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Dawood, Nash and Shah, Raj Kapur

An Innovative Approach for Improvement Of Communications through Visual Schedule Model in Road Construction

Abstract: Innovative Visualisation Technologies applied to construction simulation and optimisation have the potential to improve communications and coordination amongst the construction team. In this context and in the drive for innovation in the construction management, a framework for automatic generation and visualisation of construction processes in road construction has been conceived, designed and developed. The framework is composed of road design data, quantities of cut and fill, productivity models, algorithms for modelling ground profiles and road profile visualiser. The paper details a Visual Schedule Model (VSM) that has been developed in the course of this research to realise the framework outlined above. The model is currently being evaluated using real life case study. Conclusions and future development have also been presented.

Keywords: Innovative methodology, Visualisation model, Detail schedules, Road profiles, RoadSim

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Series: convr:2007 (browse)
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Dawood, Nash and Sikka, Sushant

Measuring the Effectiveness of 4D Planning as a Valuable Communication Tool

Abstract: Construction industry is very much information hungry and is often described as a slow adopter of new IT technologies. The importance of sharing and communicating information is becoming increasingly important through out the whole life of a construction project. Communication of information among different stakeholders is becoming critical as each stakeholder possess different set of skills. As a result, extraction, interpretation and communication of complex design information from drawings is a time consuming and difficult process. Advanced visualisation technologies, like 4D planning (3D product model integrated with schedules) have tremendous potential to increase the communication efficiency and interpretation ability of the project team members. Visualisation is the process of displaying information which assists in understanding and evaluating information. However, its use as an effective communication tool is still limited and not fully explored. The main objective of this research is to measure the effectiveness of communicating construction information of product and processes using 4D models compare to traditional 2D (two-dimensional) CAD drawing approach. An experimental exercise was developed and experiments had been conducted among participants in different age groups (11 to above 22 years) and profiles. The purpose of this research is to evaluate how much information participants are able to extract and retain in their mind by analysing two different graphical representation formats (2D CAD or 4D models). Participants had been divided in two groups (2D & 4D). One group used 2D CAD drawings describing the plans, elevation and sectional drawings, and a bar chart showing the construction schedule. While other group used a detailed 4D model of the house showing the construction sequence. Participants in both the groups are required to construct the same physical model of the house using a Lego kit (423 bricks) in the allotted duration of two hours. Outcomes of the research has provided the quantitative evidence that 4D group has performed better than 2D group by constructing 7% faster the physical model, spent 22% less time in extracting information from building information and reconstructed 77% less Lego bricks compare to 2D group. Participants in 4D group were able to communicate and coordinate better as compared to participants in 2D group.

Keywords: communication, 2D CAD, 4D planning, visualisation, Lego bricks

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Dawood, Nash; Miles, John

A Future Vision for a Virtual Reality and Search-Based Outline Design Environment for the AEC Industry

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de Vries B, van Leeuwen J P, Achten H H

Design studio of the future

Abstract: New communication media enable new design technologies. To investigate the mutual influenceof a new medium like Virtual Reality (VR) and architectural design technologies, a laboratorycalled 'the design studio of the future' is established. In due time a design system will bedeveloped offering different design technologies in an integrated environment. Interfaces withinVR will support various approaches to the design problem. A large research program (VirtualReality - Distributed Interactive Systems) is carried out to provide state-of-the-art tools fordesigners to experiment and to give feed back on the results.

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Full text: content.pdf (59,111 bytes) (available to registered users only)

Series: w78:1997 (browse)
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Doherty P

Facility knowledge environments: ebuildings, culture and technology

Abstract: "The convergence of emerging cultural analysis tools and knowledge management solutions are creating facility knowledge environments. This environment combines web-based cultural and technological solutions that are assisting corporate and government agencies with substantial life-cycle time and money savings. The ability to map the traditional corporate hierarchy with the new reality of internal cultural networks provides a roadmap that ""target markets"" internal knowledge. Experience how Silicon Valley-based high tech corporations and United States government agencies are combining these cultural maps with computer networks, portable Palm devices and the life-cycle design of facility environments, providing an enterprise the enabling mechanism toward controlling traditional corporate cost centers like operations and facilities. These initiatives are being measured through an array of metrics that will be shown. These initiatives (both private and government) began in the Fall of 1998."

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Full text: content.pdf (323,258 bytes) (available to registered users only)

Series: w78:2000 (browse)
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Class: class.roadmaps (0.046266) class.economic (0.029334) class.environment (0.022272)
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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


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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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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Drewer S, Hazlehurst G

Myth and reality in the use of IT and computer based technologies in construction

Abstract: IT and computer based technologies are a catalyst for focusing attention of managers on technical and commercial efficiency. It is sometimes argued that a detailed evaluation of existing practices, in itself, generates a better understanding of the factors constraining efficiency. But it is also argued that it is the computer based technologies themselves which deliver improvements in efficiency. Because the construction process is fragmented, the overall efficiency of the process might ' a priori ' be enhanced by the use of IT and computer based technologies. However, this assumes that a coherent strategy for their use is in place, both within individual companies and practices, and within the wider construction process. Our current research has highlighted a problem, within a majority of construction engineering and design organisations, which constrains the development of 'IT' beyond that of discrete applications. The lack of a coherent strategy for the integration of these technologies within a company is a major constraint on their effective use within the organisation. The integration of the use of the technologies between separate organisations within the construction process, posits problems of an even greater level of complexity. This paper, has two primary objectives: to articulate the major constraints to the effective use of ' IT ' in order to develop a set of relevant criteria for evaluating future investments; and to examine the rationale for, and mechanisms through which, integrated systems, both within organisations and the construction process, may be introduced.

Keywords: construction; information technology; management; technology transfer; corporate strategies

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Full text: content.pdf (682,544 bytes) (available to registered users only)

Series: w78:1993 (browse)
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Permission to reproduce these papers has been graciously provided by the National University of Singapore. The assistance of the editors, particularly Prof. Martin Betts, is gratefully appreciated.


Dunston, Phllip; McGlothlin, James; and Arns, Laura

An Immersive Virtual Reality Mock-Up For Design Review Of Hospital Patient Rooms

Abstract: Having identified a scarcity of evidence-based design principles and practices for patient-centered healthcare environments, researchers at the Purdue University Regenstrief Center for Healthcare Engineering have developed a Virtual reality (VR) mock-up of a hospital patient room to explore its efficacy for identifying how physical environment and design elements impact behavior, processes and safety. The VR patient room mock-up is designed to have a high degree of interactivity to facilitate evaluation of the designed space as a “healing environment.” Positive feedback from healthcare practitioners regarding the mockup has motivated the Investigators to leverage their experience to create VR mock-ups for other hospital units and venues.

Keywords: CAVE, mock-up, design review, patient room, patient-centered design

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Ekaterina Petrova, Mai Brink Rasmussen, Rasmus Lund Jensen and Kjeld Svidt

Integrating Virtual Reality and BIM for End-User Involvement in Design: A Case Study

Abstract: The outcome of projects within Architecture, Engineering, and Construction is highly dependent on the quality of the collaboration between the involved actors. The end-users occupy the buildings on a daily basis, and therefore their involvement in the design process is essential to the output. However, traditional practices place the responsibility of decision-making mostly in the architectsÕ hands. Virtual Reality technologies coupled with Building Information Modelling have the potential to improve the collaboration and data visualization in the building design.This paper presents the findings from a case study on the integration of Building Information Modelling and Virtual Reality for user-centred participatory interior furnishing of a new university building. Besides a significant reduction in the time for generation of alternative proposals, the end results show an increased attachment of the employees to their future workplace and a high level of acceptance towards the technology. Finally, the authors present suggestions for further work, which could improve future design processes utilizing the Virtual Reality technology.

Keywords: Virtual Reality, Building Information Modelling, End-User Involvement, Interior Design, Participatory Design

DOI: https://doi.org/10.24928/JC3-2017/0266

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