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"Using 3D Technology to Architect Communities" Not unlike a conference such as Serious Play, Construction is a production. Lots of different people work with big toys (dump trucks and tower cranes) to put big (and small) building components together (concrete walls, asphalt roofs, door handles and electrical sockets). The production of buildings requires work and play at many levels: architects, engineers, contractors, suppliers, consultants, trades, users, developers, and operators all engage the project in different and important ways. Consequently, modern construction projects are multi-player games where communication is critical to success. In this talk we share how a collaboration between academia and industry explored gaming platforms, Virtual Worlds, with emerging construction modeling tools known as Building Information Modeling (BIM) for better collaboration, communication, and team engagement.
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Using 3D Technology to Architect Communities Carrie Sturts Dossick In World: Anne Anderson and Helen Juan S ka n s ka U SA B u i l d i n g • U n i ve rs i t y o f Wa s h i n gto n • V i r g i n i a Te c h 1
NEED TO SHARE VISUALIZATIONS Construction is heavily reliant on visual media for communication. Distributed teams are challenged with finding an effective way to coordinate construction over distance, mediated by technology. 2
Problem statement - example #1 July 27, 2012 Grand Staircase Coordination VDC Manager on the phone with a superintendent (after several minutes of conversation): “Oh, you are talking about the thickness!” 3
Problem statement - example #2 July 27, 2012 Floor Trench Coordination [PE is sharing his desktop with VDC Manager via screen-sharing] PE (in Everett): “…right here.” VDC Manager (in Seattle): “I can’t see what you are pointing at if you are pointing.” 4
Partnership Development NSF Studies 2010 - 2013 CIRC 2011: CyberGRID Experiments Skanska/UW/VT Innovation Award Sococo/CyberGRID Use SecondLife/CyberGRID Demo Development 5
Study description FIVE participants – Skanska employees – Working on Boeing EDC 6
Study description THREE collaboration technologies – Sococo (2D) – CyberGRID (3D) – Second Life (3D) 7
Phase I: Sococo • Voice • Text chat • Screen sharing • Video conferencing • Avatar icons July-August 2012
Phase I: Sococo Easy to use, share screens Supported existing workflow processes Passive viewing of models from shared screen July-August 2012
Phase II: The CyberGRID (Unity) • Voice • Text chat • Team Walls (screen sharing and white board) • Thought bubbles • C-mail • File Repository • Building Model Imports • Avatar location and position December 2012 Current EDC import –July 2013
Phase II: The CyberGRID First-person perspective and independence Ability to use translated Revit model Inability to gesture Time consuming to insert colliders Early EDC imports –December 2012
Phase II: The CyberGRID Current EDC import –July 2013
Phase III: Second Life • Voice • Text chat • Screen sharing • Avatar location and position April 2013 CIRC Expo
SecondLife (CM + iSchool – 2B3D) 14 Photo Credit: Helen Juan
Phase III: Second Life First-person perspective and independence Gestures and emotion abilities Manipulated space/features/object in real-time Rebuilt in Second Life to take advantage of features Needed to rent virtual space to host building Potential for persistent space: virtual war room, design phase, leasing phase April 2013 CIRC Expo
Key Takeaways Copresence: “being there together” Teams who are able to self-navigate a BIM in the same interactional space may be able to communicate ideas more efficiently and effectively using avatar location/position. Skanska’s firewall requires working with IT to open ports before attempting to launch new technologies Bandwidth/connectivity at jobsite trailers may hinder use of some technologies Difficult for the PEs to be in the virtual world and the physical world at the same time Photo Credit: Helen Juan 16