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id caadria2022_80
authors Anifowose, Hassan, Yan, Wei and Dixit, Manish
year 2022
title Interactive Virtual Construction ‚ A Case Study of Building Component Assembly towards the adoption of BIM and VR in Business and Training
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 547-556
doi https://doi.org/10.52842/conf.caadria.2022.2.547
summary Present day building product manufacturers face difficulties in scaling businesses. Key decisions surrounding technology adoption are typically measured against feasibility of use and long-term profit. Building Information Modelling (BIM) and Virtual Reality (VR) provide the potential for teaching building product assembly to employees and construction contractors. This eliminates the need for deploying training personnel to job sites, reduces manufacturing carbon footprint and wastes in product samples required for training. VR content development is difficult and performance within VR applications must be near reality in order to improve adoption of such technology through training. This exploratory study investigates important factors that enhance adoption in business cases through training. We developed an innovative BIM+VR prototype for SwiftWall; a temporary wall manufacturing company, highlighting rigorous processes for in-house BIM anatomy and VR development. This paper provides a step-by-step approach to replicate the prototype. The prototype was tested in several demonstration sessions. The approximate time to install 40 linear feet of SwiftWall is 30-minutes at the simplest level. This timing is equivalent to 28 linear feet installation in 21-minutes achieved with the BIM+VR prototype demonstration. The matching timing results show a significant potential for adoption in business, improved sustainability and employee training from a time and cost-efficient standpoint. Concerns and key issues from development to deployment are discussed in detail. The BIM+VR virtual construction prototype provides adoption potential for training remote partners thereby increasing possibilities of SwiftWall scaling to distributors and product carriers across a larger geographic region.
keywords BIM, Virtual Reality, Unity, Training, Game Design, Construction Assemblage, Construction Material, Virtual Construction, SDG 9
series CAADRIA
email hassancortex@tamu.edu
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100%; open Anifowose, H., Yan, W. & Dixit, M. (2022) Find in CUMINCAD BIM LOD+ Virtual Reality--Using Game Engine for Visualization in Architectural & Construction Education , arXiv preprint arXiv:2201.09954

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