Enhancing users involvement in architectural design using mobile augmented reality

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Bassam Shouman ◽  
Ayman Ahmed Ezzat Othman ◽  
Mohamed Marzouk

PurposeMobile augmented reality (MAR) is one of the advanced three-dimensional (3D) representation tools that has been recently utilized in the construction industry. This paper aims to assess a user’s involvement levels through MAR application that has been experimented against traditional involvement techniques through an existing facility, plan re-designing scenario.Design/methodology/approachThrough reviewing related literature studies in the MAR field, an application has been developed that can superimpose real design alternatives on paper-based markers, allowing for flexible wall positioning, interior and exterior wall material application. As such, an enhanced user involvement experience is created. To measure user involvement levels, the application is experimented with 33 participants having the British University in Egypt’s library building as a case study, followed by survey questionnaires to gather and evaluate user responses.FindingsThe results of the analyzed data using SPSS indicated that MAR showed a positive impact on enhancing user involvement and better understanding of design projects. It also allowed users to produce different design alternatives in comparison to the traditional involvement approaches where users showed low design interaction and understanding.Originality/valueThe interactive features of the proposed application facilitate implementing ideas in design of construction projects that require user involvement.

2018 ◽  
Vol 18 (2) ◽  
pp. 152-166 ◽  
Author(s):  
Mohamed Zaher ◽  
David Greenwood ◽  
Mohamed Marzouk

Purpose The purpose of this paper is to facilitate the process of monitoring construction projects. Classic practice for construction progress tracking relies on paper reports, which entails a serious amount of manual data collection as well as the effort of imagining the actual progress from the paperwork. Design/methodology/approach This paper presents a new methodology for monitoring construction progress using smartphones. This is done by proposing a new system consisting of a newly-developed application named “BIM-U” and a mobile augmented reality (AR) channel named “BIM-Phase”. “BIM-U” is an Android application that allows the end-user to update the progress of activities onsite. These data are used to update the project’s 4D model enhanced with different cost parameters such as earned value, actual cost and planned value. The “BIM-Phase” application is a mobile AR channel that is used during construction phase through implementing a 4D “as-planned” phased model integrated with an augmented video showing real or planned progress. Findings The results from the project are then analysed and assessed to anticipate the potential of these and similar techniques for tracking time and cost on construction projects. Originality/value The proposed system through “BIM-U” and “BIM Phase” exploits the potential of mobile applications and AR in construction through the use of handheld mobile devices to offer new possibilities for measuring and monitoring work progress using building information modelling.


2014 ◽  
Vol 14 (4) ◽  
pp. 453-476 ◽  
Author(s):  
Jun Wang ◽  
Xiangyu Wang ◽  
Wenchi Shou ◽  
Bo Xu

Purpose – The purpose of this research is to investigate a new approach with its supporting building information modelling (BIM) + augmented reality (AR) tool to enhance architectural visualisation in building life cycle. Traditional approaches to visualise architectural design concentrate on static pictures or three-dimensional (3D) scale models which cause problems, such as expensive design evolution, lack of stakeholders’ communication and limited reusability. The 3D animated fly-throughs still occur on a computer screen in two-dimensions and seem cold and mechanical, unless done with advanced production software. Design/methodology/approach – The method of this research included case study and interview. It was, first, stated, from the building process perspective, how the BIM + AR for Architectural Visualisation System (BAAVS) was realised by integrating two types of visualisation techniques: BIM and AR, and four stages of building life cycle. Then the paper demonstrated four case studies to validate the BAAVS. Finally, four interviews were made with each case manager and team members to collect feedback on utilising BAAVS technology. Questions were asked in the areas of benefits, drawbacks and technical limitations with respect to BAAVS. Findings – Feedback from the stakeholders involved in the four cases indicated that BAAVS was useful and efficient to visualise architectural design and communicate with each other. Originality/value – This paper demonstrates BAAVS that integrated BIM and AR into architectural visualisation. The system supports an innovative performance that allows: designers to put virtual building scheme in physical environment; owners to gain an immersive and interactive experience; and property sellers to communicate with customers efficiently.


2018 ◽  
Vol 16 (1) ◽  
pp. 25-43 ◽  
Author(s):  
Ayman Ahmed Ezzat Othman ◽  
Nermeen Mohamed Amin Abdelwahab

Purpose The purpose of this paper is to develop a framework integrating risk management (RM) into the architectural design process (ADP) as an approach for delivering sustainable construction projects. Design/methodology/approach A research methodology, which consisted of literature review and field study, is designed to accomplish four objectives. First, to provide a comprehensive literature review of the concepts of sustainability, ADP and RM. Second, to present and synthesis the results of two relevant studies focused on identifying, quantifying and classifying the risks associated with ADP; and investigating the perception and application of Egyptian architectural design firms (ADFs) towards integrating RM into ADP as an approach for delivering sustainable construction projects. Third, to develop a framework that integrates RM into ADP towards delivering sustainable construction projects. Finally, to draw conclusions and recommendations to improve the practice of delivering sustainable construction projects among ADFs, construction professionals and governmental authorities. Findings ADP is a fundamental phase of the construction process because the decisions adopted during this phase affect the project performance throughout its life cycle. While RM is widely applied in different sectors of the construction industry, its application in ADP received scant attention in construction literature. The research identified 18 key risks that affect the sustainable delivery of construction projects during ADP. The architect, the client and the project manager are the highest ranked responsible parties for the occurrence of these key risks. The field study highlighted the need to develop a framework to facilitate integrating RM into ADP. Research limitations/implications This paper focused only on the integration of RM into ADP. Originality/value The conducted literature review and field study provided an in-depth understanding of the key risks that affect the sustainable delivery of construction projects during ADP. Through its five stages, the proposed framework is expected to serve as a foundation for integrating RM into ADP as an approach for delivering sustainable projects. This ideology has received scant attention in construction literature. The developed framework represents a synthesis that is novel and creative in thought and adds value to the knowledge in a manner that has not previously occurred.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mechiel van Manen ◽  
Léon olde Scholtenhuis ◽  
Hans Voordijk

PurposeThis study aims to empirically validate five propositions about the benefits of three-dimensional (3D) visualizations for the management of subsurface utility projects. Specifically, the authors validate whether benefits from 3D in the literature of building construction project management also apply to subsurface utility projects and map them using a taxonomy of project complexity levels.Design/methodology/approachA multiple case study of three utility construction projects was carried out during which the first author was involved in the daily work practices at a utility contractor. 3D visualizations of existing project models were developed, and design and construction meetings were conducted. Practitioners' interactions with and reflections on these 3D visualizations were noted. Observational data from the three project types were matched with the five propositions to determine where benefits of 3D visualizations manifested themselves.FindingsPractitioners found that 3D visualizations had most merit in crowded urban environments when constructing rigid pipelines. All propositions were validated and evaluated as beneficial in subsurface utility projects of complexity level C3. It is shown that in urban projects with rigid pipelines (project with the highest complexity level), 3D visualization prevents misunderstanding or misinterpretations and increases efficiency of coordination. It is recommended to implement 3D visualization approaches in such complex projectsOriginality/valueThere is only limited evidence on the value 3D visualizations in managing utility projects. This study contributes rich empirical evidence on this value based on a six-month observation period at a subsurface contractor. Their merit was assessed by associating 3D approaches with project complexity levels, which may help utility contractors in strategically implementing 3D applications.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ahlam Ammar Sharif ◽  
Andrew Karvonen

PurposeArchitectural theorists have a long tradition of acknowledging the centrality of building users to architectural production. This article contributes to the discourse on architecture, actor–network theory (ANT), and users by proposing a typology of user translations ranging from supporting to tinkering to adjusting to resisting.Design/methodology/approachThe research utilises an ANT-inspired ethnography of sustainable lighting scripts at the Masdar Institute of Science and Technology (MIST). It comprises semi-structured interviews with MIST designers and students, and site visits and participant observation to understand how the users interpret the scripts and how they interact and change them on a daily basis.FindingsThere is a shared understanding that users do not simply receive architectural designs but interpret and change them to suit their preferences. The findings reveal the multiple ways that users interpret and respond to the assumptions of designers and in the process, recast the relations between themselves and their material surroundings.Originality/valueThe research contributes to acknowledging the centrality of users to architectural design processes and the interpretation of design scripts, addressing the limitation in current literature in demonstrating the diversity of ways that users react to such scripts. The research suggests that user actions have significant implications on long-term building performance. It accordingly points to the need for devising multiple means of user involvement in the design process and allowing greater flexibility in design scripts to improve the alignment with user preferences.


2019 ◽  
Vol 33 (1) ◽  
pp. 37-55 ◽  
Author(s):  
Seongsoo Jang ◽  
Yi Liu

Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Chengjun Chen ◽  
Zhongke Tian ◽  
Dongnian Li ◽  
Lieyong Pang ◽  
Tiannuo Wang ◽  
...  

Purpose This study aims to monitor and guide the assembly process. The operators need to change the assembly process according to the products’ specifications during manual assembly of mass customized production. Traditional information inquiry and display methods, such as manual lookup of assembly drawings or electronic manuals, are inefficient and error-prone. Design/methodology/approach This paper proposes a projection-based augmented reality system (PBARS) for assembly guidance and monitoring. The system includes a projection method based on viewpoint tracking, in which the position of the operator’s head is tracked and the projection images are changed correspondingly. The assembly monitoring phase applies a method for parts recognition. First, the pixel local binary pattern (PX-LBP) operator is achieved by merging the classical LBP operator with the pixel classification process. Afterward, the PX-LBP features of the depth images are extracted and the randomized decision forests classifier is used to get the pixel classification prediction image (PCPI). Parts recognition and assembly monitoring is performed by PCPI analysis. Findings The projection image changes with the viewpoint of the human body, hence the operators always perceive the three-dimensional guiding scene from different viewpoints, improving the human-computer interaction. Part recognition and assembly monitoring were achieved by comparing the PCPIs, in which missing and erroneous assembly can be detected online. Originality/value This paper designed the PBARS to monitor and guide the assembly process simultaneously, with potential applications in mass customized production. The parts recognition and assembly monitoring based on pixels classification provides a novel method for assembly monitoring.


2019 ◽  
Vol 26 (4) ◽  
pp. 723-735 ◽  
Author(s):  
Dedong Wang ◽  
Shaoze Fang ◽  
Kaili Li

Purpose The purpose of this paper is to study the mechanisms governing dynamic changes in relational and contractual governance at different stages of government-funded mega construction projects (MCPs) by studying their different effects on project performance and participants’ opportunism. Design/methodology/approach Partial least squares structural equation modeling was used to test eight hypotheses based on data collected from 147 respondents in different participating organizations in Chinese MCPs. Findings First, contractual governance has a stronger positive impact on project performance than relational governance in the early stage of MCPs, while relational governance exerts more positive effects on project performance than contractual governance in the middle and late stages. Second, opportunism is a mediator variable between governance mechanisms and project performance, and relational governance is more effective than contractual governance in restricting opportunism. Originality/value In contrast to a static analysis of project governance mechanisms, this study examines dynamic changes in the governance mechanisms of MCPs in the Chinese context by considering the mediating role of opportunism as well as guanxi as an element of relational governance, thus filling in gaps in the literature on MCP governance and contributing to the development of MCP management theory.


2019 ◽  
Vol 61 (1) ◽  
pp. 94-107 ◽  
Author(s):  
Mercedes Mareque ◽  
Elena de Prada Creo ◽  
Maria Beatriz Gonzalez-Sanchez

Purpose The purpose of this paper is to gain insight into the way leisure activities and soft skills relate to creativity in higher education. It determines which activities have a positive impact on the student body’s overall education. Previous research evidences the relationship between specific leisure activities and creativity performance in several scenarios. Our work applies a broad range of these leisure activities to find results within our own specific student population. Design/methodology/approach The methodology is based on a survey of 303 Spanish students in Business Administration and Tourism. The study uses two instruments to measure the creativity of students, the Runco Ideational Behavior Scale (RIBS) and a three-dimensional construct that measures divergent thinking (originality, fluency and flexibility). Findings The results reveal that the average for creativity is higher for those students participating in some of the activities proposed. A positive correlation was also observed between the number of leisure activities and the creativity measures analysed. This confirms that students participating in more leisure activities display higher levels of creativity. Finally, the results display that the vast majority of students are involved in some type of activity, but two of the interpersonal skills that companies appreciate the most (reading and writing) are performed by very few students. This is especially the case of writing. Originality/value This study contributes to the pedagogical strategies that can be used in universities to motivate practising leisure activities as a mean of fostering creativity. It is important to note that the involvement of students in leisure activities can benefit from their integration into the labour market.


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