/0230

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