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1.
To apply final as-built BIM models to facility management (FM) during the operation phase, it is important for owners to obtain an accurate, final as-built model from the general contractors (GCs) following project closeout. Confirming the accuracy of the final as-built BIM model is one of the most important works executed by owners to meet the accuracy requirement of final as-built models for FM. However, many practical problems arise relating to the management of final as-built models such as final as-built model mismatch, the lack of available final as-built models, and the entry of incorrect non-geometric information into the final as-built models. To solve these practical problems, this study develops a Final As-built BIM Model Management (FABMM) system for owners to handle final as-built BIM model inspection, modification, and confirmation (BMIMC) work beyond project closeout. The proposed approach and system can be used to manage the status and results of BMIMC management work for the final as-built BIM model to be performed. The proposed approach and system were applied in a case study in a selected building in Taiwan to verify and demonstrate its practical effectiveness. This study identifies the benefits, limitations, and conclusions of the FABMM system, and presents suggestions for its further application.  相似文献   

2.
“Virtual Environment for Life On Ships” (VELOS) is a multi-user Virtual Reality (VR) system that aims to support designers to assess (early in the design process) passenger and crew activities on a ship for both normal and hectic conditions of operations and to improve ship design accordingly. This article focuses on presenting the novel features of VELOS related to both its VR and evacuation-specific functionalities. These features include: (i) capability of multiple users’ immersion and active participation in the evacuation process, (ii) real-time interactivity and capability for making on-the-fly alterations of environment events and crowd-behavior parameters, (iii) capability of agents and avatars to move continuously on decks, (iv) integrated framework for both the simplified and advanced method of analysis according to the IMO/MSC 1033 Circular, (v) enrichment of the ship geometrical model with a topological model suitable for evacuation analysis, (vi) efficient interfaces for the dynamic specification and handling of the required heterogeneous input data, and (vii) post-processing of the calculated agent trajectories for extracting useful information for the evacuation process. VELOS evacuation functionality is illustrated using three evacuation test cases for a ro-ro passenger ship.  相似文献   

3.
Model auditing is a critical step before conducting Building Information Modeling (BIM)-based Quantity Take-off (QTO) because these models may contain various human errors and mistakes, leading to insufficient semantic information and inconsistent modeling style in BIM models. The traditional object-oriented approach has difficulties in representing unstructured BIM data (e.g., interrelationships), while rule-based methods involve tremendous human efforts to develop rule sets, lacking flexibility for different requirements. Therefore, this study aims to establish a novel data-driven framework based on BIM and knowledge graph (KG) to represent unstructured BIM data for automatic inferences of auditing results of BIM model mistakes. It starts by establishing a BIM-KG data model via identifying required information for auditing purposes. Subsequently, BIM data is automatically transformed into the BIM-KG representations, the embeddings of which are trained using a knowledge graph embedding model. Automatic mechanisms are then developed to utilize the computable embeddings to effectively identify mistake BIM elements. The framework is validated using illustrative examples and the results show that 100% mistake elements can be identified successfully without human intervention.  相似文献   

4.
Facility inspection is crucial for ensuring the performance of built assets. A traditional inspection, characterized by humans’ physical presence, is laborious, time-consuming, and becomes difficult to implement because of travel restrictions amid the pandemic. This laborious practice can potentially be automated by emerging smart technologies such as robotics and building information model (BIM). However, little has been known on how such automation can be achieved, concerning the knowledge-intensive nature of facility inspection. To fill the gap, this research aims to develop a knowledge-driven approach that can synergize knowledge of diverse sources (e.g., explicit knowledge from BIM, and tacit experience in human minds) to allow autonomous implementation of facility inspection by robotic agents. At the core the approach is an integrated scene-task-agent (iSTA) model that formalizes engineering priori in facility management and integrates the rich contextual information from BIM. Experiments demonstrated the applicability of the approach, which can endow robots with autonomy and knowledge to navigate the challenging built environments and deliver facility inspection outcomes. The iSTA model is publicized online, in hope of further extension by the research community and practical deployment to enable automated facility inspection using robotics and BIM.  相似文献   

5.
In recent years, Building Information Modelling (BIM) has been acting an important role in the delivery of Modular Integrated Construction (MiC) project. However, the full potential of BIM to MiC project cannot be realized without accurate information collection, timely information exchange, and automatic decision support throughout the project life cycle. In order to fulfil such requirements, this paper aims to develop an Internet of Things-enabled BIM platform (IBIMP) for the MiC project. A real-life project located in Hong Kong were deeply explored for developing the platform. The IBIMP consists of smart construction objects (SCOs) equipped with smart trinity tag (STT) and GPS sensor, smart gateway system, data source management service, location-based service, rule-based progress control service, as well as decision support services for prefabrication production, transportation, and on-site assembly processes. With the combination of advanced Internet of Things (IoT) technology and BIM technology, the barriers that hamper the possible functions of BIM can be overcame. By using application scenarios of a subsided sale flats MiC project in Hong Kong as examples, this study demonstrates how problems encountered by independent stakeholders such as inconvenient data collection, lack of automatic decision support, and incomplete information can be addressed by the IBIMP.  相似文献   

6.
In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for the AR exposure. A 25-year-old woman with cockroach phobia participated in the study. Results showed that the use of the mobile game reduced her level of fear and avoidance before a “one-session” AR exposure treatment was applied, following the guidelines by Öst. The participant found very helpful the use of the SG before the AR exposure session and she was willing to use it after the AR exposure session as a homework assignment. Although the results of this study are preliminary, SG appears to be a line of research of high interest in clinical psychology for the treatment of specific phobias.  相似文献   

7.
This article proposes a hierarchically structured and constraint-based data model for intuitive and precise solid modeling in a virtual reality (VR) environment. The data model integrates a high level constraint-based model for intuitive and precise manipulation, a middle level solid model for complete and precise representation and a low-level polygon mesh model for real-time interactions and visualization in a VR environment. The solid model is based on a hybrid B-rep/CSG data structure. Constraints are embedded in the solid model and are organized at hierarchical levels as feature constraints among internal feature elements, part constraints among internal features and assembly constraints between individual parts. In addition to providing a complete and precise model representation and the support for real-time visualization, the proposed data model permits intuitive and precise interaction through constraint-based manipulations for solid modeling in a VR environment. This is a critical issue for product design in a VR environment due to the limited resolutions of today's VR input and output devices.  相似文献   

8.
Towards building a systematic methodology of algorithm design for applications of networked sensor systems, we formally define two link-wise communication models, the Collision Free Model (CFM) and the Collision Aware Model (CAM). While CFM provides ease of programming and analysis for high level application functionality, CAM enables more accurate performance analysis and hence more efficient algorithms through cross-layer optimization, at the expense of increased programming and analysis complexity. These communication models are part of an abstract network model, above which algorithm design and performance optimization is performed. We use the example of optimizing a probability based broadcasting scheme under CAM to illustrate algorithm optimization based on the defined models. Specifically, we present an analytical framework that facilitates an accurate modeling and analysis for the probability based broadcasting in CAM (PB_CAM). Our analytical results indicate that (1) the optimal broadcast probability for either maximizing the reachability within a given latency constraint or minimizing the latency for a given reachability constraint decreases rapidly with node density, and (2) the optimal probability for either maximizing the reachability with a given energy constraint or minimizing the energy cost for a given reachability constraint varies slowly between 0 and 0.1 over the entire range of the variations in node density. Our analysis is also confirmed by extensive simulation results.  相似文献   

9.
10.
This paper investigates the effectiveness of participatory design study in rendering the students' capability of producing innovative design solutions to problems with uncertainties with which the students have no prior experience. At the project, the students were given a case to work on augmented reality technology with which they had no previous experience and design a tactical interface for sailing boats, a field they had no competence in. While the students were asked to develop proposals for this design problem with which they were inexperienced, a two-stage study was conducted to enable them to produce ideas on the topic. This paper discusses the impacts of such a participatory method in terms of design education. At the end of our study, it was observed that the students were positively influenced by the process in which they worked collaboratively with an expert user group.  相似文献   

11.
The purpose of this study was to evaluate the impact of multimodal feedback on ergonomic measurements in a virtual environment (VE) for a typical simulated drilling task. In total, sixty male manufacturing industry workers were divided into five groups. One group performed the working task in a real environment (RE), and ergonomic measurements for this group were used as the baseline for evaluation. The other four groups performed the same task in a virtual environment with different feedback treatments (visual with or without auditory and/or tactile feedback). Five indices – task completion time, maximum force capacity reduction, body part discomfort, rated perceived exertion, and rated task difficulty – were used to evaluate the measurements of each of the four treatments in VE in comparison to the baseline group in RE. The results indicate that the five indices for each of the four treatment groups were significantly higher than those of the RE group. Moreover, the indices of the visual‐only group were significantly higher than those of the other three groups with auditory and/or tactile feedback treatments. The findings of this study can provide a guideline for ergonomic evaluations of work designs in VE and for establishing a virtual reality simulation system. © 2011 Wiley Periodicals, Inc.  相似文献   

12.
Mining equipment products and services no longer meet the needs of future development in the mining industry due to high safety and operational risk. The deep integration of the product-service system (PSS) and digitization is required in the mining industry to promote industry transformation and safe and efficient production without changing the traditional operation mode. This paper proposes a smart product-service system for the mining industry (MSPSS) consisting of a smart product subsystem, stakeholders, smart service subsystem, and smart decision-making subsystem. The analytic hierarchy process (AHP) and virtual reality (VR) are used for decision-making, product selection, operation, and maintenance. The smart product subsystem outputs reliable digital products using three stages: digital design, virtual simulation and planning, and virtual debugging. The smart service subsystem is driven by data and digital technology and provides fault diagnosis and online maintenance services for complex mining products. A case study indicates that all stakeholders can participate seamlessly in the design process. The smart product subsystem uses iterative optimization (more than 100 iterations) to obtain the design results interactively. The smart service subsystem provides digitalized services throughout the entire process. Thus, a stable, reliable, and comprehensive product and service solution is provided for complex mining conditions. The output is used to guide the design, debugging, and operation of physical equipment. The MSPSS has higher design quality and efficiency, a shorter design time, and lower design cost (key performance indicator (KPI)) than the traditional design method.  相似文献   

13.
The aim of this paper is to study the implementation of online games to encourage public participation in urban planning. Its theoretical foundations are based on previous work in public participatory geographical information systems (PP GISs), play and games, with a special focus on serious games. Serious games aim to support learning processes in a new, more playful way. We developed the concept of playful public participation in urban planning, including playful elements such as storytelling, walking and moving, sketching, drawing, and games. A group of students designed an online serious public participatory game entitled NextCampus. The case study used in NextCampus was taken from the real-world question of a possible move of a university campus to a new location in the city of Hamburg, Germany. The development of the serious public participatory game NextCampus resulted in a physical prototype, user interface design, and a computational model of the game. The NextCampus game was tested with the help of two groups of urban planning students and presented to three external experts who provided valuable recommendations for further development. The critical comments questioned the level of complexity involved in such games. The positive comments included recognition of the potential for joy and the playfulness a game like NextCampus could evoke.  相似文献   

14.
The purpose of this study was to investigate students' learning styles in relation to their acceptance and attitudes towards using Second Life (SL) as a supporting tool for learning in higher education. A total of 32 undergraduate students taking a course called 'Digital Imaging' participated in the study. The participants were first asked to design their own graphics using a range of digital imaging techniques. They were then asked to share the artwork with peers in SL for discussion and conduct a formal presentation as a professional designer on their design in SL. The Index of Learning Styles (ILS) developed by Felder and Soloman (1994) and the Views about SL questionnaire (VSLQ) designed by the author were used to measure participants' learning styles as well as their acceptance and attitudes towards SL, respectively. Quantitative results derived from the questionnaires were validated by qualitative data collected from a follow-up interview with a sample of participants. Major findings from the study indicate that active learners mostly valued the ease of use and usefulness of SL whereas verbal students were mostly satisfied with the communication and identity features in SL. Besides, the study also identified some practical problems with the use of SL in education including insufficient teaching and learning time, limited mode of communication with instructor and inadequate equipment for running SL.  相似文献   

15.
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic‐based educational game that was co‐designed with and for young people with ASD. The serious game aims to help the players learn Geography‐specific knowledge and integrates several strategic features so that users can collaborate together against the computer or compete against each other. The educational game was evaluated over 5 sessions by 3 peer teams from 2 different special educational institutions, involving a total of 6 students with ASD. The participants were positive about their enjoyment, motivation, and social engagement. The results showed that the players' level of competitiveness not only influenced the experience within the game but also the interaction within the peer teams. The game mechanisms did help the participants with ASD increase their knowledge in Geography content. The main conclusion is that there are considerable benefits of including children with ASD in the design process and future research should explore more fully on how their involvement can enhance curriculum‐based learning as well as social engagement within the classroom.  相似文献   

16.
Abstract. The analysis, design, and development model (ADDM) is based on the systems lifecycle process (SLCP) in which analysts begin to understand external client requirements and internal client specifications as they are designing and developing a complex system. In the ADDM, clients and system analysts (SA) continuously interact as the system is being designed, developed, tested and maintained. In the design phase, system development can be altered when it is most cost‐effective. Depending on the type of environment and SA preference and expertise, various interfaces and software and hardware configurations are created during the SLCP. The SLCP ensures effective standardization and continuous quality improvements throughout development. The model follows modern information technology principles to integrate and monitor SLCP phases. A case is presented that describes an application of the ADDM. This case outlines the architecture of an e‐commerce production system (ECPS). The system has a three‐tier structure consisting of the client interface, Java server page (JSP) and database module. The model assists in designing economic production operations in an industrial setting by allowing a client to retrieve current production data needed for operations through the internet.  相似文献   

17.
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings.  相似文献   

18.
19.
This study designed an interactive IoT (Internet of Things) service on mobile devices based upon the concept of Social Web of Things (SWoT), with which users can interact with IoT in the same way they use the social network services. In order to integrate IoT into Chinese daily use, this study also investigated how Chinese users interact with things and IoT technologies. A four-phase study among users living in Beijing was conducted with a lifecycle of user-centered design. Results revealed that SWoT could activate users׳ intuitive understanding of social network services, and make the interaction with SWoT natural in their own ways. Users living in Beijing tended to be utility-oriented and highly emphasized efficiency; they were distinctive in uncertainty avoidance and preference of hierarchical way of managing things. Our results suggested implications for the design of user-centered IoT systems in China, and shed light on improvements for the performance of IoT systems and balance of requirements between users and system design.  相似文献   

20.
Semantic Web Services domain has gained special attention in academia and industry. It has been adopted as a promise to enable automation of all aspects of Web Services provision and uses, such as service creation, selection, discovery, composition, and invocation. However, the development of intelligent systems based on Semantic Web Services (SWS) is still a complex and time-consuming task, mainly with respect to the choice and integration of technologies. In this paper, we discuss some empirical issues associated with the development process for such systems and propose a systematic way for building intelligent applications based on SWS by providing the development process with steps, techniques and technologies. In addition, one experiment concerning the implementation of a real e-learning system using the proposed approach is described. The evaluation results from this experiment showed that our approach has been effective and relevant in terms of improvements in the development process of intelligent applications based on SWS.  相似文献   

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