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Immersive virtual environments versus physical built environments: A benchmarking study for building design and user-built environment explorations

机译:沉浸式虚拟环境与物理构建环境:用于建筑物设计和用户构建环境探索的基准研究

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In order for a project to be satisfactory to end-users and completed with high quality, the architecture, engineering, and construction (AEC) industry heavily relies on digital modeling, simulation and visual communication. In the past two decades, the AEC community has examined different approaches, including virtual and augmented reality, to improve communication, visualization, and coordination among different project participants; yet these approaches are slowly being adopted by the industry. Such technological advancements have the potential to improve and revolutionize the current approaches in design (e.g., by involving end-user feedback to ensure higher performing building operations and end-user satisfaction), in construction (e.g., by improving safety through virtual training), and in operations (e.g., by visualizing real-time sensor data to improve diagnostics). The authors' research vision builds upon the value of using immersive virtual environments (IVEs) during the design, construction, and operation phases of AEC projects. IVEs could provide a sense of presence found in physical mock-ups and make evaluation of an increased set of potential design alternatives possible in a timely and cost-efficient manner. Yet, in order to use IVEs during the design, construction, and operation phases of buildings, it is important to ensure that the data collected and analyzed in such environments represent physical environments. To test whether IVEs are adequate representations of physical environments and to measure user performance in such environments, this paper presents results from an experiment that investigates user performance on a set of everyday office-related activities (e.g., reading text and identifying objects in an office environment) and benchmarks the participants' performance in a similar physical environment. Sense of presence is also measured within an IVE through a set of questionnaires. By analyzing the experimental data from 112 participants, the authors concluded that the participants perform similarly in an NE setting as they do in the benchmarked physical environment for all of the measured tasks. The questionnaire data show that the participants felt a strong sense of presence within an NE. Based on the experimental data, the authors thus demonstrate that an NE can be an effective tool in the design phase of AEC projects in order to acquire end-user performance feedback, which might lead to higher performing infrastructure design and end-user satisfaction. (C) 2015 Elsevier B.V. All rights reserved.
机译:为了使项目对最终用户满意并以高质量完成,建筑,工程和建筑(AEC)行业严重依赖数字建模,仿真和可视通信。在过去的二十年中,AEC社区研究了不同的方法,包括虚拟现实和增强现实,以改善不同项目参与者之间的沟通,可视化和协调。但是这些方法正在被业界慢慢采用。此类技术进步有可能改善和革新设计中的当前方法(例如,通过涉及最终用户反馈以确保更高性能的建筑物运营和最终用户满意度),施工中(例如,通过虚拟培训提高安全性),以及在操作中(例如,通过可视化实时传感器数据以改善诊断)。作者的研究愿景建立在AEC项目的设计,建造和运营阶段使用沉浸式虚拟环境(IVE)的价值之上。 IVE可以提供在实体模型中发现的存在感,并且可以及时,经济高效地评估更多的潜在设计替代方案。但是,为了在建筑物的设计,建造和运营阶段使用IVE,重要的是要确保在此类环境中收集和分析的数据代表物理环境。为了测试IVE是否足以表示物理环境并测量此类环境中的用户性能,本文提出了一项实验的结果,该实验调查了一组日常办公相关活动(例如,阅读文本和识别办公室中的对象)的用户性能环境),并在相似的物理环境中对参与者的表现进行基准测试。 IVE中的存在感也通过一组调查表进行衡量。通过分析来自112名参与者的实验数据,作者得出结论,参与者在NE环境中的表现与他们在基准物理环境中对所有测量任务的表现类似。问卷数据显示,参与者对NE中的存在有强烈的感觉。因此,基于实验数据,作者证明了NE在AEC项目的设计阶段可以是一种有效的工具,以便获得最终用户的性能反馈,这可能会导致更高性能的基础架构设计和最终用户满意度。 (C)2015 Elsevier B.V.保留所有权利。

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