78 research outputs found

    Integration of building information modelling (BIM) and sensor technology: A review of current developments and future outlooks

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    © 2018 Association for Computing Machinery. ACM. Building Information Modelling1 (BIM) is revolutionising the practicalities of current construction field, sensor technology is essential for enabling BIM to extend beyond the domain of software into the physical domain of building construction and operation; however, no prior in-depth review has focused on the integration of BIM and sensor technology. This paper provides a brief review to evaluate and clarify the state-of-art for the integration of BIM and sensor technology. A systematic review approach was adopted. The result reveals that although much research has conducted, there are gaps and scope for further work, namely: (a) More consideration of the cost of sensors needs to be taken; (b) More commercial applications should be developed; (c) Higher accuracy of positioning and tracing is needed; (d) More applications in structural design could be expanded

    Model and data management issues in the integrated assessment of existing building stocks

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    The increasing population growth and urbanization rises the worldwide consumption of material resources and energy demand. The challenges of the future will be to provide sufficient resources and to minimize the continual amount of waste and energy demand. For the achievement of sustainability, increasing recycling rates and reuse of materials, next to the reduction of energy consumption has the highest priority. This article presents the results of the multidisciplinary research project SCI_BIM, which is conducted on an occupied existing building. Within SCI_BIM, a workflow for coupling digital technologies for scanning and modeling of buildings is developed. Laser scanning is used for capturing the geometry, and ground-penetrating radar is used for assessing material composition. For the semi-automated generation of an as-built BIM, algorithms are developed, wherefore the Point-Cloud serves as a basis. The BIMmodel is used for energy modeling and analysis as well as for the automated compilation of Material Passports. Further, a gamification concept will be developed to motivate the buildings’ users to collect data. By applying the gamification concept, the reduction of energy consumption together with an automated update of the as-built BIM will be tested. This article aims to analyze the complex interdisciplinary interactions, data, and model exchange processes of various disciplines collaborating within SCI_BIM. Results show that the developed methodology is confronted with many challenges. Nevertheless, it has the potential to serve as a basis for the creation of secondary raw materials cadaster and for the optimization of energy consumption in existing buildings

    Construction player’s perception of training approach using serious game–A pilot study

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    Construction workers are always exposed to numerous occupational hazards of different kinds and levels of complexity in every project they engage in. Therefore, there is a need for training modules which can provide the knowledge to construction workers to acquire the skills necessary for occupational and environmental safety on site. However, current safety training still lacks hands-on approaches and it is theory-oriented. This is due to the nature of the construction environment itself in which hands-on approaches are impossible to be applied for certain types of hazards. Training which is assisted by technology is an effective tool in improving learning for not just for children but also for adults. Currently, serious game has become a new approach in training and learning not limited to the field of education but this approach has been applied across disciplines and areas including military, mining, transportation, oil and gas and also the construction industry. Therefore, this paper sought to review construction workers’ perceptions toward serious game as a training tool. Fifty players at various levels from the construction industry participated in a pilot study. A set of questionnaire was distributed to the participants during an occupational safety and hazard (OSH) training course with the cooperation of OSH state agency in the southern region of Peninsular Malaysia and also online. Descriptive statistics were used to analyze data from the questionnaire. Preliminary findings of the pilot study indicated that construction workers had high expectation toward serious game in delivering hands-on training in safer environment. They also believed training module using serious game had the potential in creating affordable, interactive and entertaining training module for the industry. The study contributes to an understanding of occupational safety training needs in the construction industry for a safer, more affordable and interactive as well as entertaining approach

    Integrating Building Information Modelling and Firefly Algorithm to Optimize Tower Crane Layout

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    Abstract - Tower crane layout design and planning within construction site is a common construction technical issue and regarded as a complex combinatorial problem. To transport heavy materials, such as rebar, formwork, scaffolding, equipment and steel, tower cranes are needed and should be well located to reduce construction cost and improve safety management. Currently, practitioners in the industry are over-reliance on individual experience and subjective judgment during decision-making process. The purpose of this paper wants to develop a well-defined approach, which integrating Building Information Modelling (BIM) and firefly algorithm to come up with an optimal tower crane layout for construction projects. Firstly, BIM technology is utilized to automatically generate the quantity of materials which need to be transported. Then firefly algorithms are used to determine the locations of tower cranes, supply points and demand points according to transportation requirement, time and cost. Thirdly, the optimal tower crane layout scheme will be visualized by 4-Dimension (4D) BIM to verify its constructability and safety based on computer simulation and individual experience. Finally, a practical case is selected to evaluate the developed approach. In addition, some lessons learned and issues are highlighted that help direct future research and implementation. The optimization results of the example are very promising and it demonstrates the application value of the approach

    The use of HBIM models as a tool for dissemination and public use management of historical architecture: a review

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    [EN] Disseminating detailed and accessible information about the built heritage is fundamental to help understand the value and meaning of that heritage to society. Recent research highlights the potential of the Historic Building Information Modelling (HBIM) system for managing and disseminating heritage. However, this area is still in an early stage of development. This study aims to present a state-of-the-art review on the use of HBIM for both disseminating the value of historic architecture and managing the public use of heritage assets. The research methodology consisted of extensive bibliographic computer database searches of the study topic through specialized search tools. To this end, significant keywords have been used, such as HBIM to culture dissemination, HBIM to ICT and HBIM to public use management, among others. A total of 85 papers were initially selected. After a preliminary reading, 37 studies have been selected for this review. Later, a quantitative and critical analysis identifying the main themes and perspectives of these academic papers has been carried out. The results indicate that technological solutions have been developed to convert HBIM into models suitable for portable devices, the purpose of which is to offer virtual tours (VR) and Augmented Reality (AR) applications, as well as architectural heritage maintenance applications. There are also gaps in knowledge that have allowed us to establish a starting point for future research. As a conclusion, we can advance that it is essential to further the heritage interpretation of HBIM information so that the non-expert public can better understand architectural assets and their history. Also observable is the need for optimizing HBIM processes for heritage diffusion and public use management. Finally, we also noted it would be very useful to identify the most efficient way of collecting and processing data in order to achieve the best HBIM technical information for dissemination purposes.This research has stemmed from out of the successful results obtained in the research project entitled ‘Designing a database for managing architectural heritage information and knowledge’, funded by the Ministry of Economy and Competitiveness of Spain, and developed by the article’s authors.Salvador-García, E.; G-Valldecabres, J.; Viñals Blasco, MJ. (2018). The use of HBIM models as a tool for dissemination and public use management of historical architecture: a review. International Journal of Sustainable Development and Planning. 13(1):96-107. https://doi.org/10.2495/SDP-V13-N1-96-107S9610713

    Development of Virtual Reality Game-Based interfaces for Civil Engineering Education

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    Virtual Reality (VR) is gradually becoming a part of the life of the average person as hardware prices become more affordable for the end user. A growing variety of hardware allows users to engage in a series of immersive experiences for ludic, educational or even professional activities. In this regard, the diversity of affordable solutions could provide an alternative to highly immersive, but expensive environments such as, CAVE experiences [1]. The development of VR technologies is starting to spread its influence to the AECO (Architecture, Engineering, Construction and Operations) sector through the creation of new work methodologies and techniques, as well as original interfaces for communication. Creating new tools for the discussion of topics and providing collaborative work among participants with different backgrounds provides opportunities not only for the industry, but also for applications in education. The development of VR applications and its outcomes, regarding the acceptance (or lack of it) from the students will be the focus of this paper. The description of three case studies will be fully detailed, providing data analysis from each one of the tests conducted

    Formulating project-level building information modeling evaluation framework from the perspectives of organizations: a review

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    This study identifies Building Information Modeling (BIM) benefits in the presentations of previous project participants and specialties. Based on recent data, a framework for evaluating the project-level BIM benefits from the perspectives of different stakeholders involved in the project is proposed. In order to maximize the benefits for each user or stakeholder, the functions and methods for implementing BIM on construction projects are explained. The results show that the advantages of implementing BIM in construction projects can be effectively evaluated by the proposed framework. Results presented herein provide documentation to improve the understanding of BIM benefits to all construction industry stakeholders

    Development of a VR Prototype for Enhancing Earthquake Evacuee Safety

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    Training and education for enhancing evacuee safety is essential to reduce deaths, injuries and damages from disasters, such as fire and earthquake. However, traditional training approaches, e.g. evacuation drills, hardly simulate the real world emergency, which lead to the limitation of reality and poor interaction. In addition, traditional approaches may not provide investigation of participants' behavior during evacuations and give feedback after training. As a novel and effective alternative to overcome these limitations, in this paper, a VR-based training prototype system is designed and implemented for enhance earthquake evacuation safety. Key modules including earthquake scenario simulation, damage representation, interaction, player investigation and feedback are developed. In the immersive VR environment, players can be provided with learning outcomes as well as behavior feedback as crucial goals for safety training. Based on the result of the evaluation, this prototype has proven to be promising for enhancing earthquake evacuee safety and shows positive pedagogical functions
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