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Comparison of Building Design Assessment Behaviors of Novices in Augmented- and Virtual-Reality Environments

机译:创新与虚拟现实环境中新手建筑设计评估行为的比较

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Design and construction professionals must make well-informed decisions for every project that meets both industry standards and building codes and also the specific needs of building users and clients. In order to make effective decisions, research suggests that explicit knowledge, defined as easily codified and communicated information, and tacit knowledge, considered to be the know-how of completing a task, must be effectively applied. While there is recognition of the need for both forms of knowledge, architecture engineering and construction (AEC) education has historically focused on covering content-related explicit knowledge in the classroom. As a result, students generally develop tacit knowledge over their careers. Due to an aging AEC workforce, there is a need to support tacit knowledge development in the classroom to enable students entering the industry to supplement the collective tacit knowledge that will exit the industry as the current generation of practitioners retires. Therefore, the authors of this paper explore the use of augmented reality (AR) and virtual reality (VR) to provide immersive virtual experiences aimed at replicating the types of scenarios that students might experience in their careers that would require them to apply tacit knowledge. The authors tasked students in construction-related disciplines with assessing a building design and making judgments about how the design should be modified to support an occupant in a wheelchair in both VR and AR. Using two similar models and a counterbalanced research methodology, the authors coded the statements and behaviors of the student participants during this design assessment exercise. The results of this work indicate that both technologies elicited statements that were indicative of explicit knowledge related to the needs of a wheelchair-bound occupant. When AR and VR were found to directly encourage physical exploration in the experience, both led to behaviors that simulated the completion of tasks that might be performed by a wheelchair-bound occupant. These behaviors were frequently followed by comments that were indicative of tacit knowledge. While this type of behavior was observed in both AR and VR, AR seemed to more directly encourage this type of interaction among participants. The contribution of this work is in providing observational evidence to demonstrate how the physical exploration affordances of AR and VR may be able to support experiences that foster the use and development of tacit knowledge related to AEC-related decision-making.
机译:设计和施工专业人士必须为每个项目提供知情的决策,这些项目符合行业标准和建筑规范以及建立用户和客户的具体需求。为了提出有效的决策,研究表明,明确的知识,定义为易于编纂和传达的信息,以及默认知识,被认为是完成完成任务的专业知识,必须得到有效应用。虽然认识到需要两种形式的知识,建筑工程和建筑(AEC)教育历史上专注于涵盖课堂内的内容相关的明确知识。因此,学生通常会对他们的职业发展默默地了解。由于AEC劳动力老龄化,需要支持课堂上的默契知识发展,使学生进入行业,以补充作为当前从业人员退休时退出该行业的集体默契知识。因此,本文的作者探讨了使用增强现实(AR)和虚拟现实(VR)来提供旨在复制学生可能在其职业生涯中经历的情景类型的沉浸虚拟体验,这些程度将需要他们申请默契知识的职业生涯。作者任务在建筑有关学科的学生,评估建筑物设计并对设计的修改方式进行判断,以支持VR和AR的轮椅上的乘员。使用两种类似的模型和平衡研究方法,作者在这种设计评估练习中编码了学生参与者的陈述和行为。这项工作的结果表明,两种技术都引发了陈述,这些陈述表明与轮椅约束乘员的需求有关的明确知识。当发现AR和VR直接鼓励体验中的物理勘探时,都导致模拟可能由轮椅束缚乘员执行的任务完成的行为。这些行为往往是指表明默认知识的评论。虽然在AR和VR中观察到这种类型的行为,但AR似乎更直接鼓励参与者之间的这种类型的互动。这项工作的贡献在提供了观察证据,以证明AR和VR的物理勘探可取性如何能够支持促进与AEC相关决策相关的默认知识的使用和发展的经验。

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