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A master's thesis from Aalborg University
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Integrating BIM, Virtual Reality and Serious Gaming for effective collaboration and communication between end-users and the design team

Authors

;

Term

4. Semester

Publication year

2021

Submitted on

Pages

107

Abstract

Litteraturstudiet viser, at mange virksomheder i arkitektur-, ingeniør- og byggebranchen (AEC) stadig bruger tegninger, 3D-modeller og videoer til at inddrage slutbrugere og formidle designidéer. Interviews med medarbejdere i arkitektvirksomheder bekræfter behovet for, at slutbrugere og kunder bidrager aktivt i den tidlige designfase for offentlige bygninger. Som daglige brugere kan de forbedre bygningens funktion og kvalitet, og deres medvirken kan reducere tid og omkostninger ved at mindske senere designændringer. Rapporten undersøger, hvordan BIM (bygningsinformationsmodellering), VR (virtual reality), Serious Gaming (SG) og beslægtede teknologier kan hjælpe slutbrugere og kunder med at udtrykke deres syn på designløsninger. En prototype er udviklet i en spil-motor og testet med projektets deltagere. Den rummer interaktive scenarier om bygningens funktionalitet og tilgængelighed, som kan bruges til at indsamle krav og vigtig feedback i den indledende designfase. Testen af prototypen viser lovende resultater for bedre kommunikation og samarbejde mellem slutbrugere/kunder og designteamet. Undersøgelsen omfatter også aktuelle tendenser, resultater fra litteraturstudiet, analyser af VR- og SG-anvendelser i AEC, beskrivelse af en brugercentreret prototypeproces med en tilpasset kontekstuel designmetode samt forslag til fremtidigt arbejde, der kan forbedre simuleringen yderligere.

The literature review shows that many companies in the architecture, engineering, and construction (AEC) industry still rely on drawings, 3D models, and videos to involve end-users and communicate design intent. Interviews with professionals in architectural firms confirm the need for active contributions from end-users and clients in the early design of public buildings. As the people who use these buildings every day, their participation can improve performance and reduce time and costs by limiting later design changes. This report explores how BIM (Building Information Modeling), VR (Virtual Reality), Serious Gaming (SG), and related technologies can help end-users and clients express their views on design solutions. A prototype was built in a game engine and tested with project participants. It offers interactive scenarios about building functionality and accessibility, which can be used to gather requirements and essential feedback during the initial design stages. Prototype testing shows promising results for improving communication and collaboration between end-users/clients and the design team. The research also covers current trends, findings from the literature review, analyses of VR and SG applications in AEC, a user-centered prototype design process using an adapted contextual design method, and suggestions for future work to further improve the simulation.

[This summary has been rewritten with the help of AI based on the project's original abstract]