Integrating virtual reality and telepresence to remotely monitor construction sites: A ViRTUE project

Author(s):  
Arkady Retik ◽  
Gordon Mair ◽  
Richard Fryer ◽  
Douglas McGregor
Author(s):  
Enoch H.L. Cheung ◽  
S. Thomas Ng

Modular and offsite construction is becoming increasingly popular around the world. In Hong Kong, a modular integration construction (MiC) method is identified as a pragmatic approach to speed up the housing construction program and to solve the productivity and manpower problems of the industry. Using the MiC, virtually all the construction works including the finishing as well as the mechanical and electrical installation are completed offsite. The MiC units are then delivered to and installed on site. While the MiC can shift the risks of construction projects to the factories, this construction method is not without challenges. This is particularly the case for Hong Kong as most of the construction sites in the city are cramped due to the high-density urban environment. The problem is aggravated when every modular unit is unique and they are time consuming to produce. Any damages to the MiC components during the lifting process could seriously affect the entire construction sequence under a just-in-time management philosophy. Therefore, it is imperative to plan and monitor the logistics carefully when the MiC technique is used. To reduce any human errors and increase the efficiency and accuracy of the lifting process, a virtual reality (VR) approach may be adopted to simulate the construction logistics of MiC construction and train the crane operators. In this paper, a VR model is developed to simulate the construction of a high-rise residential building in a confined site. Various functions are built into the VR model to support the decisions pertinent to lifting logistics planning. In this paper, the design considerations and functions of the VR model are identified through a series of interviews. Moreover, the validation interviews help unveil the potentials and pitfalls of the developed VR model.


Author(s):  
Manuela Uhr ◽  
Sina Haselmann ◽  
Lea Steep ◽  
Chia Bretschneider ◽  
Joschka Eickhoff

2020 ◽  
Vol 13 (1) ◽  
pp. 243
Author(s):  
Zheng Xu ◽  
Nan Zheng

The lack of experiential training has become the primary cause of incidents that could have been easily avoided in construction areas, and the implementation of experimental training is crucial in minimizing incidents at construction sites. The limitation on the available training tools has made it impossible to build up a real test site or reproduce the constructing scenarios. This research aims to develop an immersive and interactive multiplayer-based training platform that incorporates virtual reality (VR) technology to improve the safety awareness of workers. The developed simulation platform serves as a training solution, enabling the provision of repeatable and flexible procedures within a secure environment. An evaluation survey was conducted to make a comparison between traditional training methods and the proposed VR solution. Promisingly, the results indicate that workers were better trained under the developed immersive environment, and they could memorize critical points more effectively because the implementation of VR technology can allow people to experience hazardous situations without being physically injured, thus creating a safer and more efficient training environment. This study reveals that the nomination of the proposed VR platform could reap many benefits and become an advantageous tool for construction training, as well as stimulate human-machine interaction research.


Author(s):  
Swarnali Ghosh Dastider

This pilot study was conducted to investigate the effectiveness of using Virtual Reality (VR) technologies to teach the "Generation Z" (GenZ) students about construction safety as part of the Construction Science and Management (CSM) program at Tuskegee University.  Research shows that the "Technology Generation" or GenZ students are not satisfied with the traditional pedagogical methodology; rather they demand new hands-on tech-heavy immersive learning experience. In this direction, Virtual Reality is propelling profound technological renovation within the practice of Architecture, Engineering, and Construction (A/E/C) industry allowing for a new pedagogical approach. In this approach, students learn from a 3D dimensional smart environment to help identify the construction safety challenges, instead of going to the potentially dangerous construction sites. This approach has been proven to positively influence construction education in many ways, including enhanced awareness and hazards recognition, in general. This research aimed to test this theory to teach GenZ students enrolled at the CSM program at Tuskegee University.  For this study, GenZ students were first exposed to traditional 2D teaching aid demonstrating construction hazards and then the multiple Virtual Reality (VR) serious games. Their response was recorded through written reports, oral interviews and a survey followed by a comparative analysis between 2D visual aid and VR technologies to test the theory as mentioned earlier. These results indicated that the GenZ students greatly welcomed VR Construction Safety exercises more than traditional 2D visual aids and were interested in exploring more.


2021 ◽  
Vol 11 (12) ◽  
pp. 786
Author(s):  
Hyun Jeong Seo ◽  
Gyu Mi Park ◽  
Minjie Son ◽  
Ah-Jeong Hong

The current safety education and training system has a number of problems, namely that the actual risks in the field are not reflected and that workers cannot be engaged in safety education. Therefore, we conducted a study to build a VR-based safety education system that reflects the problems actually occurring in the field. The risk points of the electrical construction sites were derived through in-depth interviews with various stakeholders such as field workers, safety managers, and management. A risk scenario was also constructed by analyzing the causes and effects of existing accident cases. A safety education system was constructed to which the established risk scenario was applied. In the virtual construction site, the site’s own model, safety equipment, and members were implemented in a 3D model to form a virtual reality environment. This environment is intended to provide an educational environment wherein workers can immerse themselves in safety, specifically because this VR-based environment can induce active participation by providing safety information through various experiences. In addition, in this study, a VR-based safety education system that reflects the field conditions was designed to prepare basic data for the modernization and activation of safety education.


Electronics ◽  
2021 ◽  
Vol 10 (11) ◽  
pp. 1355
Author(s):  
Javier Mora-Serrano ◽  
Felipe Muñoz-La Rivera ◽  
Ignacio Valero

Two of the differential characteristics of the AECO sector (architecture, engineering, construction and operation) are barriers for the mass creation of training materials for its workers. On the one hand, the workplace is unique and changing over time; on the other, the aging trend of its workers and the unattractive nature of the industry for new generations of professionals. These two problems can be tackled by virtual reality technologies, which allow the agile creation of all kinds of scenarios, while their current technology may be attractive to young people and intuitive for everyone. This work shows the results of an investigation that seeks to provide automated tools based on virtual reality experiences to support learning in occupational risk prevention. This objective is part of the development of a culture for prevention, which allows the treatment of the human factor, with all its complexity and casuistry. The proposal includes the development of a process and tools that allow replicating the specific scenario where the work will be carried out, incorporating risks and probable incidents, systematically establishing cause-effect relationships, incorporating a narrative (storytelling) that provides emotional meaning to users and Lastly, the creation of a workflow that facilitates the agile development of these virtual reality experiences for each specific work.


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