169 research outputs found
BIM objects evolution for future heritage asset management
This keynote will address the opportunities and challenges of defining BIM objects specifically related to existing and Heritage assets in context of maintenance, renovation and refurbishment. A comparison with BIM objects for new builds will be drawn on and the impact of that on BIM workflows
Framework for restoration of heritage using building information modelling
This presentation will analyse the issue of digital asset management of heritage structures. Digital technologies such as recording, documentation and Building Information Modelling (BIM) can all contribute important information on the fabric, components and spaces that make up a heritage structure as well as acting as a crisis management tool to support urgent interventions or reconstructions of such iconic monuments
Closing the chasm between virtual and physical delivery for innovative learning spaces using learning analytics
Purpose – One of the misconceptions of teaching and learning for practical-based programmes, such as engineering, sciences, architecture, design and arts, is the necessity to deliver via face-to-face physical modality. This paper refutes this claim by providing case studies of best practices in delivering such courses and their hands-on skillsets using completely online virtual delivery that utilises different formats of 2D and 3D media and tools, supported by evidence of efficiency using learning analytics.
Design/methodology/approach – The case studies were designed using pedagogical principles of constructivism and deep learning, conducted within a mixture of 2D and 3D virtual learning environments with flexible interface and tools capabilities. State-of-the-art coding and scripting techniques were also used to automate different student tasks and increase engagement. Regression and descriptive analysis methods were used for Learning Analytics.
Findings – Learning analytics of all case studies demonstrated the capability to achieve course/project learning outcomes, with high engagement from students amongst peers and with tutors. Furthermore, the diverse virtual learning tools used, allowed students to display creativity and innovation efficiently analogous to physical learning.
Originality/value – The synthesis of utilised media and tools within this study displays innovation and originality in combining different technology techniques to achieve an effectual learning experience. That would usually necessitate face-to-face, hands-on physical contact to perform practical tasks and receive feedback on them. Furthermore, this paper provides suggestions for future research using more advanced technologies
A conceptual model for e-government adoption in Egypt
Electronic government (e-government) was created as an efficient method for government adeptness and proficiency as a vital facilitator for citizen-oriented services. Since their establishment over a decade ago, E-government services are recognised as a vehicle for accessing online public services. Both governments and academic researchers comprehend the difficulty of low-level adoption of e-government services among citizens; a shared issue between both developing and developed countries. This paper investigates determinants and factors necessary to enhance adoption of citizens for e- government services in developing countries, with particular focus on Egypt, by extending the Technology Acceptance Model (TAM) using a set of political, social, and design constructs that were developed from different sources of research literatur
Improving productivity by the automation of checking of 3D parametric modelling
The development of object-based 3D modelling based on Industry Foundation Class (IFC) has given rise to the possibility of computer-based interpretable models and the automation of checking based on rules. Past studies suggest that professionals within the industry have low confidence in the quality of design data, and consequently, there is an over-reliance on manual checking. This study aims to examine the application of automatic checking in industry and opportunities to improve productivity by automation. It identifies a means to improve the quality of data and available checking software, albeit with poor interoperability. The study indicates a quality system that can be applied to the generation of checking rules and a method to improve productivity of automatic checking by using the principles of Dataflow
Examining the quality and management of non-geometric building information modelling data at project hand-over
Through the exponential global increase of Building Information Modelling (BIM) adoption across the Construction industry, and the emergence of inter-connected, strategic and data-rich solutions; such as Big Data, the Internet of Things and Smart Cities, the importance associated with activities and decisions reliant on exact data input, transaction, analysis, and resulting actions becomes exponentially magnified. The supply of inaccurate BIM data may negatively impact on systems and processes that require fully assured data of appropriate quality/veracity, to support informed decision making, deliver functionality, facilitate services, or direct strategic actions within the built environment. This preliminary research intends to provide a catalyst for discussion, analysis and information retrieval relating to Building Information Modelling (BIM) processes where non-geometric data errors may; or are predicted to occur within a project environment. This may result in the delivery of data that cannot be described as representing truth or of good quality, and therefore of little value or use to the data user. The wider aspects of this research investigates specifically non-geometric data veracity & associated dimensions of data quality; in order to discover and explore future solutions to resolve current industry data quality assessment challenges. This paper provides feedback from the research focusing on the current state, presenting existing industry challenges and proposes further research areas based on initial findings
Pedagogical immigration to 3D virtual worlds: a critical review of underlying themes and their concepts
A contentious issue has been in debate for the past decade, over the extent of dependency of current generations of students on information and communication technology (ICT) for education.
Despite this controversy, there is a generalisation amongst researchers that fundamental shifting of educational methods towards e-learning is deemed inevitable and beneficial to cater for emerging students’ skills and preferences. One of these newly
emergent e-learning platforms is 3D Virtual Learning Environments (VLEs) like Second Life. To the authors’ knowledge, this paper is the first to derive and critically analyse, using grounded theory, advantageous and disadvantageous themes and their sub concepts of providing e-learning through 3DVLEs
Architectural propositions for enhancement of learning spaces within 3D Virtual Learning Environments
Newly emergent 3D Virtual Learning Environments (VLEs), e.g. Second Life, are increasingly being utilised by many educational institutions and universities to deliver e-learning. This necessitates erection of virtual campuses to accommodate classes and sessions conducted within these worlds. However, sparse research exists that explores users’ satisfaction from buildings used within these 3DVLEs. Furthermore, no research exists that discusses contentment levels of users specifically towards 3D educational facilities, or users’ preferences and requirements from buildings’ different constructional and architectural design elements. This research investigates the presence of such impact of architectural features of 3D virtual educational buildings and classrooms on users’ comfort within them, by recording, analyzing and categorising higher education students’ and staff’s design preferences and propositions to enhance virtual campus’ learning spaces, internally and externally. This has potential to boost e-learning experiences within 3DVLEs analogous to the positive effect of physical real-life architecture on students’ learning within their respective classrooms
Investigating student satisfaction from environmental and architectural design elements of 3D educational facilities within 3D virtual worlds
Evolving online virtual worlds are intensely being utilised as 3D
Virtual Learning Environments (3D VLEs) by hundreds of universities worldwide. However, there is inadequate academic research depicting satisfaction of users from the environmental design factors of 3D virtual buildings used within these virtual worlds. Specifically, there is no research evidence representing satisfaction of educational facilities’ users, namely students and faculty, from the architectural design characteristics of their 3D
virtual university campuses. This research focuses explicitly on capturing the contentment levels of students towards specified variations of certain architectural design elements of the 3D virtual learning spaces, where educational sessions are conducted in 3D VLEs. This hence provides preliminary guidelines on how to enhance the design of these spaces to augment e-learning experiences of students within 3D VLEs; achieved by analysing survey results representing students’ opinions towards different architectural features of the learning spaces within different university 3D virtual campuses
Harnessing 3D applications for technology enhanced learning
For several years computer supported cooperative work applications have been applicable to the field of e-learning. Video conferencing, computer mediated communication, shared whiteboards and so many other Groupware tools have been used in the past to facilitate teaching and learning online. Web 2.0 and social networking tools created a second wave of e-learning applications that assist learners to communicate. Previous work focused on investigating the feasibility of applying CSCW as well as Web 2.0 technologies in distance education and e-learning. However it seems that a significant part in the relevant literature is concerned primarily with the investigation of how such technologies affect communication, collaboration and similar activities. Over the past few years the authors have
identified the importance of understanding the impact of using Web 3D applications in constructivist elearning paradigms. Our focus was on defining the role of Web 3D applications as a complementary technology to the use of traditional Virtual Learning Environment.
In this paper we discuss the use of Second Life in a number of pilot studies ranging from seminar
sessions and lectures to various collaboration activities between students residing in different
locations. The paper describes the preparation of the learning environment in preparation for the
delivery of different learning activities. Anecdotal evidence combined with survey results are discussed
with respect to the ways the virtual world has enhanced the students’ learning experience. A summary
of key findings with respect to the impact of Second Life to both student learning experience and the
role of the academic is also provided. The paper contributes in the field by identifying evidence of
good practice as well as compiling guidelines and criteria for success in integrating Second Life
applications to existing e-learning provision
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