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1 – 10 of over 3000Karim Farghaly, William Collinge, Mojgan Hadi Mosleh, Patrick Manu and Clara Man Cheung
With the rapid development of digital information and modelling software applications for construction, questions have arisen about their impact on construction safety. Meanwhile…
Abstract
Purpose
With the rapid development of digital information and modelling software applications for construction, questions have arisen about their impact on construction safety. Meanwhile, recognition that designers can help reduce risks involved in construction, operation and maintenance via a prevention through design (PtD) approach (also known as design for safety) highlights the significance of digital technologies and tools to PtD. Thus, this paper aims to provide a systematic review of a wide range of digital technologies for enhancing PtD.
Design/methodology/approach
A five-stage systematic literature review with coding and synthesis of findings is presented. The review covers journal articles published between 2000 and 2020 related to the applications of various digital technologies, such as building information modelling (BIM), 4D, databases, ontologies, serious games, virtual reality and augmented reality, for addressing safety issues during the design phase in construction.
Findings
Analysis of the articles yielded a categorisation of the digital applications for PtD into four main areas: knowledge-based systems; automatic rule checking; hazard visualization; and safety training for designers. The review also highlighted designers’ limited knowledge towards construction safety and the possibility to address this by using gaming environments for educating designers on safety management and using artificial intelligence for predicting hazards and risks during design stage in a BIM environment. Additionally, the review proposes other directions for future research to enhance the use of digital technologies for PtD.
Originality/value
This paper contextualises current digital technology applications for construction health and safety and enables future directions of research in the field to be identified and mapped out.
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Area 49 is a group of specialized technology spaces in J. Murrey Atkins Library at the University of North Carolina at Charlotte. Since the launch of these spaces in 2018…
Abstract
Area 49 is a group of specialized technology spaces in J. Murrey Atkins Library at the University of North Carolina at Charlotte. Since the launch of these spaces in 2018, librarians have worked with instructors in all disciplines to design unique experiences that support students’ academic success and lifelong learning. However, much of the success of these spaces is due to the extensive research and work that occurred during the planning, construction, and purchasing stages. While the spaces will continue to evolve based on research, emerging technologies, and use, it was this foundation that posed the spaces for success from the start.
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Xiaohui Li, Dongfang Fan, Yi Deng, Yu Lei and Owen Omalley
This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of…
Abstract
Purpose
This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of enhanced physical training. The main objective is to identify key advancements in sensor fusion technology, evaluate its application in VR systems and understand its impact on physical training.
Design/methodology/approach
The research initiates by providing context to the physical training environment in today’s technology-driven world, followed by an in-depth overview of VR. This overview includes a concise discussion on the advancements in sensor fusion technology and its application in VR systems for physical training. A systematic review of literature then follows, examining VR’s application in various facets of physical training: from exercise, skill development and technique enhancement to injury prevention, rehabilitation and psychological preparation.
Findings
Sensor fusion-based VR presents tangible advantages in the sphere of physical training, offering immersive experiences that could redefine traditional training methodologies. While the advantages are evident in domains such as exercise optimization, skill acquisition and mental preparation, challenges persist. The current research suggests there is a need for further studies to address these limitations to fully harness VR’s potential in physical training.
Originality/value
The integration of sensor fusion technology with VR in the domain of physical training remains a rapidly evolving field. Highlighting the advancements and challenges, this review makes a significant contribution by addressing gaps in knowledge and offering directions for future research.
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Xuyue Yin, Xiumin Fan, Wenmin Zhu and Rui Liu
Aiming at presenting an interaction-free assembly assistance tool, the purpose of this paper is to propose a synchronous augmented reality (AR) assembly assistance and monitoring…
Abstract
Purpose
Aiming at presenting an interaction-free assembly assistance tool, the purpose of this paper is to propose a synchronous augmented reality (AR) assembly assistance and monitoring system. The system monitors operator’s hands activity and process completeness to recognize the assembly state, then display the AR contents contextually.
Design/methodology/approach
An assembly behavior recognition method is proposed based on gesture recognition. An assembly completeness inspection method is proposed based on SURF feature matching. Assembly state and AR display state are solved by a novel sequential hybrid AR display control strategy. A synchronous multi-channel AR view output strategy is proposed based on QR matrix decomposition.
Findings
A prototype system has been developed, and case study is performed on an industrial product. Experiments are performed to verify the feasibility, efficiency and recognition accuracy of the proposed methods.
Research limitations/implications
The proposed system assists users to perform assembly tasks with automatic visual guidance and vision monitoring, avoiding distractions caused by redundant human–computer interactions.
Practical implications
All methods are integrated to work on only one head-worn device, making the proposed system portable and cheaper. The vision processing pipelines and the view output channels are reconfigurable for customization.
Originality/value
This paper proposes an interaction-free AR assembly assistance and monitoring system. Assembly behavior recognition and assembly completeness inspection methods are integrated to monitor the assembly state. A sequential hybrid AR display control strategy is proposed to contextually update the AR contents. A synchronous multi-channel AR view output strategy is proposed to fulfill different visualization needs.
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Ignatz Heinz and Ursula Suter‐Seuling
Interactivity is crucial for the attractiveness of eLearning content. The complexities of these interactions have continually increased with the introduction of virtual reality…
Abstract
Interactivity is crucial for the attractiveness of eLearning content. The complexities of these interactions have continually increased with the introduction of virtual reality visualisations and animated learning agents. However, the trend to streamline and standardise the content production for eLearning according to standards like Extensible Markup Language [XML]1 and Shareable Content Reference Model [SCORM]2 as well as the need to maintain these abstractions especially in Knowledge‐Based Environments (FitzGerald and Lester 1997) has rather been decreasing the average level of interactivity in eLearning recently. The development of presentation layers with sufficient dynamic flexibility often failed. Facing this problem, the authors have developed an object‐based implementation approach serving the display of standard cognitive learning interactions as well as advanced dialogue and Virtual Reality‐based learning methods. After implementing the approach in a variety of large‐scale publishing projects we report on the concept and our experience in these projects.
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Zaheer Khan, David Ludlow, Wolfgang Loibl and Kamran Soomro
The aim of this paper is to present the effectiveness of participatory information and communication technology (ICT) tools for urban planning, in particular, supporting bottom-up…
Abstract
Purpose
The aim of this paper is to present the effectiveness of participatory information and communication technology (ICT) tools for urban planning, in particular, supporting bottom-up decision-making in urban management and governance.
Design/methodology/approach
This work begins with a presentation on the state of the art literature on the existing participatory approaches and their contribution to urban planning and the policymaking process. Furthermore, a case study, namely, the UrbanAPI project, is selected to identify new visualisation and simulation tools applied at different urban scales. These tools are applied in four different European cities – Vienna, Bologna, Vitoria-Gasteiz and Ruse – with the objective to identify the data needs for application development, commonalities in requirements of such participatory tools and their expected impact in policy and decision-making processes.
Findings
The case study presents three planning applications: three-dimensional Virtual Reality at neighbourhood scale, Public Motion Explorer at city-wide scale and Urban Growth Simulation at city-region scale. UrbanAPI applications indicate both active and passive participation secured by applying these tools at different urban scales and hence facilitate evidence-based urban planning decision-making. Structured engagement with the city administrations indicates commonalities in user needs and application requirements creating the potential for the development of generic features in these ICT tools which can be applied to many other cities throughout Europe.
Originality/value
This paper presents new ICT-enabled participatory urban planning tools at different urban scales to support collaborative decision-making and urban policy development. Various technologies are used for the development of these IT tools and applied to the real environment of four European cities.
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Gilles Albeaino, Ricardo Eiris, Masoud Gheisari and Raja Raymond Issa
This study aims to explore DroneSim, a virtual reality (VR)-based flight training simulator, as an alternative for real-world drone-mediated building inspection training.
Abstract
Purpose
This study aims to explore DroneSim, a virtual reality (VR)-based flight training simulator, as an alternative for real-world drone-mediated building inspection training.
Design/methodology/approach
Construction, engineering and management students were asked to pilot drones in the VR-based DroneSim space and perform common flight operations and inspection tasks within the spatiotemporal context of a building construction project. Another student group was also recruited and asked to perform a similar building inspection task in real world. The National Aeronautics and Space Administration (NASA)–Task Load Index (TLX) survey was used to assess students’ inflight workload demand under both Real and DroneSim conditions. Post-assessment questionnaires were also used to analyze students’ feedback regarding the usability and presence of DroneSim for drone building inspection training.
Findings
None of the NASA–TLX task load levels under Real and DroneSim conditions were highly rated by students, and both groups experienced comparable drone-building inspection training. Students perceived DroneSim positively and found the VR experience stimulating.
Originality/value
This study’s contribution is twofold: to better understand the development stages involved in the design of a VR-based drone flight training simulator, specifically for building inspection tasks; and to improve construction students’ drone operational and flight training skills by offering them the opportunity to enhance their drone navigation skills in a risk-free, repeatable yet realistic environment. Such contributions ultimately pave the way for better integration of drone-mediated building inspection training in construction education while meeting industry needs.
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Yi Deng, Zhiguo Wang, Lin Dong, Yu Lei and Yanling Dong
This systematic review, following preferred reporting items for systematic reviews and meta-analysis guidelines, rigorously investigates the emergent role of virtual reality (VR…
Abstract
Purpose
This systematic review, following preferred reporting items for systematic reviews and meta-analysis guidelines, rigorously investigates the emergent role of virtual reality (VR) technology in human movement training. The purpose of this study is to explore the effectiveness and evolution of VR in enhancing movement training experiences.
Design/methodology/approach
Acknowledging its pivotal role in diverse applications, such as sports and rehabilitation, human movement training is currently experiencing accelerated evolution, facilitated by the proliferation of wearable devices and mobile applications. This review conducted an exhaustive search across five different electronic databases, such as Web of Science, PubMed and ProQuest, resulting in the selection of 69 eligible articles published within the past five years. It also integrates 40 studies into a narrative summary, categorized based on the level of immersion offered by respective VR systems.
Findings
Enhanced immersion in VR potentially augments the effectiveness of movement training by engendering more realistic and captivating experiences for users. The immersive and interactive environments provided by VR technology enable tailored training experiences accompanied by precise, objective feedback. This review highlights the benefits of VR in human movement training and its potential to revolutionize the way training is conducted.
Originality/value
This systematic review contributes significantly to the existing literature by providing a comprehensive examination of the efficacy and evolution of VR in human movement training. By organizing the findings based on the level of immersion offered by VR systems, it provides valuable insights into the importance of immersion in enhancing training outcomes. In addition, this study identifies the need for future research focusing on the impacts of VR on learning and performance, as well as strategies to optimize its effectiveness and improve accessibility.
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Gives a bibliographical review of the finite element methods (FEMs) applied in biomedicine from the theoretical as well as practical points of view. The bibliography at the end…
Abstract
Gives a bibliographical review of the finite element methods (FEMs) applied in biomedicine from the theoretical as well as practical points of view. The bibliography at the end of the paper contains 748 references to papers, conference proceedings and theses/dissertations dealing with the finite element analyses and simulations in biomedicine that were published between 1985 and 1999.
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Miroslav Svitek, Sergei Kozhevnikov, Jiri Tencar, Sagnik Bhattacharjee and Viktor Benes
Cities’ population growth goes in hand with the development of new technologies that are becoming the key factor of the Smart City (SC) concept. It allows the implementation of…
Abstract
Cities’ population growth goes in hand with the development of new technologies that are becoming the key factor of the Smart City (SC) concept. It allows the implementation of efficient management solutions, operation, and sustainable development of a city to face the challenges of urbanization and improve the services for the citizens and visitors.
The concept of the SC 5.0 was first presented in Svítek, Skobelev, and Kozhevnikov (2020), where the problems of the complexity of current cities due to rigid management processes, variety of infrastructure, and SC modules, systems, subsystems, and applications were described.
To prove the concept, several practical examples were developed to cover the topics: modeling in SCs, practical implementation of multiagent technologies, the approach of creating city ontology and the city knowledge base as the instrument of semantic interoperability, and visualization possibilities of Smart Evropská as a SC Testbed used for teaching purposes.
The new organizational structure is proposed based on knowledge graphs, and practical examples are shown. The applicability of knowledge graphs to be used in combination with data management platforms for monitoring SC key performance indicators (KPIs) and providing interoperability of services is presented.
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