Virtual and Augmented Reality Applied in Architecture, Engineering and Construction

A special issue of Buildings (ISSN 2075-5309). This special issue belongs to the section "Construction Management, and Computers & Digitization".

Deadline for manuscript submissions: closed (30 October 2022) | Viewed by 16027

Special Issue Editor


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Guest Editor
Arts et Metiers, Paris, France
Interests: virtual reality; augmented reality; industry for the future; Smart City

Special Issue Information

This Special Issue of the journal Buildings concerns virtual and augmented reality for the design, manufacture, and maintenance of buildings. Virtual reality and augmented reality have a technological maturity allowing them to bring added value in many fields of activity. The building domain is a producer of numerous digital data at the concept level (with the BIM data—Building Information Modeling), at the construction level (data of the building as built), at the maintenance level and at the user level. These digital data, coupled with virtual and augmented reality technologies, allow a better collaborative work between designers and future users for the design of the building, a more intuitive interaction between users and the building through smart data visualisation and an assistance to maintenance operations.

This call for papers concerns the scientific work related to these activities, and focuses on the management of the BIM model for virtual and augmented reality, the digital twin of the building, artificial intelligence for the management of building data, assistance to engineering (design, project review) and construction (task planning, security) through virtual reality, assistance to building maintenance through artificial intelligence and augmented reality, and digital technologies facilitating the involvement of citizens in the life of the building (smart building).

Prof. Dr. Frederic Merienne
Guest Editor

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Buildings is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • Virtual reality
  • Augmented reality
  • Building data management
  • Applications to design, construction and maintenance
  • Smart building
  • Data visualization

Published Papers (6 papers)

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Editorial

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2 pages, 180 KiB  
Editorial
Virtual and Augmented Reality for Building
by Frédéric Mérienne
Buildings 2023, 13(6), 1475; https://doi.org/10.3390/buildings13061475 - 07 Jun 2023
Viewed by 790
Abstract
Virtual reality and augmented reality have reached a technological maturity, allowing them to bring added value in many fields of activity [...] Full article

Research

Jump to: Editorial

23 pages, 21161 KiB  
Article
Efficiency of VR-Based Safety Training for Construction Equipment: Hazard Recognition in Heavy Machinery Operations
by Ankit Shringi, Mehrdad Arashpour, Emadaldin Mohammadi Golafshani, Abbas Rajabifard, Tim Dwyer and Heng Li
Buildings 2022, 12(12), 2084; https://doi.org/10.3390/buildings12122084 - 28 Nov 2022
Cited by 10 | Viewed by 2627
Abstract
Machinery operations on construction sites result in many serious injuries and fatalities. Practical training in a virtual environment is the key to improving the safety performance of machinery operators on construction sites. However, there is limited research focusing on factors responsible for the [...] Read more.
Machinery operations on construction sites result in many serious injuries and fatalities. Practical training in a virtual environment is the key to improving the safety performance of machinery operators on construction sites. However, there is limited research focusing on factors responsible for the efficiency of virtual training in increasing hazard identification ability among novice trainees. This study analyzes the efficiency of virtual safety training with head-mounted VR displays against flat screen displays among novice operators. A cohort of tower crane operation trainees was subjected to multiple simulations in a virtual towards this aim. During the simulations, feedback was collected using a joystick to record the accuracy of hazard identification while a post-simulation questionnaire was used to collect responses regarding factors responsible for effective virtual training. Questionnaire responses were analyzed using interval type-2 fuzzy analytical hierarchical process to interpret the effect of display types on training efficiency while joystick response times were statistically analyzed to understand the effect of display types on the accuracy of identification across different types of safety hazards. It was observed that VR headsets increase the efficiency of virtual safety training by providing greater immersion, realism and depth perception while increasing the accuracy of hazard identification for critical hazards such as electric cables. Full article
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21 pages, 8260 KiB  
Article
Mixed Reality in Multiuser Participatory Design: Case Study of the Design of the 2022 Nordic Pavilion Exhibition at the Venice Biennale
by Kai Reaver
Buildings 2022, 12(11), 1920; https://doi.org/10.3390/buildings12111920 - 07 Nov 2022
Cited by 3 | Viewed by 2676
Abstract
The case study documents the design process of the physical and digital versions of the heritage-valued Nordic pavilion at the Venice Biennale. The case facilitated a multiuser collaboration in mixed reality (MR), studying the technologies’ influence upon user interactions and design decision making. [...] Read more.
The case study documents the design process of the physical and digital versions of the heritage-valued Nordic pavilion at the Venice Biennale. The case facilitated a multiuser collaboration in mixed reality (MR), studying the technologies’ influence upon user interactions and design decision making. Retitled as the ‘Sami Pavilion’ in tribute to the Sami artists from Norway, Sweden, and Finland, which the exhibition featured, the case study took place between 2019 and 2022, primarily during the COVID-19 pandemic. The context of the case study prompted a need to explore MR methods to overcome travel restrictions. While MR has shown some interesting utility in design research, the literature indicates the need for more concrete case work. It also was necessary to design a custom solution for multiuser collaboration. As the transferability of predictive design decisions in MR to the physical building relied upon replication between user experiences, the case embodied interesting challenges to prevalent Nordic architectural theory, particularly that of ‘genius loci’ or the ‘spirit of place’, which was a strong component of the heritage value of the building and, thus, an important design narrative. The case study documents how artworks and positions of artworks were tested in various configurations within the MR model by curators and designers to simulate the spatial experience of the design options. Several key design decisions were made based on the unique vantage points offered in MR. The MR model was then used to generate 2D technical documentation and installation instructions, which were installed on site. Studies to check the relationship between the MR model and the finished, physical result were conducted. Findings depicted a high degree of transferability between the MR model and the physical exhibition while noting discrepancies between the field of view (FOV) in the MR and physical spaces in which objects felt smaller in the real-life, built result. Possibilities and limitations for future MR implementation in the design and construction of complex projects in heritage situations are discussed in addition to implications for current architectural theory regarding place and experience from a non-dualistic perspective. Full article
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22 pages, 5155 KiB  
Article
Improving Emergency Training for Earthquakes through Immersive Virtual Environments and Anxiety Tests: A Case Study
by Mohammad Sadra Rajabi, Hosein Taghaddos and Seyed Mehdi Zahrai
Buildings 2022, 12(11), 1850; https://doi.org/10.3390/buildings12111850 - 02 Nov 2022
Cited by 9 | Viewed by 3052
Abstract
Because of the occurrence of severe and large magnitude earthquakes each year, earthquake-prone countries suffer considerable financial damages and loss of life. Teaching essential safety measures will lead to a generation that can perform basic procedures during an earthquake, which is an essential [...] Read more.
Because of the occurrence of severe and large magnitude earthquakes each year, earthquake-prone countries suffer considerable financial damages and loss of life. Teaching essential safety measures will lead to a generation that can perform basic procedures during an earthquake, which is an essential and effective solution in preventing the loss of life in this natural disaster. In recent years, Virtual Reality (VR) technology has been a tool used to educate people on safety matters. This paper evaluates the effect of education and premonition on the incorrect decision-making of residents under the stressful conditions of an earthquake. For this purpose, a virtual model has been designed and modeled based on a proposed classroom in a school in the city of Tehran to simulate a virtual learning experience. In contrast, the classroom represents a realistic method of learning. Accordingly, each educational scenario, presented in reality and the virtual model, respectively, was conducted on a statistical sample of 20 students within the range of 20 to 25 years of age. Among the mentioned sample, the first group of 10 students was taught safety measures in a physical classroom. The second group of 10 students participated in a virtual classroom. Evaluation tests on safety measures against earthquakes were distributed after two weeks. Two self-reporting tests of Depression, Anxiety, Stress Scale (DASS) and Beck Anxiety Inventory (BAI) tests were assigned to the second group to evaluate the effect of foresight under two different scenarios. The results indicate that teaching through VR technology yields a higher performance level than the in-person education approach. Additionally, the ability to detect earthquakes ahead is an influential factor in controlling anxiety and determining the right decisions should the event occur. Full article
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27 pages, 13428 KiB  
Article
Scientific Landscape of Embodied Experience in the Virtual Environment: A Bibliometric Analysis
by Sanghee Lee and Eun Joo Park
Buildings 2022, 12(6), 844; https://doi.org/10.3390/buildings12060844 - 16 Jun 2022
Cited by 1 | Viewed by 2533
Abstract
The realm of architecture has been influenced by the expansion in virtual environments (VEs), along with Industry 4.0 technologies transforming human–VE interactions. Despite increasing scholarly interest in embodied experience-integrated VE, there have been few comprehensive literature reviews undertaken on VEs from a holistic [...] Read more.
The realm of architecture has been influenced by the expansion in virtual environments (VEs), along with Industry 4.0 technologies transforming human–VE interactions. Despite increasing scholarly interest in embodied experience-integrated VE, there have been few comprehensive literature reviews undertaken on VEs from a holistic experience perspective. Therefore, this article reviews the literature on the embodied experiential dimension of VEs that has become necessary to adapt theories and methodologies in a way that enhances the user experience in a VE. This study employs a bibliometric analysis to review research performance and undertake a science mapping of the literature. The 969 pieces of data retrieved from Web of Science were subjected to a performance analysis, and VOSviewer was used to visualize the intellectual structure and research themes. The results of this study emphasize the strength and growing interest in VEs from the embodied experience perspective. Another significant finding is that VE experience studies are mostly based on embodied technologies. In this paper, the results of analyses are discussed in terms of productivity, collaboration, and research themes for future. This study contributes to the literature by providing a significant theoretical reference for the potential of the embodied experience in VE research, which will mostly attract the interest of architectural design researchers. Full article
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22 pages, 946 KiB  
Article
A Task-Centred Methodology to Evaluate the Design of Virtual Reality User Interactions: A Case Study on Hazard Identification
by Pierre Raimbaud, Ruding Lou, Florence Danglade, Pablo Figueroa, Jose Tiberio Hernandez and Frederic Merienne
Buildings 2021, 11(7), 277; https://doi.org/10.3390/buildings11070277 - 29 Jun 2021
Cited by 9 | Viewed by 2739
Abstract
Virtual reality (VR) is a computer-based technology that can be used by professionals of many different fields to simulate an environment with a high feeling of presence and immersion. Nonetheless, one main issue when designing such environments is to provide user interactions that [...] Read more.
Virtual reality (VR) is a computer-based technology that can be used by professionals of many different fields to simulate an environment with a high feeling of presence and immersion. Nonetheless, one main issue when designing such environments is to provide user interactions that are adapted to the tasks performed by the users. Thus, we propose here a task-centred methodology to design and evaluate these user interactions. Our methodology allows for the determination of user interaction designs based on previous VR studies, and for user evaluations based on a task-related computation of usability. Here, we applied it on the hazard identification case study, since VR can be used in a preventive approach to improve worksite safety. Once this task and its related user interactions were analysed with our methodology, we obtained two possible designs of interaction techniques for the worksite exploration subtask. About their usability evaluation, we proposed in this study to compare our task-centred evaluation approach to a non-task-centred one. Our hypothesis was that our approach could lead to different interpretations of user study results than a non-task-centred one. Our results confirmed our hypothesis by comparing weighted usability scores from our task-centred approach to unweighted ones for our two interaction techniques. Full article
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