scholarly journals BIM Based Virtual Environment for Fire Emergency Evacuation

2014 ◽  
Vol 2014 ◽  
pp. 1-22 ◽  
Author(s):  
Bin Wang ◽  
Haijiang Li ◽  
Yacine Rezgui ◽  
Alex Bradley ◽  
Hoang N. Ong

Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.

2020 ◽  
Vol 24 ◽  
Author(s):  
Iván Fernando Mondragón Bernal

Objective: The goal of this study was to present a system (hardware and software) focused on training by exploring and interacting with realistic models on virtual worlds throughout the use of serious games. Methods: Two applications are proposed. The first application uses realistic Building Information Modeling (BIM) files to develop simulations and focuses on machines’ operational safety training in engineering facilities and laboratories. The second is a tool that improves skills to interpret Medical Imaging (MI). Both virtualization games create interactive models that can be explored using a first-person view serious game on a Cave Automatic Virtual Environment (CAVE). Results: A perceptual study was performed asking focus groups to evaluate their experiences with the implemented serious games. According to the users’ perception, an immersive serious game for training is an engaging and interesting activity, taking into account that the virtual environment experience is very realistic. In general, a serious game displayed in a virtual reality environment can be an effective tool for learning. Conclusions: Although this kind of virtual reality systems could be considered novel for professional training, they need to be constantly updated in order to maintain students involved and focused on the learning process.


Author(s):  
Reidner Santos Cavalcante ◽  
Edgard Lamounier ◽  
Alcimar Soares ◽  
Alexandre Cardoso ◽  
Gerson Mendes De Lima

This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to teach the patient how to control a virtual prosthesis, that lately, will be printed and attached to his forearm. Using a tether with different sensors the patient can interact with the virtual environment. The training protocols were provided by health-care professionals and the interaction technology was developed under their supervision, to ensure high levels of mobility and comfort for the user that are attached to the remaining forearm of the amputee. It was applied a questionnaire that evaluates several points of the game. It was observed that the methods and techniques used for the development of the serious game were shown to be consistent and adequate for the proposed goal.


2020 ◽  
Vol 10 (4) ◽  
pp. 1517 ◽  
Author(s):  
Alexander P. Walmsley ◽  
Thomas P. Kersten

As virtual reality (VR) and the corresponding 3D documentation and modelling technologies evolve into increasingly powerful and established tools for numerous applications in architecture, monument preservation, conservation/restoration and the presentation of cultural heritage, new methods for creating information-rich interactive 3D environments are increasingly in demand. In this article, we describe the development of an immersive virtual reality application for the Imperial Cathedral in Königslutter, in which 360° panoramic photographs were integrated within the virtual environment as a novel and complementary form of visualization. The Imperial Cathedral (Kaiserdom) of Königslutter is one of the most important examples of Romanesque architecture north of the Alps. The Cathedral had previously been subjected to laser-scanning and recording with 360° panoramic photography by the Photogrammetry & Laser Scanning lab of HafenCity University Hamburg in 2010. With the recent rapid development of consumer VR technology, it was subsequently decided to investigate how these two data sources could be combined within an immersive VR application for tourism and for architectural heritage preservation. A specialised technical workflow was developed to build the virtual environment in Unreal Engine 4 (UE4) and integrate the panorama photographs so as to ensure the seamless integration of these two datasets. A simple mechanic was developed using the native UE4 node-based programming language to switch between these two modes of visualisation.


2014 ◽  
Vol 608-609 ◽  
pp. 646-650
Author(s):  
Wen Jiang Chen ◽  
Jiao Yang Liu ◽  
Da You ◽  
Zhao Ji Hu

For the current safety management of enterprise, this paper describes the modern safety management based on the network environment. The system of major hazard installation (MHI) and its surrounding three-dimensional (3D) geographic information simulation is developed by using virtual reality (VR) technology to establish a digital virtual environment (VE) of petrochemical enterprise. Safety information simulation of petrochemical enterprise, which can be browsed through Web page and managed by human-computer interaction (HCI), is achieved by the seamless integration with the network. The safety management system (SMS) which is characterized by networking and digitization is eventually completed. It not only ensures the fluency of resource sharing but also the VR simulation provides the government and enterprises with a reasonable command platform to implement safety management efficiently.


2021 ◽  
Vol 18 (4) ◽  
pp. 440-449
Author(s):  
T. A. Kozlenko ◽  
S. V. Pridvizhkin

Introduction. Based on the trends, the growing interest in VR technology in construction can be traced. This relatively new technology is rapidly replacing traditional visualization methods, providing users with an enhanced digital experience. The aim of the work is to analyze the application of virtual reality technology in construction, based on the analysis, determine how to improve integration and find new ideas for the application of technologies.Methods and materials. As a result of the analysis of previous studies, it was revealed that there are no methods for transferring data from the VR system to the BIM software. In connection with the identified problem, the goal of this scientific work is to improve the integration of VR and BIM technologies by automatically transferring data from a virtual reality program to the original information model.Results. In the course of the work, a project was created based on a BIM model made in the Autodesk Revit software package and imported into the Unreal Engine 4 game engine to create an interactive virtual environment. A new approach to the creation and presentation of a project sketch using virtual reality technology is considered - a method of intuitive design in a virtual environment.Discussion and conclusion. The software module is at the stage of early development; nevertheless, it has prospects for development into a full-fledged application available to any user. The paper provides the main directions for the continuation of the application development.


2022 ◽  
Vol 12 (2) ◽  
pp. 711
Author(s):  
Iván F. Mondragón Bernal ◽  
Natalia E. Lozano-Ramírez ◽  
Julian M. Puerto Cortés ◽  
Sergio Valdivia ◽  
Rodrigo Muñoz ◽  
...  

Safety-focused training is essential for the operation and maintenance concentrated on the reliability of critical infrastructures, such as power grids. This paper introduces and evaluates a system for power substation operational training by exploring and interacting with realistic models in virtual worlds using serious games. The virtual reality (VR) simulator used building information modelling (BIM) from a 115 kV substation to develop a scenario with high technical detail suitable for professional training. This system created interactive models that could be explored using a first-person-perspective serious game in a cave automatic virtual environment (CAVE). Different operational missions could be carried out in the serious game, allowing several skills to be coached. The suitability for vocational training carried out by utility companies was evaluated in terms of usability and engagement. The evaluation used a System Usability Scale (SUS) and a Game Engagement Questionnaire (GEQ) filled by 16 power substation operators demonstrating marginally acceptable usability, with improvement opportunities and high acceptance (by utility technicians) of this system for operation training focused on safety in such hazardous tasks.


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


2021 ◽  
Author(s):  
Alexis D. Souchet ◽  
Stéphanie Philippe ◽  
Aurélien Lévêque ◽  
Floriane Ober ◽  
Laure Leroy

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