Analyzing the potential of Virtual Reality for engineering design review

2019 ◽  
Vol 104 ◽  
pp. 27-37 ◽  
Author(s):  
Josef Wolfartsberger
2020 ◽  
Vol 1 ◽  
pp. 187-196
Author(s):  
N. Horvat ◽  
S. Škec ◽  
T. Martinec ◽  
F. Lukačević ◽  
M. M. Perišić

AbstractThis paper suggests that analysing the effect of visualisation technologies during design reviews should include variables related to design reviewers’ expertise and focus on the process variables rather than the outcomes. The experiment showed better averages in terms of design understanding for groups in desktop interface than for groups in virtual reality. However, the observed difference might also be due to experience with the technology. Finally, regardless of the visualisation technology, higher expertise group showed consistently better design understanding than lower expertise groups.


2020 ◽  
Vol 25 ◽  
pp. 233-253
Author(s):  
Silvia Mastrolembo Ventura ◽  
Fadi Castronovo ◽  
Angelo L.C. Ciribini

Research and applications related to Virtual Reality (VR) in the Architecture, Engineering, Construction and Facility Management (AEC/FM) industry are steadily increasing, being considered as one of the current trends in digital innovation. A convergence is currently on-going between Building Information Modelling (BIM), VR implementation and the soft landings principles, which highlight the need for a smooth transition from design to operation through the early involvement of clients and end-users. In particular, immersive virtual environments could allow stakeholders to experience the full-scale representation of a virtual facility prototype in an intuitive and engaging manner through immersion and sense of presence, promoting feedback collection during usability-focused design review meetings. On the other hand, despite the renewed interest in immersive VR, both technological and procedural challenges to its effective implementation still exist. The latter are within the scope of this study, which aims to address them in a systematic way as a comprehensive guideline for clients and design teams. This study describes the development of a VR-aided usability-focused design review session protocol for implementing immersive VR when clients and end-users are involved in design review meetings. It is the result of an inductive approach associated with qualitative research methods for data collection and data analysis. A case study has been selected as a main research method for facing the first step into the research problem. A further iteration of data collection and analysis was adopted to guarantee the validity of the research, including talks with experts and literature comparison. Finally, the session protocol has been developed in the form of a process map representing all the necessary phases and activities to consider for the effective adoption of immersive VR to evaluate design intents with clients and end-users. As a comprehensive summary, the session protocol fills a gap in the research on the adoption of virtual reality in the AEC industry, which was lacking a prescriptive and structured process to drive the effective use of this technology in collaborative meetings and decision-making processes.


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