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A Yurchyshyna, M Léonard

Making a smudge on collective (un)conscious: designing collaborative platforms for construction

Abstract: Collaboration and collaborative environments have been playing an increasingly important role in theconstruction domain. Designing and process modeling, knowledge management and dissemination,communities of practice – this is just an initial list of the building-related activities that benefit fromcollaboration- and services approaches characterizing the construction industry. In this paper, we discuss the phenomenon of collaboration in construction, study the existingcollaborative platforms that are used (or might be applicable) for different building-related activitiesand identify the main challenges that are currently not addressed in the current researches. Wefurthermore underline the role of services-oriented technologies for modeling industry- and businessrelatedprocesses,andshowhowtheyhavebeendefactoimplementedfortheconstructionindustry.Despitea largenumberofdifferentfit-for-purposecollaborativeplatformsforconstruction,weneverthelessunderlinethenecessityofa semanticallyrichcollaborativeenvironmentforheterogeneousconstructionexpertsthatwouldallowthemtokeeptheirownterminologyandworkingpractices,buttoacquireasharedunderstandingofacommontaskwithoutlosingitsintegrity.Inordertodoso,weintroduceourservices-basedapproachforactionalizingthe expert knowledgeand developing an information kernel of a discussed task. This approach forms a theoreticalfoundation for developing a collaborative platform, the Cross-Pollination Space, the semantics ofwhich is dynamically modeled by ontologies and the related interactions are enabled by services. Weshow how this framework allows enriching the collaborative environment during its functioning andsupports expert collaboration without imposing an artificial platform-specific terminology and/orcollaboration patterns.Finally, we canvas the ongoing and future works related to this research and discuss the particularitiesof their contextualization for the construction industry.

Keywords: collaboration in construction, shared semantics, expert knowledge, collaborative platforms, service approach in construction

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Series: w78:2011 (browse)
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Drogemuller R, Hampson K, Yum K K

An IT infrastructure for long term research & development at the CRC for construction innovation

Abstract: The Australian Cooperative Research Centre for Construction Innovation (CRC CI) started operations in July 2001. One of its aims is to address the relatively low level of R&D activity within the Architecture, Engineering, Construction and Facilities Management industry in Australia. This paper briefly describes the general goals of a Cooperative Research Centre within the Australian national context. Information & Communication Technologies (ICT) are playing a significant role in the deliverables of the CRC CI. This has necessitated the definition of an ICT architecture at both the software application level and the project server level to provide a framework to maximise the effectiveness of the CRC CI's R & D expenditure. The current architecture is described and some key issues that will need to be resolved are identified.

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Permission to reproduce these papers has been graciously provided by the University of Auckland. The assistance of the editor who provided the full texts and the structured metadata, Dr. Robert Amor, is gratefully appreciated.


Klinc Robert

DEVELOPMENT OF COMPUTER ASSISTED LEARNING TOOL FOR EARTHQUAKE ENGINEERING

Abstract: Today, we live in the world where the information and communication technologies are developing faster than ever before. We receive information and learn from a variety of sources. However, such learning is rarely related to the official programmes of higher education. Lecturers must compete with, for example, Discovery channel, games and/or other audio/video/internet media. That is why many students today have great expectations which even the well prepared and quality books cannot satisfy. Besides, it is difficult to attract their attention when the lessons are not dynamic and the lectured subject is not illustrated as it could be, considering all the technologies available. This paper describes a possible approach for teaching the basics of earthquake engineering through the use of animations (simulations) and active participation of the students. It could be a great addition to classical teaching methods in civil and earthquake engineering. Besides, the idea and the development of the prototype of the learning tool are described. That type of media gives the lecturer the opportunity to animate students, to give them the possibility to dig deeper into the discussed subject, and to learn through experimenting (‘playing’) with carefully prepared examples.

Keywords: computer based learning

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Series: other (browse)
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Manfred Breit, Manfred Vogel, Fritz Ha_ubi, Fabian Ma_rki, Marco Soldati, La_szlo_ Istva_n Etesi, Nicky Hochmuth, Andreas Walther

ENHANCEMENT OF VIRTUAL DESIGN AND CONSTRUCTION METHODS

Abstract: In this paper we report about a three-tier applied R&D approach for the Enhancement of Virtual Design and Construction methods at the Institute of 4D Technologies UAS, North¬¬western Switzerland (i4Ds). In collaboration with the CAD vendor and developer cadwork informatik AG our research focuses on technology, its intro¬duction into the market the effects and difficulties of the tool use and the induced process changes. We will describe the methodlogy, the expected outcomes of the enhancements, the research approach, initial findings and the further proceedings.In the first tier cadworks introduces an intuitive integrated 4D modeler called (LexoCad or Baubit CAD) for contractors which is commercially available since one year. Analogue to playing with building blocks users create 3D building models and 4D phasing models for the construction of the building directly from 2D pdf drawings. The expected outcome are that the virtual building blocks serve as a test-bed for constructability analyzes, enhanced planning reliability, better coordination and communication, optimized procurement and wide-spread use in practice. The next two tiers of VDC enhancements are currently developed at i4Ds. For the second tier we introduce a semantic, flexible, database-backed, object-oriented data structure for hierarchically structured Product, Organization and Process models (POP models) with an enhanced intuitive 3D/4D graphical user interface for the rapid generation of design alternatives. Users can easily propagate information to related property sets of construction elements and assemblies. Behavior methods (scripts) can be assigned for a variety of tasks e.g. BOM creation, construction method modeling, creation of cost performance predictions etc. This approach technology-wise moves the model management from the modeler or viewer components to the data base domain. The flexible hierarchies not only allow users to manually restructure and rearrange the model to their needs but enable automatic AI optimizers to even alter the construction method e.g. timber element, precast concrete or masonry walls etc. The expected outcomes are a pro-active 4D planning, rapid generation, comparison and evaluation of POP- design- alternatives, derivation von case from existing designs, easy and effective integration of client information into POP models, creating performance predictions (quality, time, cost, risk, etc.) from this models, easy creation of 4D sub-models for knowledge transfer for inter-disciplinary cooperation.In the third tier we introduce a novel process design concept which we named Process Design Patterns (PDPs). They are based on Christopher Alexander's (1977) concept of design pattern as a formal way of documenting successful solutions to problems and as templates describing how to solve problems of a particular domain. In a study, we called Process Archeology, we chose a recently finished four storey residential concrete building and reconstructed and re-modeled the over-all building processes with an inter-disciplinary team. Therefore we created the necessary 3D-, 4D- and process- and organization- models with commercial available modeling tools. We were able to derive one generic and seven specific PDPs for the whole erection of the building. We describe a strategy to apply PDPs directly on 3D building information models (BIM) to automate and optimize the planning process.

Keywords: Virtual Design and Construction, 4D Modeling, Product, Process and Organization Modeling and Simulation, Process Design Patterns

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Series: w78:2008 (browse)
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R Decorme, E Thibault, E Leang

Playing to conserve energy: the ICT-enabled eco-challenge in offices

Abstract: The ECOFFICES - Energy Challenge within Offices - experiment is an energy competition between employees taking place in a building located in the Sophia Antipolis business park. The concept combines advanced energy metering, energy awareness and benchmarking to create an incentive scheme for energy savings. The contest is raising a high stimulation level by rewarding eco-friendly energy behaviour.The paper elaborates on the challenge methodology/protocol, and its technological infrastructure. It presents both technical (energy savings, installation, reliability, etc.), socio-economic and behavioural (user acceptance, etc.) approaches.ECOFFICES is a ‘PACA Labs’ project and involves four partners (OSMOSE, CSTB, INRIA and CASA) in the Provence-Alpes-Côte d’Azur region. It has started on September 2010 and will end on September 2011.

Keywords: energy awareness, energy metering, eco-behaviour

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Series: w78:2011 (browse)
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Weisheng Lu, Ke Chen, Jing Wang and Fan Xue

Developing an Open Access BIM Objects Library: A Hong Kong Study

Abstract: Design in a Building Information Modelling (BIM) environment, in a sense, is similar to playing Lego; a designer puts various objects together to form his/her design. The availability of BIM objects, or say the Lego pieces, is one of the most critical issues for promoting BIM implementation. Existing BIM objects, however, are far from comprehensive. Neither is there a Ôone-size-fits-for-allÕ objects library; one has to develop a localised library suiting a particular construction setting. The efforts to tailor-make such a library incur huge costs, which partly explains the mundane BIM implementation in many economies. This paper explores an effective approach to develop an open access BIM objects library focusing on Hong Kong. It does so by (a) determining an ontology-based structure of the library; (b) defining the BIM objects parameters; (c) developing an object processing module (OPM) to unify and integrate the objects from other sources; and (d) exploring the sustainable development of the library. Although further studies are desired to bring it into full reality, the BIM objects library is expected to facilitate building design and information management in a BIM environment. It will also promote BIM implementation in Hong Kong and serve as useful references for other economies.

Keywords: BIM Objects Library, Open Access, Conceptual Model, Domain Ontology

DOI: https://doi.org/10.24928/JC3-2017/0254

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Wen M-C,Tsai M-H,Kang S-C,Chang Y-L

Flood game: an alternative approach for disaster education

Abstract: Flooding is a frequent disaster in typhoon season in Taiwan nearly every year. To prevent flooding, the decision-makers need to invest in costly constructions, such as embankments and disaster parks. They also need to carefully allocate resources, such as sand bags and pumps, to minimize the damage caused by the heavy rain during a typhoon. This paper presents an ongoing disaster education project, for disaster education for which we designed a flood game allowing high school students to play the role of the decision makers. We based the flood game on the popular “tower defense game,” in which players need to allocate limited resources before and during random attacks because the decision behaviors are very similar between the decision makers of flood prevention and the players of tower defense. The flood game has two independent goals: happiness index and money. The happiness index represents the citizens’ satisfaction. The money is a subtraction of the construction items from the total tax income. If the city is well protected, the tax income will increase and vice versa. The players need to wisely allocate the money to build the necessary facilities around the riverside in the right places and at the right time to maximize efficiency of the expenditure. We included six common construction items for flood prevention, including sand bags, pumps, dikes, disaster parks, green roofs, and green streets. We also developed six levels for the game, from the easiest (only one available construction item) to the most difficult (six available construction items) to help players progressively learn the game. If the city resists attacks from heavy rain successfully, the players can pass the level and proceed to the next one. To validate the use of the game, we tested the game with 148 high school students and found that it cannot only increase their interest in learning but also help students understand the complexity of flood prevention for the decision-makers. In the near future, we will develop follow-up teaching materials and videos to leverage the learning outcome after playing the game.

Keywords: Game-Based Learning,Interactive Game,Flood Defense,Education

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Series: convr:2013 (browse)
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