7 research outputs found

    Rekonstrukce města Prievidza ze starých fotografií

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    REKONŠTRUKCIA MESTA PRIEVIDZA ZO STARÝCH FOTOGRAFIÍ Abstrakt Práca sa venuje tvorbe a vizualizácii digitálnej 3D rekonštrukcie historického jadra mesta Prievidza v podobe z roku 1929. Ako podklady pre tvorbu boli použité staré fotografie a ďalšie archívne materiály. V teoretickej časti je popísaná problematika tvorby 3D modelov miest a sú predstavené možnosti prezentácie 3D modelu na internete. Predovšetkým boli analyzované možnosti, ktoré ponúkajú programy na tvorbu virtuálnej prehliadky. V praktickej časti práce je priblížená tvorba 3D modelu v SketchUpe, vizualizácia tohto modelu v Lumione, tvorba výstupov a porovnanie troch voľne dostupných programov pre tvorbu virtuálnej prehliadky - Marzipano, Orbix360 a Kuula. Spomedzi týchto programov bol vybraný program Kuula v ktorom prebehla tvorba virtuálnej prehliadky. Výsledkami práce sú fotografie 3D modelu, preletové video zverejnené na YouTube a online virtuálna prehliadka. Kľúčové slová: rekonštrukcia, vizualizácia, staré fotografie, mesto Prievidza, 3D model, virtuálna prehliadka, SketchUp, Lumion, KuulaRECONSTRUCTION OF PRIEVIDZA CITY FROM OLD PHOTOGRAPHS Abstract The work focuses on creating and visualization of digital 3D reconstruction of the historic core of Prievidza as it looked in 1929. Old photographs and other archival materials were used as the basis for the work. The theoretical part describes the issue of creating a 3D model and presents the possibilities of presenting a 3D model on the Internet. In particular, the possibilities offered by programs for creating a virtual tour were analyzed. The practical part of the work focuses on the creating of a 3D model in SketchUp, visualization of this model in Lumion, the creation of outputs and a comparison of three freely available programs for creating a virtual tour - Marzipano, Orbix360 and Kuula. Kuula was chosen for creation of a virtual tour. The results of the work are photos of a 3D model, a flythrough video published on YouTube channel and an online virtual tour. Keywords: reconstruction, visualization, old photographs, Prievidza city, 3D model, virtual tour, SketchUp, Lumion, KuulaKatedra aplikované geoinformatiky a kartografieDepartment of Applied Geoinformatics and CartographyFaculty of SciencePřírodovědecká fakult

    Integrated Computational Model in Support of Value Engineering

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    Value Engineering (VE) is frequently applied to construction projects for better recognition of project scope and for elimination of unnecessary cost without impacting the functional requirements of individual components of constructed facilities. A critical phase in the application of value engineering is the multi-attributed evaluation of generated alternatives in the speculative phase. Cost is an essential criterion that plays an important role in the selection of the optimum or near optimum alternative that guarantees best value based on the criteria used in this process. Limited work has been carried out for automation of this process but yet without adequate visualization for the components being considered. This thesis presents an integrated model for building construction that provides professionals, owners and members of VE teams with automation capabilities to evaluate and compare different design alternatives of project components. A BIM model, allowing 4D presentation of the project alternatives is implemented in the proposed model to automate data extraction for project cost estimating and to facilitate and support the visualization capabilities. The model is expected to assist members of VE teams not only in costing each alternative being considered, but also in ranking competing alternative using multi-attributed criteria in a timely manner. A prototype model that integrates the project BIM model with RSMeans cost data and AHP has been developed. Cost estimates are generated making use of direct link with RSMeans and the ranking of alternatives is performed using the Analytic Hierarchy Process. The model has been applied to a case project to demonstrate its use and capabilities. The model evaluates and ranks generated alternatives in its output report

    A perception-influence model of innovation implementation in project - based engineering

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    Innovation is an imperative in all industry sectors. For those such as construction, which are not considered high-tech and which operate as one-off projects, the uptake and diffusion of new innovations into ongoing practice across projects pose particular problems. The nature of these problems faced at a project level needs to be better understood. This thesis is an exploration of innovation implementation in the context of Project-Based Engineering (PBE). It is an empirical investigation of how new planning technologies are implemented in major infrastructure construction projects and the barriers that prevent such implementations from being effective. The findings of this investigation are used to develop and evaluate a new model of innovation implementation in this context. The research design is centred on the immersion of a participant-observer in seven live construction projects over a period of 3.5 years. Each project studied was implementing the same innovation: 4D CAD modelling (3D design model + the construction schedule). A wide cross-section of data was gathered in the field including direct observations, documents and other work products from participation, email and other correspondence associated with the 4D CAD implementations, and formal and informal discussions with project-participants. These data were analysed using content analysis software to find patterns. The research was iterative and involved three phases. The initial phase was a pilot study of implementation in practice using the data from one project. It produced rich descriptions of what transpired and a critical comparison with accounts from the literature. This led to a series of propositions about the influence of project-participant perceptions that were synthesised into a new theoretical model: the initial Perception-Influence model (P-I1 model). The middle research phase then developed this model iteratively using a more-focused data collection and content analysis across four construction project organisations. This was done to provide supporting evidence for the theoretical constructs in the P-I1 model as well as to refine them and add new ones. The outcomes of the middle phase were the P-I2 and P-I3 models. The final research phase analysed the data from the last two project organisations in terms of the P-I model framework with a view to evaluating the model’s theoretical significance and practical applications. The P-I model shows that negative perceptions of value, benefit and usability can cause an innovation implementation to be ineffective as a result of discontinued use or neglect. It provides a map for the progression of an implementation using the perceptions and actions of project-participants as primary constructs. The model proposes that each perception is formed by a number of contributing factors or secondary constructs synthesised from implementation research and user acceptance literature, for example, an opinion or concern about how much an innovation costs (i.e. transaction costs). It also proposes that each perception has both a positive and negative associated action. The constructs that make up the P-I model are grounded in the empirical data. This is because the actions, opinions and concerns of project-participants observed in live projects are evident in project documentation such as emails. These two sources (i.e. observations and project documentation) provide data sets that were used to triangulate inferences about the perceptions of project-participants and the outcome of each 4D CAD implementation (i.e. effective or otherwise). This aspect of the research was not only important for the recommendation of potential applications for the P-I model but also during its conception, development and evaluation. The P-I model is a new and important perspective for both implementation research and PBE practitioners. It helps satisfy the calls for studies of innovation implementation that focus on factors at an individual level and those asking for a better understanding of innovative behaviour. This work shows PBE practitioners how the perceptions of project-participants can have a major impact on the effectiveness of an innovation implementation. The findings provide an evidential basis that can improve implementation effectiveness, especially in PBE organisations. The knowledge built into the P-I model can also assist the planning and execution of innovation implementation strategies, aid in the assessment and redirection of those in progress, and help document lessons learned for implementations within project organisations that have been previously completed. This research uses the P-I model to open the way for future empirical studies of innovation implementation in PBE contexts beyond construction. These would also provide data to further refine the constructs in the model

    3D Design Review Systems in Immersive Environments

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    Design reviews play a crucial role in the development process, ensuring the quality and effectiveness of designs in various industries. However, traditional design review methods face challenges in effectively understanding and communicating complex 3D models. Immersive technologies, particularly Head-Mounted Displays (HMDs), offer new opportunities to enhance the design review process. In this thesis, we investigate using immersive environments, specifically HMDs, for 3D design reviews. We begin with a systematic literature review to understand the current state of employing HMDs in industry for design reviews. As part of this review, we utilize a detailed taxonomy from the literature to categorize and analyze existing approaches. Additionally, we present four iterations of an immersive design review system developed during my industry experience. Two of these iterations are evaluated through case studies involving domain experts, including engineers, designers, and clients. A formal semi-structured focus group is conducted to gain further insights into traditional design review practices. The outcomes of these evaluations and the focus group discussions are thoroughly discussed. Based on the literature review and the focus group findings, we uncover a new challenge associated with using HMDs in immersive design reviews—asynchronous and remote collaboration. Unlike traditional design reviews, where participants view the same section on a shared screen, HMDs allow independent exploration of areas of interest, leading to a shift from synchronous to asynchronous communication. Consequently, important feedback may be missed as the lead designer disconnects from the users' perspectives. To address this challenge, we collaborate with a domain expert to develop a prototype that utilizes heatmap visualization to display 3D gaze data distribution. This prototype enables lead designers to quickly identify areas of review and missed regions. The study incorporates the Design Critique approach and provides valuable insights into different heatmap visualization variants (top view projection, object-based, and volume-based). Furthermore, a list of well-defined requirements is outlined for future spatio-temporal visualization applications aimed at integrating into existing workflows. Overall, this thesis contributes to the understanding and improvement of immersive design review systems, particularly in the context of utilizing HMDs. It offers insights into the current state of employing HMDs for design reviews, utilizes a taxonomy from the literature to analyze existing approaches, highlights challenges associated with asynchronous collaboration, and proposes a prototype solution with heatmap visualization to address the identified challenge
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