CRII: Cyberlearning: Mobile Computers to Enhance the Building Industry and Education
CRII:网络学习:移动计算机促进建筑行业和教育
基本信息
- 批准号:1566274
- 负责人:
- 金额:$ 17.5万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2016
- 资助国家:美国
- 起止时间:2016-09-01 至 2019-08-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
The building industry has been criticized for lagging in productivity compared to other industries and for wasting billions of dollars annually due to interoperability. Part of this industry's challenge is that buildings cannot be physically prototyped to test performance, making every new building a first-of-its-kind. To help plan for unique designs, project teams often create either physical or virtual reality (VR) mockups of critical spaces (hospital patient rooms, courtrooms, etc.) to inform project decisions. While physical mockups do enable intuitive exploration, they can be challenging for quickly testing "what-if" design alternatives. And while VR mockups allow for quick consideration of design alternatives, they can only simulate navigation through a physical space, which can skew the comprehension of a design by VR users. This CRII research aims to use augmented reality (AR) to realize, at once, both the physical exploration benefits of purely physical mockups and the rapid-design-concept-experimentation benefits of VR mockups. Similar to the yellow "first-down" line on televised American football games, AR allows users to see virtual content superimposed on top of a real view of a space. Mobile information technologies (IT), including smartphones, tablets, and head-mounted displays (HMD), will be used with existing Building Information Model (BIM) content to enable AR-based design and constructability review sessions. Industry participants will use the resulting technologies to view and modify room layouts based on their project concerns. The perceptions and observable behaviors of the research participants will be recorded and analyzed. This will contribute to a better understanding of how AR may facilitate (or potentially hinder) design comprehension among industry practitioners when generating project decisions. Ultimately, this project will provide a critical resource for future researchers and practitioners who need to strategically plan for the use of technology that affords specific human benefits.The PI on this work has partnered with design and construction companies in Phoenix, AZ. These companies will share BIM content for upcoming projects, which will be imported into the Unity game engine and linked to printed fiducial markers using Vuforia in order to enable AR registration. This development approach will allow the same AR environment to be exported to each of the Android-based mobile IT devices explored. Once all AR devices are prepared for the review sessions, industry participants will experiment with the placement of printed fiducial markers. Each marker will represent a single building element to allow for design modifications. When participants view the markers with the provided mobile IT, they will see a corresponding AR mockup at full scale. This case-study approach will allow the PI to explore the process of design review in a natural and realistic context while testing the AR visualization as a research intervention. Pre- and post-activity questionnaires will be used to collect perception-based feedback from the participants, while video and audio recordings will provide documentation for subsequent analysis of observed behaviors. The investigator hypothesizes that, even though all devices will technically show the same AR environment, the AR will nevertheless enable (or hinder) design comprehension differently for different participants. Because such differences may impact decision-making, the design comprehension impacts will be specifically measured using existing construction-related frameworks (Conceptual Product/Process Matrix model, or CPPMM; and the DEEPAND framework: Description, Explanation, Evaluation, Prediction, Alternatives, Negotiation, Decisionmaking) for assessing design and constructability review sessions.
建筑业一直被批评与其他行业相比生产力落后,并且由于互操作性每年浪费数十亿美元。这个行业面临的部分挑战是,建筑物不能进行物理原型测试性能,使每一个新的建筑物都是第一次。为了帮助规划独特的设计,项目团队通常会创建关键空间(医院病房,法庭等)的物理或虚拟现实(VR)模型。为项目决策提供信息。虽然物理模型确实可以进行直观的探索,但它们对于快速测试“假设”设计方案可能具有挑战性。虽然VR模型允许快速考虑设计方案,但它们只能模拟通过物理空间的导航,这可能会扭曲VR用户对设计的理解。这项CRII研究旨在使用增强现实(AR)同时实现纯物理模型的物理探索优势和VR模型的快速设计概念实验优势。与电视转播的美式橄榄球比赛中的黄色“第一下”线类似,AR允许用户看到叠加在空间的真实的视图之上的虚拟内容。移动的信息技术(IT),包括智能手机、平板电脑和头戴式显示器(HMD),将与现有的建筑信息模型(BIM)内容一起使用,以实现基于AR的设计和可施工性审查会议。行业参与者将使用由此产生的技术来查看和修改房间布局的基础上,他们的项目关注。研究参与者的感知和可观察到的行为将被记录和分析。这将有助于更好地理解AR如何促进(或潜在地阻碍)行业从业者在生成项目决策时的设计理解。最终,这个项目将为未来的研究人员和从业者提供一个关键的资源,他们需要战略性地规划使用技术,为人类带来具体的好处。这项工作的PI已经与亚利桑那州凤凰城的设计和建筑公司合作。这些公司将为即将到来的项目共享BIM内容,这些内容将被导入Unity游戏引擎,并使用Vuforia链接到打印的基准标记,以实现AR注册。这种开发方法将允许将相同的AR环境导出到探索的每个基于Android的移动的IT设备。一旦所有的AR设备都准备好参加审查会议,行业参与者将试验打印基准标记的放置。每个标记将代表单个建筑图元,以允许进行设计修改。当参与者使用所提供的移动的IT查看标记时,他们将看到全尺寸的相应AR模型。这种案例研究方法将允许PI在自然和现实的背景下探索设计审查的过程,同时将AR可视化作为研究干预进行测试。活动前和活动后的问卷调查将用于收集参与者基于感知的反馈,而视频和音频记录将为随后对观察到的行为进行分析提供文件。研究人员假设,即使所有设备在技术上都将显示相同的AR环境,但AR仍然会为不同的参与者提供不同的设计理解。由于此类差异可能影响决策,因此将使用现有的施工相关框架(概念产品/过程矩阵模型,或CPPMM;以及DEEPAND框架:描述、解释、评估、预测、备选方案、协商、决策)对设计理解影响进行专门测量,以评估设计和可施工性审查会议。
项目成果
期刊论文数量(0)
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科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Steven Ayer其他文献
Steven Ayer的其他文献
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{{ truncateString('Steven Ayer', 18)}}的其他基金
Collaborative Research: Immersive Virtual Reality with Haptic Feedback to Improve Safety Hazard Recognition, Assessment, and Decision-Making Among Construction Professionals
协作研究:具有触觉反馈的沉浸式虚拟现实可改善建筑专业人员的安全隐患识别、评估和决策
- 批准号:
1917763 - 财政年份:2019
- 资助金额:
$ 17.5万 - 项目类别:
Standard Grant
EXP: Collaborative Research: Cultivating Apprenticeship Learning for Architecture, Engineering, and Construction Using Mixed Reality
EXP:协作研究:使用混合现实培养建筑、工程和施工的学徒学习
- 批准号:
1735878 - 财政年份:2017
- 资助金额:
$ 17.5万 - 项目类别:
Standard Grant
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