Multi-User Virtual Reality for Remote Collaboration in Construction Projects: A Case Study with High-Rise Elevator Machine Room Planning
Abstract
:1. Introduction
2. Related Work
2.1. The Use of VR in AEC Industry
2.2. The Perceived Benefits of VR
2.3. The Economic Benefit of VR
2.4. Current Limitation for Adoption in AEC Industry
3. Methodology
3.1. Individual Interviews
3.2. Multi-User VR Environment Design
3.3. User Testing
4. Results
4.1. Challenges and Associated Cost in Machine Room Planning Process
4.2. User Experience and Challenges Encountered with the VR Environment
4.3. The Benefits of VR from the User Perspective
4.4. The Benefits of VR from the Business Perspective
5. Discussion
5.1. Both Users and Business Can Benefit Significantly from VR in the AEC Industry
5.2. Industrial Implications
- Providing opportunity to experience VR: Increasing awareness is critical to enhance VR technology acceptance [19]. This study shows that conventional reporting such as written reports, videos, presentations, etc. is not effective enough. Participants were well-aware of the benefit of VR but did not consider its adoption. Hence, everybody should be encouraged to experience using VR to raise awareness and consideration to use it.
- Identifying critical use cases: The results suggest three following use cases that all construction projects can apply to maximize the benefit of VR: coordination meeting, layout design review, and site logistic planning. However, each project and company may have different needs that require defining other use cases to balance the cost-benefit ratio of using VR.
- Developing suitable VR software: Necessary features should be identified and tailored as different use cases and user needs may require specific functionalities [19,23,50]. Most importantly, the software must accommodate design-to-VR process as well as high data synchronization between BIM authoring tool and VR [1,25,36].
- Determining application of VR on a case-by-case basis: Not all projects should utilize VR, as its benefit might not justify the required investment. Supporting the recommendation by Liu et al. [18], companies should consider whether other stakeholders in the market and the project team have the competency and resources to accommodate the use of VR. BIM usage is required to produce accurate virtual environments. Besides, the engineering complexity of the project should be considered since only large and complex projects are recommended in the early stage [18,27].
- Executing a robust implementation: Powerful VR hardware should be available at branch level for immediate access. Adequate training and its materials should be developed and provided for anyone in need.
5.3. Limitation and Future Work
6. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Pilot Project 1 | Role of Participant | Individual Interview | User Test | |
---|---|---|---|---|
Short Interview | Long Interview | |||
1 | Project Manager | - | x | x |
Customer Solution Engineer | - | x 2 | - | |
Installation Supervisor | - | x 2 | x | |
Project Director 3 | - | - | x | |
Customer Solution Engineer | - | x | x | |
2 | Maintenance Manager | - | x | x |
Quality Control Engineer | - | x | - | |
Customer Solution Engineer | - | - | x | |
3 | Customer Solution Engineer | - | x | x |
Project Engineer | - | x | - | |
Construction Manager | x | - | - | |
Installation Manager | x | - | - | |
Installation Supervisor | - | - | x | |
Project Manager | - | - | x | |
4 | Customer Solution Engineer | - | x | - |
Project Manager | x | - | - | |
Installation Supervisor | x | - | - | |
Field Support Engineer | x | - | - |
Testing Session | VR Headset | Computer System |
---|---|---|
1 | Oculus Rift S | CPU Intel® Core™ i7-4720HQ @ 2.6 GHz, 8 GB RAM, NVIDIA® GeForce® GTX 980 M |
HTC Vive | CPU Intel® Core™ i7-8700K @ 3.70 GHz, 32 GB RAM, NVIDIA® GeForce® RTX 2080 Ti | |
2 | HTC Vive Pro + Wireless adapter | CPU Intel® Core™ i7-8700K @ 3.70 GHz, 32 GB RAM, NVIDIA® GeForce® RTX 2080 Ti |
Oculus Rift S | CPU Intel® Core™ i7-10750H @ 2.6 GHz, 16 GB RAM, NVIDIA® GeForce® RTX 2070 | |
3 | HTC Vive Pro + Wireless adapter | CPU Intel® Core™ i7-8700K @ 3.70 GHz, 32 GB RAM, NVIDIA® GeForce® RTX 2080 Ti |
HP Reverb | CPU Intel® Core™ i7-8750H @ 2.2 GHz, 16 GB RAM, NVIDIA® Quadro P1000 |
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Truong, P.; Hölttä-Otto, K.; Becerril, P.; Turtiainen, R.; Siltanen, S. Multi-User Virtual Reality for Remote Collaboration in Construction Projects: A Case Study with High-Rise Elevator Machine Room Planning. Electronics 2021, 10, 2806. https://doi.org/10.3390/electronics10222806
Truong P, Hölttä-Otto K, Becerril P, Turtiainen R, Siltanen S. Multi-User Virtual Reality for Remote Collaboration in Construction Projects: A Case Study with High-Rise Elevator Machine Room Planning. Electronics. 2021; 10(22):2806. https://doi.org/10.3390/electronics10222806
Chicago/Turabian StyleTruong, Phong, Katja Hölttä-Otto, Paulina Becerril, Reetta Turtiainen, and Sanni Siltanen. 2021. "Multi-User Virtual Reality for Remote Collaboration in Construction Projects: A Case Study with High-Rise Elevator Machine Room Planning" Electronics 10, no. 22: 2806. https://doi.org/10.3390/electronics10222806
APA StyleTruong, P., Hölttä-Otto, K., Becerril, P., Turtiainen, R., & Siltanen, S. (2021). Multi-User Virtual Reality for Remote Collaboration in Construction Projects: A Case Study with High-Rise Elevator Machine Room Planning. Electronics, 10(22), 2806. https://doi.org/10.3390/electronics10222806