scholarly journals VIRTUAL REALITY STORIES FOR CONSTRUCTION TRAINING SCENARIOS: THE CASE OF SOCIAL DISTANCING AT THE CONSTRUCTION SITE

2021 ◽  
Author(s):  
FELIPE MUÑOZ-LA RIVERA ◽  
JAVIER MORA-SERRANO ◽  
EUGENIO OÑATE
2020 ◽  
Vol 4 (1) ◽  
pp. 19-34
Author(s):  
Pratheesh Kumar M. R. ◽  
Reji S. ◽  
Abeneth S. ◽  
Pradeep K.

Defect management in civil construction work is crucial. This work is aimed at analyzing the conventional method of construction defect management and to bring out a framework for integrating 5D building information modeling with mixed reality. This work is divided into three parts. The first part is the integration of 5D building information modeling with augmented reality that helps to understand the architectural concepts and visualize the workflow onsite. The second part of the work is to develop a user-defined target-based marker-less augmented reality to send screenshots of augmented models and exact progress of work from construction site to engineers working in other locations. The third part of the work is to integrate virtual reality to enable virtual tours of the real site that will be useful for the customers to visualize the building virtually and for the builders to promote sales.


2019 ◽  
Vol 4 (12) ◽  
Author(s):  
T B A

Enactment of Occupational Safety and Health Act (1994) and aggressive efforts have been taken to ensure the safety of workers in the construction industry. This study employs an experimental study. Three hundred trainees divided into four groups, and data collections involve 2 phases which the first level require training for safety hazards identifications in traditional training classroom while another aspect of study include a virtual reality site visit. Results show that there is a significant difference in trainee's achievements for safety hazard identification assignments and examination between the training of hazard identification in a traditional construction site visit and mobile virtual reality construction site. Findings approve the hypothesis that learning is significantly higher at a virtual construction site rather than a construction site visit and traditional classroom. To conclude, a virtual reality learning environment offers other learning platforms for millennials. 


2021 ◽  
Vol 320 ◽  
pp. 03008
Author(s):  
Viacheslav Burlov ◽  
Anastasiya Uvarova ◽  
Fedor Gomazov

This paper presents a methodology for the formation of a VR training program for the safe conduct of work on a construction site. The based approach allowed us to identify the key elements of the work and create a mathematical model of a person’s decision. The result of this work is the developed methodology for the use of virtual reality devices for teaching safe construction work based on solving the inverse problem.


Acoustics ◽  
2020 ◽  
Vol 2 (4) ◽  
pp. 791-802
Author(s):  
Brian Katz ◽  
Antoine Weber

The Cathédrale Notre-Dame de Paris is amongst the most well-known worship spaces in the world. Its large volume, in combination with a relatively bare stone construction and marble floor, leads to rather long reverberation times. The cathedral suffered from a significant fire in 2019, resulting in damage primarily to the roof and vaulted ceiling. Despite the notoriety of this space, there are few examples of published data on the acoustical parameters of this space, and these data do not agree. Archived measurement recordings from 1987 were recovered and found to include several balloon bursts. In 2015, a measurement session was carried out for a virtual reality project. Comparisons between results from these two sessions show a slight but significant decrease in reverberation time (8%) in the pre-fire state. Measurements were recently carried out on the construction site, 1 year since the fire. Compared to 2015 data, the reverberation time significantly decreased (20%). This paper presents the preliminary results of these measurements, providing a documentation of the acoustics of this historic worship space both prior to and since the 2019 fire.


Author(s):  
Michał Rzeszewski ◽  
Leighton Evans

During the first months of the COVID-19 pandemic many governments imposed forced lockdowns and implemented social distancing measures. At the same time there was also a large increase in gaming sales, which was particularly pronounced in the Virtual Reality (VR) sector of the market. We hypothesize that this is no coincidence since VR immersion and the capability of inducing embodiment and a feeling of presence can mitigate the loss of contact with outside world. VR has social and spatial potential to provide space and place for human interactions in time when physical contracts are restricted. To investigate this, we analyse reviews of VRChat (a social VR game) posted on the Steam platform, both before and during the pandemic. Among several themes that were identified, we found indications that spatiality plays an important role in the players’ experience. Users describe virtual worlds of the game using emotional language that suggest bonding and presence of place attachment. In the reviews made during the pandemic there is a strong theme of safety associated with virtual places of VRChat – a replacement of physical space that is no longer accessible or is perceived as unsafe. At least for some users, VRChat has provided a sympathetic and comfortable environment during the pandemic to act as a surrogate for social interaction during social distancing and isolation. Future interviews with users are needed to extend and validate this preliminary research.


2021 ◽  
Author(s):  
Daphne J Holt ◽  
Sarah Zapetis ◽  
Baktash Babadi ◽  
Roger B.H. Tootell

Typically, people maintain a certain distance from others (personal space) during daily life, in a largely automatic, unconscious manner. However during the COVID-19 pandemic, social distancing recommendations led to deliberate expansions of personal space outside of intimate social circles. In the laboratory, personal space preferences are quite stable over repeated measurements. Here, we collected such measurements both before and during the pandemic in the same individuals, using both conventional and virtual reality-based techniques. We found that the size of personal space, and discomfort ratings in response to personal space intrusions, increased significantly during the COVID-19 pandemic, in response to both real humans and virtual others. Moreover, this increase in personal space requirements correlated with the perceived, not the actual, risk of being infected with COVID-19, even in a virtual reality environment in which there was no possibility of infection. Thus, quantification of personal space may reveal some of the psychological effects of the pandemic, and subsequent progress towards recovery.


Author(s):  
N. A. Q. Tran

<p><strong>Abstract.</strong> Applications based on virtual reality (VR) have hit the main stream nowadays. The latest innovations have been kept updating from film, game, automotive to any engineering industry and construction industry is no exception. There are many obvious key benefits gained by go through a completed building project or a construction site in 3D real-time environment which will help saving significant time and cost by the real work on site or reducing repetitive mistakes, errors in designing between disciplines/departments. Moreover, it can improve the exchanged information on site execution with the help of VR and building information model (BIM).</p>


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