Construction Innovation and Building Information Modeling Report

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This report delves into the realm of construction innovation, specifically focusing on the application of Virtual Reality (VR) in enhancing safety training within the construction industry. The introduction highlights the high injury rates in construction and the potential of VR to mitigate these risks. The proposal section details the use of VR environments, including Head-Mounted Displays (HMDs) and Computer Assisted Virtual Environments (CAVEs), for simulating real-world construction scenarios. A SWOT analysis is presented, examining the strengths, such as effective training and replication of real-life situations, and weaknesses, including the low maturity level and the need for further research. Opportunities, like the increasing demand for technology-driven solutions, and threats, such as environmental concerns related to plastic use, are also explored. The report includes a case study based on data from OSHA training centers, illustrating the current methods of training and the potential for VR integration. The findings suggest that VR can significantly improve safety training and reduce accidents in the construction sector. The report concludes by emphasizing the importance of continued research and development in this area to fully realize the benefits of VR technology.
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CONSTRUCTION INNOVATION AND BUILDING INFORMATION MODELLING
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Introduction
It is estimated that the Americans who work in the industry of construction are more than 6
million. It is regrettable that this kind of the industry has been registering very many cases of
injury at very high rate. In fact, the rate of the injury is 3.8 times the all industry average. Despite
the fact that there has been decline in the rate of injuries dramatically after the Act of OSH
legislation, the deaths ‘number as well as injuries disabling has remained not to be satisfactory in
the industry. One of the recent studies have indicated that the improvement rate of the safety as
per the construction has decreased since the year 1992 hence calling for the need of the
innovative practices of safety (Sacks, Perlman & Barak 2013).
One of the latest technologies which is known to be responsible for enhancing safety is the
virtual reality environment. This technology allows for the exploration of the reality
representation of the computer generated having three-dimension while at the same time
interacting with the virtual objects as well as people. The use of virtual reality has been
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witnessed in various fields including medicine for the treatment of phobia as well as anxiety
(Turner et al 2016). It has been used in the training of the surgeons. In the case of the military, it
has been used in the training of the soldiers for handing the combating situations as well
treatment of the post-traumatic disorder of the stress. New pilots have been trained in aviation
industry using virtual reality. Finally, the industries of manufacturing have been using the virtual
reality to achieve the processes of the simulation is the product design and assembly.
Virtual reality Environment
As per the definition of some scholars, virtual reality is an experience whereby an individual is
surrounded by a computer generated representation which is three-dimensional and can move
around within the virtual world while seeing it from various angles, being reshaped after
reaching it and then being grabbed. In order to get a better understanding of the different
capabilities together with the environment functions of virtual reality environment, therefore it
is considered to very crucial to familiarize using different components of technical consisting of
VRE which helps the applicant in experiencing the feeling of the presence or immersion is the
world of the simulation. The main VRE component which have been stated commonly in used in
various studies include the engines game, data gloves, avatar, mounted head devices which are
commonly refered to as HMD and finally the computer assisted virtual environment commonly
refered to as CAVE.
Proposal
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The toolkits of virtual reality which are there within the market demand having the skills
advance of programming that may consume time besides the high cost. The computer game
engines being used in VRE development has gained much traction. The engines for games are
usually frameworks of the software which are used in the creation of the games in the
development of the physical objects, rendering and finally in put output data with which there is
interaction with the users. Many game engines within the market although having expertise
programming variable levels so as to enable them adapt for VRE. Some of the most common
versions include Unity, 3DVIA and Virtools. They are user friendly besides allowing for the
flexibility as well as freedom in the design of the game (Wong et al.2013).
Over 70 percent of the information is gained by people through vision. Certain systems like the
case of HMD are known for the provision of the virtual components of immersion. HMD
systems have been used in the provision of the reliable virtual environments. Generally, it is the
device which ensure the participant to acknowledge current views and some heads undergo
movement. HMD has undergone development since its inventions in the year 1968 more than
even other components of technology. The other components like data gloves constitute virtual
reality been created so as to ensure the haptic feedback. Having a sensor which allow them
simulating human hands movement as well as individual fingers (Manca, Brambilla & Colombo
2013).
The latest addition in the studies of the virtual reality has Computer Assisted Virtual
Environment which is commonly refered to as CAVE. Generally, CAVE is made up of 3 to 6
surfaces which are used for the projection of the scenes in the case of high resolution so that the
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illusion of reality can be retained. In order to see the objects in 3D, the participants must be
equipped with the HMD. The systems of CAVE are thus regarded as the best systems available
to be used in the virtual environment rendering although they are extremely expensive,
cumbersome and complex.
Although the introduction of the current technologies of the virtual environment have been
converting the traditional ways of doing business within the industry of the construction, very
limited studies have been carried out to determine systematically the effect of this paradigm shift
on the safety in the same industry. In order to check on this particular gap of the research, the
new study has investigated the adoption of the virtual reality environment through safety training
centers of while using the USA as the case study. It is expected that the results from this
particular research work will assist the practitioners in the utilization of the capabilities of the
virtual reality in the reduction of the number of injuries in the projects of the construction (Wang
et al.2014).
SWOT ANALYSIS
SWOT: This is an abbreviation which refers to Strength, Weaknesses, Opportunities and threats
which are known to be having a direct bearing on the dimensions of the project which is to be
carried out. Having proper knowledge of the same technologies is usually important for the
project’s prosperity.
Strengths
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VR technology is associated with certain benefits as far as safety is concerned in the construction
industry-no wonder its adoption. It is expectation of every member of the society to having a
transformed lifestyle with the introduction of the technologies. In order to have such kind of the
transformation realized in the society, imagination is considered to be very important (Le et al
2015). It is only through such kind of the approach that there is setting and subsequent
implementation in the society. The prototype thus serves as a depiction of the actual or the
practical cases. As far as depiction of the real life scenarios are concerned, Virtual reality has
been very accurate. This has led to the proper understanding of the project by the experts before
its implementation is carried out.
Through virtual reality technology, there has been effective and efficient training in various
fields including the construction industry. It is through active engagement using the current tool
that the reality is made using the level of effectiveness during the training exercise (Park et al
2013).
Through the virtual reality technology, it is possible to carry out effective training of the
personnel in the construction industry excellently. A computer generated reality is facilitated by
the virtual reality during the personnel training and this is very crucial. There is proper and
effective replication of the actual places. During this process, there is utilization of the head-
mounted displays (HMD) which makes the whole process to look like a reality. This implies that
it is now possible for the personnel to move round in the diverse environments. Excellent
interaction is allowed at relatively high speed other than such diverse movements (Oesterreich &
Teuteberg 2016).
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Weaknesses
There several weaknesses of the VR technology. One of such weaknesses is that it tends to set
very high objectives with bigger visions. Despite the fact that various individuals are involved in
the use of the VR technology in the construction industry so as to attain certain standards of
safety, the level of maturity has since remained to be very low. After the end of training exercise,
the attained experience by the trainees of this technology is equivalent to just a mere recreation
which has been simulated. A lot of work still remains to be done as far as actualization of the
training on the ground is concerned. This basically implies that the effectiveness of any type of
the training exercise cannot be established on the spot.
There is a lot of research work being carried out to investigate the effectiveness of the
technology within construction industry as the industry undergoes significant advancement.
There is doubt whether the technology will be able to address the finer details of safety in the
industry of the construction including stress management. As the industry of the construction
continues to grow, the challenges experienced continues to be more complex. Safety concerns
have remained to be the main headache to the stakeholders. Although there is expectation of
having such challenges addressed by the VR technology, the integrations of the technology into
the industry of the construction consumes a lot of time. The experienced accidents will thus take
long before they are subjected to the remedial measures (Pedro, Le, & Park 2015).
Opportunities
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The level of aggressiveness in the construction has been growing t alarming rate. The problems
which are related to safety have been increasing on the daily basis and their nature are
increasingly becoming complex. The current generation is technology sensitive and this implies
that the activities carried out in the industries will reduce in terms of being physical.
Development of the VR technology is thus very timely as far as handling these kinds of the
challenges are concerned (Hilfert & König 2016). In order for the relevant documents to be
purchased for safety operations and the subsequent maintenance, there will be need for the
capital in form of money. This is one perfect opportunity for the VR technology in the industry
of the construction. The duration for the exercise of training in regard to safety is expected to be
significantly reduced with the implementation of the virtual reality technology. The cost of the
operations is also expected to be very low.
Threats
Any serious business firm must show concern to potential threats as far as investments are
concerned. One of the requirements which must be met by the technology is safety to the society.
It is interesting that the VR technology itself has been identified as one of the effective
mechanisms of enhancing safety in the construction industry. Environmentists have
continuously warned on the dangers of using plastics and are working towards innovations which
will significantly reduce the use of plastics in the industry. It is however regrettable to report that
some aspect of this technology will involve the use of the plastic which will remain to be a threat
to the environment. The production of such plastics will be accompanied with massive carbon
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emission to the environment and this will further complicate the whole matter (Rankohi &
Waugh 2013).
Case Study
In order to effectively investigate the present application of VRE in the safety training in the
construction, there study relied on the data from 41 OSHA authority centers of training in the in
the USA. These included 15 randomly selected professionals, 9 randomly selected providers of
safety trainings and the rest were just professionals within the industry of the construction. Most
of the respondents were identified to be the safety training professionals. Whereas the
interviewees had at least an average of thirteen years of experience that range from two years to
thirty-one years of experience. The interview result showed that instructor led, audio or visual,
training manuals as well as hands on training had been considered to be the obvious methods that
the organization used to ensure the safety trainings. The rate of the response was at 21-5%. The
respondents were asked to answer a list of questions including:
the extent of the application of the virtual reality in the safety training within the
construction industry?
What methods of training are employed?
The virtual applications within the construction safety summary
Purpose Contributions and benefits
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To develop a training simulator to identify the
ground fall hazards within the mining
industries.
Help in the creation of an effective medium
for the workers that are illiterate in the
industry of mining as well as identifying
hazards.
To develop a design for safety that is DFSP
tool.
Ensuring that tacit safety knowledge is
captured from the safety engineers concerning
the construction safety hazard as well as their
precautions.
To develop a platform that integrate the
model of the 3D as well as the safety
considerations of the schedule of the project.
Ensuring that the user can easily analyze the
sequences of construction, temporal
interactions and even the spatial measure, as
well as monitoring the safety measures which
are needed in carrying out the specific works
as per the schedule of the project.
Creating a training program that only deal
with the electrical safety so as to enhance the
awareness of the workers.
Developing different training modules to
allow sorting relevant hazards as well as
scenarios that help in preventing overloading
a user with the information.
Enhancing the development of serious games
for the trench safety education.
Encouraging student as well as giving the
medium of innovative for the activities on
hand.
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Creating a multiuser virtual safety of the
system of training within the construction
operations plants
Conclusion
The present rate of incident of the construction industry has never been satisfactory and it needs
more attention. Several evidences have shown significant decrease in the improvement of safety
in the past decade. This has been used as the key pointer of the need to introduce an innovative
practice of safety. One of the most effective ways which can be used in the enhancement of the
performance of safety is the use of the innovative practices of training for the workers within the
construction industry. Scholars have demonstrated strong belief that the present advancement in
the virtual reality environment can potentially address such challenges. While exposing students
or workers to the situations which are considered to be hazardous can be unethical, the
simulation of such scenarios are risky within the virtual reality environment being identified to
be one of the effective solutions for conducting training or education. Through integrations of the
3D video games as well as virtual reality environment, therefore possible in creating an
interactive experience of training which enable mentors to evaluate as well teaching trainees
efficiently before introduction into the real world (Chi, Kang & Wang 2013).
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However, the obtained results from the case study of the safety training centers indicated the
existence of very large discrepancy between the practitioners and academics in regard to the
viewing point of the safety trainings. Therefore, as opposed to the benefits which have been
highlighted by the scholars, most of the practitioners believe in hands on training regarding
safety with only 7% admitting that the use of VRE-based system of safety may be useful in the
next few years to come. The research work has effectively synthesized the currently body of
knowledge which is closely related to the application. The impact of using VRE in the transfer of
knowledge as well as in the retention among the trainees should be objectively measured. There
should be conducted studies to assist in the investigation of the VRE systems cost benefit
analysis. The current safety training might be transformed with the development of the cheaper
versions of the VRE systems.
REFERENCES
Chi, H.L., Kang, S.C. & Wang, X., (2013). Research trends and opportunities of augmented
reality applications in architecture, engineering, and construction. Automation in
construction, 33, pp.116-122.
Hilfert, T. & König, M., (2016). Low-cost virtual reality environment for engineering and
construction. Visualization in Engineering, 4(1), p.2.
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