scholarly journals Perspectives on Modelling BIM-enabled Estimating Practices

2014 ◽  
Vol 14 (4) ◽  
pp. 32-53 ◽  
Author(s):  
Oluwole Alfred Olatunji ◽  
Willy Sher

BIM-enabled estimating processes do not replace or provide a substitute for the traditional approaches used in the architecture, engineering and construction industries. This paper explores the impact of BIM on these traditional processes.  It identifies differences between the approaches used with BIM and other conventional methods, and between the various construction professionals that prepare estimates. We interviewed 17 construction professionals from client organizations, contracting organizations, consulting practices and specialist-project firms. Our analyses highlight several logical relationships between estimating processes and BIM attributes. Estimators need to respond to the challenges BIM poses to traditional estimating practices. BIM-enabled estimating circumvents long-established conventions and traditional approaches, and focuses on data management.  Consideration needs to be given to the model data required for estimating, to the means by which these data may be harnessed when exported, to the means by which the integrity of model data are protected, to the creation and management of tools that work effectively and efficiently in multi-disciplinary settings, and to approaches that narrow the gap between virtual reality and actual reality.  Areas for future research are also identified in the paper.

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.


2016 ◽  
Vol 3 (2) ◽  
pp. e28 ◽  
Author(s):  
Sasan Mosadeghi ◽  
Mark William Reid ◽  
Bibiana Martinez ◽  
Bradley Todd Rosen ◽  
Brennan Mason Ross Spiegel

Background Virtual reality (VR) offers immersive, realistic, three-dimensional experiences that “transport” users to novel environments. Because VR is effective for acute pain and anxiety, it may have benefits for hospitalized patients; however, there are few reports using VR in this setting. Objective The aim was to evaluate the acceptability and feasibility of VR in a diverse cohort of hospitalized patients. Methods We assessed the acceptability and feasibility of VR in a cohort of patients admitted to an inpatient hospitalist service over a 4-month period. We excluded patients with motion sickness, stroke, seizure, dementia, nausea, and in isolation. Eligible patients viewed VR experiences (eg, ocean exploration; Cirque du Soleil; tour of Iceland) with Samsung Gear VR goggles. We then conducted semistructured patient interview and performed statistical testing to compare patients willing versus unwilling to use VR. Results We evaluated 510 patients; 423 were excluded and 57 refused to participate, leaving 30 participants. Patients willing versus unwilling to use VR were younger (mean 49.1, SD 17.4 years vs mean 60.2, SD 17.7 years; P=.01); there were no differences by sex, race, or ethnicity. Among users, most reported a positive experience and indicated that VR could improve pain and anxiety, although many felt the goggles were uncomfortable. Conclusions Most inpatient users of VR described the experience as pleasant and capable of reducing pain and anxiety. However, few hospitalized patients in this “real-world” series were both eligible and willing to use VR. Consistent with the “digital divide” for emerging technologies, younger patients were more willing to participate. Future research should evaluate the impact of VR on clinical and resource outcomes. ClinicalTrial Clinicaltrials.gov NCT02456987; https://clinicaltrials.gov/ct2/show/NCT02456987 (Archived by WebCite at http://www.webcitation.org/6iFIMRNh3)


2004 ◽  
Author(s):  
◽  
So-Yeon Yoon

[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] Previous research has established that virtual reality (VR) technology provides users a unique user-system interaction. However, little research has been conducted to understand how VR technology contributes to system usability within specific contexts. The current research investigates how users perceive desktop VR differently from conventional 2D graphics and how system usability is affected by the user-system interaction process within a VR system. The impact of desktop VR on system usability was empirically examined from an integrated view of technology acceptance in information systems and human-computer interaction. This research tested a model of the user-system interaction process (perceived ease of use, perceived usefulness, and presence) and outcomes measured by system usability dimensions (satisfaction and decision confidence) for a VR system. Data were collected to compare the process and outcomes of using a VR system and a conventional 2D system to engage in a consumer survey. In addition, how user characteristics affect user-system interaction while using a VR system was examined. The results largely support the proposition that VR technology provides system usability with significantly higher perceived usefulness and presence than do the conventional 2D formats. The current work provides new knowledge about usability, sense of presence and technology acceptance in desktop VR and provides insights for future research with and predicted applications of desktop VR.


Author(s):  
Andrea de Giorgio ◽  
Mauro Onori

This article argues that despite a citation review is a rarely used research tool, this can be very useful to assess the impact of new research topics, both from the future research direction and the bibliometric perspectives. An explorative study is presented around the research area marked as Industry 4.0 with the conference paper mentioned in the title of this citation review. Even though the given reference paper is relatively recent, there are already twenty-seven citations listed among three different scholar databases. These are Google Scholar, ResearchGate and Semantic Scholar. In light of this, the article provides a bibliometric confirmation and analysis for the progression of the line of research adopted by de Giorgio et al. in the exploration of non-traditional methods using virtual reality technology and human-robot collaboration for adaptive applications in Industry 4.0. Furthermore, it represents a model for the authors’ self-development and an example of an unconventional approach to scientific work that may help improve related bibliometric research and scholar database strategies to index new articles and topics in the future.


Author(s):  
Misha Chakraborty ◽  
Jia Wang

The intensified globalization and diversity in contemporary workplaces, along with other social and economic changes, have escalated the need for reconsidering and changing traditional approaches to career counseling. The purpose of this chapter is twofold. First, it examines common career counseling practices adopted by organizations. Second, it introduces a nontraditional approach, postmodern approach, to career counseling and explores its effectiveness in meeting changing organizational needs in the globalized world. To achieve these objectives, the chapter begins with a brief overview of career counseling in organizations. Next, current workplace career counseling practices are examined. Following that, an alternative approach by introducing the postmodern approach to career counseling is proposed and the impact of the postmodern approach on the individual, organizational levels, and future trends are discussed. The chapter concludes with implications for career counseling practices and recommendations for future research. This chapter benefits both practitioners and researchers interested in career counseling.


Author(s):  
Nour Tawil ◽  
Izabela Maria Sztuka ◽  
Kira Pohlmann ◽  
Sonja Sudimac ◽  
Simone Kühn

There has been a recent interest in how architecture affects mental health and psychological well-being, motivated by the fact that we spend the majority of our waking time inside and interacting with built environments. Some studies have investigated the psychological responses to indoor design parameters; for instance, contours, and proposed that curved interiors, when compared to angular ones, were aesthetically preferred and induced higher positive emotions. The present study aimed to systematically examine this hypothesis and further explore the impact of contrasting contours on affect, behavior, and cognition. We exposed 42 participants to four well-matched indoor living rooms under a free-exploration photorealistic virtual reality paradigm. We included style as an explorative second-level variable. Out of the 33 outcome variables measured, and after correcting for false discoveries, only two eventually confirmed differences in the contours analysis, in favor of angular rooms. Analysis of style primarily validated the contrast of our stimulus set, and showed significance in one other dependent variable. Results of additional analysis using the Bayesian framework were in line with those of the frequentist approach. The present results provide evidence against the hypothesis that curvature is preferred, suggesting that the psychological response to contours in a close-to-reality architectural setting could be more complex. This study, therefore, helps to communicate a more complete scientific view on the experience of interior spaces and proposes directions for necessary future research.


2005 ◽  
Vol 26 (5) ◽  
pp. 661-681 ◽  
Author(s):  
Celia Zárraga ◽  
Jaime Bonache

This study defines the construct of team atmosphere and provides a framework within which causes and consequences of team atmosphere in knowledge transfer and creation can be empirically investigated. Data were collected using a survey of 363 individuals of 12 companies who worked in self-managed teams. As predicted, results indicated that a ‘high care’ atmosphere among team members favours both the transfer and the creation of knowledge. Findings also showed that certain management initiatives foster this type of atmosphere. The study concludes with some recommendations for future research in this area.


2019 ◽  
Author(s):  
Dimitrios Saredakis ◽  
Ancret Szpak ◽  
Brandon Birckhead ◽  
Hannah AD Keage ◽  
Albert Rizzo ◽  
...  

The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMD’s that report Simulator Sickness Questionnaire (SSQ) scores to determine the impact of content. User factors associated with VR sickness were also examined. A systematic search was conducted according to PRISMA guidelines. Fifty-five articles met inclusion criteria, representing 3,016 participants (mean age range 19.5-80; 41% female). Findings show gaming content recorded the highest total SSQ mean 34.26 (95%CI 29.57-38.95). VR sickness profiles were also influenced by visual stimulation, locomotion and exposure times. Older samples (mean age ≥35 years) scored significantly lower total SSQ means than younger samples, however these findings are based on a small evidence base as a limited number of studies included older users. No sex differences were found. Across all types of content, the pooled total SSQ mean was relatively high 28.00 (95%CI 24.66-31.35) compared with recommended SSQ cut-off scores. These findings are of relevance for informing future research and the application of VR in different contexts.


Psihologija ◽  
2009 ◽  
Vol 42 (3) ◽  
pp. 289-305 ◽  
Author(s):  
Iris Zezelj ◽  
Sofija Pajic ◽  
Neda Omanovic ◽  
Jasmina Ninkovic ◽  
Julija Grcic

An experiment employed a 'familiar-informant false-narrative procedure' to examine the effects of ego involvement manipulation on the creation of false memories for suggested events. Our main sample consisted of 54 Serbian adolescent students. During the pre-testing stage, students' parents (N=54) provided details from their children childhoods, which were used to create stimuli for the subsequent stages. Half of the participants were given an ego-involving suggestion- a short written statement that claimed that people with higher intelligence have a better and more detailed memory of their childhood. We hypothesized that ego-involved group would recollect more childhood events in general, create more false memories and be more confident in its' authenticity and clarity. Implanted event was recognized as autobiographic by 24% respondents in the testing stage and by 44.4% respondents in the retesting stage. There were significant qualitative differences between authentic and false memories: authentic memories were assessed as more reliable and clearer than the false ones. Ego-involvement manipulation had no impact on the frequency or quality of false memories reported by the participants. Even though the specific ego-involvement manipulation was not successful, our findings suggest that other motivating strategies we employed pushed the respondents into accepting false memory suggestion in the retesting stage. Future research could benefit from testing more elaborate ego-involving procedures.


Author(s):  
William T. Walters ◽  
Jamiahus Walton

The impact of user presence on both collaboration and search task performance within virtual reality is not fully understood. The purpose was to review existing literature and determine what research has been conducted on user presence in virtual reality (VR), as well as what research has been conducted on how user presence in virtual reality influences a user’s communication abilities and performance on search tasks. The need for alternative means of pilot training, specifically the possibility of utilizing virtual reality, and the importance of understanding collaboration and search task performance for this training method were outlined. Future research into the efficacy of VR as a training tool for pilots should aim to fill in this gap and seek to understand how user presence in VR influences both communication and search task performance in a virtual cockpit environment.


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