scholarly journals Using immersive video technology for construction management content delivery: a pilot study

2021 ◽  
Vol 26 ◽  
pp. 886-901
Author(s):  
Alireza Shojaei ◽  
Saeed Rokooei ◽  
Amirsaman Mahdavian ◽  
Lee Carson ◽  
George Ford

Construction management is considered a hands-on field of study which requires good spatial and visual cognitive ability. Virtual reality and other innovative immersive technologies have been used to facilitate experiential learning and to improve students’ spatial cognitive abilities. Virtual environments have been criticized due to the gamified look of the environment. Static panorama pictures have been previously used to bring a better sense of reality and immersion at the same time in construction education. However, they cannot provide a continuous experience, and the sense of presence (immersion) is not ideal either. Immersive videos such as 360-degree videos can address this shortfall by providing a continuous experience and a better sense of presence. The use of this technology in construction education field is very limited. As a result, this study investigated a pilot experiment where a combination of 360, 180 3D, and flat videos was incorporated as an educational instrument in delivering construction management content. The content was recorded using different configurations from different body postures to further investigate the optimal way of utilizing this technology for content delivery. The content of the videos was focused on construction means and methods. Students reviewed the content using head-mounted display devices and laptop screens and answered a survey designed to capture their perception and experience of using this technology as an educational tool in the construction management field. The results show a positive perception toward using immersive videos in construction education. Furthermore, the students preferred the head-mounted display as their favorite delivery method. As a result, the prospect of incorporating immersive videos to enhance construction management education is promising.

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Fariba Mostajeran ◽  
Jessica Krzikawski ◽  
Frank Steinicke ◽  
Simone Kühn

AbstractA large number of studies have demonstrated the benefits of natural environments on people’s health and well-being. For people who have limited access to nature (e.g., elderly in nursing homes, hospital patients, or jail inmates), virtual representations may provide an alternative to benefit from the illusion of a natural environment. For this purpose and in most previous studies, conventional photos of nature have been used. Immersive virtual reality (VR) environments, however, can induce a higher sense of presence compared to conventional photos. Whether this higher sense of presence leads to increased positive impacts of virtual nature exposure is the main research question of this study. Therefore, we compared exposure to a forest and an urban virtual environment in terms of their respective impact on mood, stress, physiological reactions, and cognition. The environments were presented via a head-mounted display as (1) conventional photo slideshows or (2) 360$$^{\circ }$$ ∘ videos. The results show that the forest environment had a positive effect on cognition and the urban environment disturbed mood regardless of the mode of presentation. In addition, photos of either urban or forest environment were both more effective in reducing physiological arousal compared to immersive 360$$^{\circ }$$ ∘ videos.


Author(s):  
Daniel Gracia De Luna ◽  
Roel Tijernia ◽  
Alley Butler ◽  
Emmett Tomai ◽  
Douglas Timmer ◽  
...  

Abstract This paper reports on an experiment in human subject balance and coordination using a HTC Vive head mounted display to create a virtual environment. For the experiment, 30 male human subjects of college age and 30 female subjects of college age were asked to navigate along a clear path in a virtual world using a controller with their dominant hand and asked to balance a virtual ball on a virtual plate using the other controller in the non-dominant hand. The test subjects moved along a clearly marked path, with three surprise obstacles occurring: a large rock landing near the path, and explosion near the path, and a flock of birds coming across the path. Data included 6 degree of freedom trajectories for the head, and both hands, as well as data gathered by the computer system on ball location and velocity, plate location and velocity and ball status. Likert scale questionnaires were answered by the test subjects relative to video game experience, sense of presence, and ease of managing the ball movement. Statistics showed that the male students dropped the ball less frequently at p = 0.0254 and p = 0.0036. In contrast, female students were aware of their performance with correlation levels of 0.632 and 0.588.


2020 ◽  
Vol 24 (6) ◽  
pp. 843-859 ◽  
Author(s):  
Lemonia Argyriou ◽  
Daphne Economou ◽  
Vassiliki Bouki

AbstractThree hundred sixty–degree (360°) immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions especially in Cultural Heritage education. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) headsets often causes nausea, or motion sickness effects imposing further implications in moderate motion design tasks. This paper introduces a methodological categorisation of tasks and techniques for the design of 360° immersive video applications. Following the design approach presented, a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials. Based on the analysis of the results of this study, a set of design guidelines for the implementation of 360° immersive video virtual tours is proposed.


2022 ◽  
Vol 27 ◽  
pp. 48-69
Author(s):  
Sahar Y. Ghanem

As the industry transitions towards incorporating BIM in construction projects, adequately qualified students and specialists are essential to this transition. It became apparent that construction management programs required integrating Building Information Modeling (BIM) into the curriculum. By bringing Virtual Reality (VR) technology to BIM, VR-BIM would transform the architectural, engineering, and construction (AEC) industry, and three-dimensional (3D) immersive learning can be a valuable platform to enhance students' ability to recognize a variety of building principles. The study carries out a methodology for implementing the VR-BIM in the construction management undergraduate program. Based on the previous literature review, in-depth analysis of the program, and accreditation requirements, VR-BIM will be implemented throughout the curriculum by combining stand-alone class and integration in the existing courses method. The challenges that may face the program planning to implement VR-BIM are discussed, and few solutions are proposed. The lab classroom layout appropriate for the applications is designed to be adjusted for several layouts to accommodate all learning styles and objectives. A comparison between different Head-Mounted Display (HMD) headsets is carried out to choose the appropriate equipment for the lab.


Author(s):  
Christian Hofstadler

Process modeling and simulations provide indispensable support during project preparation, construction process planning, and execution. Realistic correlation modeling in construction management and/or economics is crucial to inform meaningful, beneficial process simulations. Inductive approach to reflecting reality in a (computation) model enables prospective consideration of the object or process under study and related analyses. This method aids decision making in construction management related projects and contributes to developing new computation models. Linking the management of chances and risks to construction process modeling is thus an essential tool for systematically making and implementing decisions in construction management and economics. Forecast-based conclusions regarding future developments or events require computation models to be developed based on hands-on experience and practical feasibility whilst relying on sound theoretical assumptions, required abstraction levels, simplifications, and considering their mathematical implementation. The resulting model is linked to model objects for which it was developed and to which it is applied. Model objects may include entire buildings or structures, contract sections, or individual structural components, such as those for which construction processes and logistics as well as construction times and costs are determined. Monte Carlo simulations are applied to systematically account for uncertainties. Derived models should be closely related to the aspects and societal challenges of interdisciplinarity, simulation, and digitization. This paper outlines the requirements that a multisystemic model should fulfill to increase forecast accuracy.


2021 ◽  
Author(s):  
Sergo Martirosov ◽  
Marek Bureš ◽  
Tomáš Zítka

AbstractIt is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).


2020 ◽  
Author(s):  
Alvaro Pastor

In recent years, Virtual Reality (VR) has experienced an unprecedented expansion, mostly fostered by a new wave of affordable and reasonably efficient hardware, which has motivated new VR applications in a diversity of fields, from entertainment systems and video games, educational and professional training, to behavioral studies and treatments. However, most of these systems have been created using methodologies which stem from non-VR application development, eluding the salient user embodiment and unique spatial affordances that characterize VEs. A substantial body of evidence from the Cognitive Sciences suggests that self-directed spatial exploration may be closely connected to the formation of episodic memories, composed by knowledge of data objects and their associated spatiotemporal contexts binded as coherent experiences, which in turn trigger recall and connection with other networked elements of memory. The translation of these distinct human cognitive abilities into design criteria for VR may help enhance user experience, engagement and sense of presence, efficiency of interaction and navigation, and overall system usability and application control. Nevertheless, the full set of interacting elements and behaviors, and the magnitude of these relationships are still unclear, thus the need for a literature review that provides insight on previous work on spatial and action-related modulating factors of VR experiences.


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