• Kamil Pozanski
  • Andrei-Catalin Moraru
4. semester, Byggeledelse og bygningsinformatik, kandidat (Kandidatuddannelse)
The literature review findings indicate that the traditional practices (drawings, 3D models, videos) to involve end-users and communicate the design intent to clients are still widely spread throughout the companies from the architecture, engineering, and construction industry. During interviews, professionals working in architectural companies confirmed the need for an active contribution of end-users/clients in a public building's early design stage. They inhabit buildings on a regular basis, and hence, their participation in project development is necessary for buildings’ performance and has the potential to reduce costs and time due to a decreased number of design changes later in the process.
The report investigates how the integration of BIM, Virtual Reality (VR), Serious Gaming (SG), and related technologies can help end-users and clients to express their viewpoint on design solutions. A prototype is developed in a game engine and tested with the project participants. It consists of interactive scenarios concerning the building’s functionality and accessibility, which can be used to obtain end-users’ requirements and essential feedback during the initial designing stages. The prototype testing shows promising results for improving communication and collaboration between the end-users/clients and the design team.
The research also includes current trends, results from the literature review, analyses of VR, and SG applications in the AEC industry, prototype design process - user-centered with adapted contextual design method and suggestions for future work that could improve further the simulation development.
Udgivelsesdato7 jan. 2021
Antal sider107
ID: 398883939