Virtual reality applications for the built environment: Research trends and opportunities

Virtual reality applications for the built environment: Research trends and opportunities
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DOI:
10.1016/j.autcon.2020.103311
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发表时间:
2020-10
影响因子:
10.3
通讯作者:
Yuxuan Zhang;Hexu Liu;Shih-Chung Kang;M. Al-Hussein
Yuxuan Zhang;Hexu Liu;Shih-Chung Kang;M. Al-Hussein
中科院分区:
工程技术1区
文献类型:
--
作者:
Yuxuan Zhang;Hexu Liu;Shih-Chung Kang;M. Al-Hussein

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虚拟现实(VR)凭借其先进的沉浸式和交互式可视化功能,已被提倡促进建筑环境的设计,工程,施工和管理。因此,在过去的几十年里,建筑,工程和建筑(AEC)行业中的VR相关应用已经投入了大量的努力,从而形成了庞大,多样化和分散的知识体系。本研究的目的是系统地深入了解研究趋势,并揭示该领域未来研究的挑战和机遇。为了实现这一目标,本研究探讨了国家的最先进的虚拟现实应用程序的建成环境的混合定量和定性的审查方法。使用Scopus的结构化数据采集方法收集了229篇期刊文章,然后进行文献计量分析以构建科学地图。通过这样做,主要的研究网点,文章,和主题的研究领域进行定量识别。随后,提出了深入的定性讨论,以提供对主要研究课题的挑战和机遇的更深入的见解。未来的研究方向为:1)以用户为中心的适应性设计,2)注意力驱动的虚拟现实信息系统,3)结合人为因素的施工培训系统,4)以使用者为中心的设施管理,5)行业采用。本研究通过综合建筑环境VR技术的最新技术水平并揭示其研究需求,为知识体系做出了贡献,这可以为学术界和工业界促进建筑环境VR应用提供服务。
With its advanced capabilities of immersive and interactive visualization, virtual reality (VR) has been advocated to facilitate design, engineering, construction, and management for the built environment. Substantial efforts have thus been devoted to VR-related applications in the architecture, engineering, and construction (AEC) industry over the last decades, resulting in a vast, diverse, and fragmented body of knowledge. The objective of this research is to systematically gain an in-depth understanding of research trends as well as reveal challenges and opportunities for future research in the area. To achieve this objective, this research explores the state-of-the-art in VR applications for the built environment by a mixed quantitative-qualitative review method. A total of 229 journal articles are collected using a structured data acquisition approach from Scopus and then fed into a bibliometric analysis to construct science maps. By doing so, the main research outlets, articles, and themes of this research field are quantitatively identified. Subsequently, an in-depth qualitative discussion is presented to provide deeper insights into the challenges and opportunities of main research topics. Furthermore, future research directions are proposed as follows: 1) user-centered adaptive design, 2) attention-driven virtual reality information systems, 3) construction training systems incorporating human factors, 4) occupant-centered facility management, and 5) industry adoption. This research contributes to the body of knowledge by synthesizing the state of the art of VR technology for the built environment and exposing its research needs, which can serve both academia and industry in terms of promoting VR applications for the built environment.