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Journal articles on the topic 'Project management Virtual reality in management'

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1

Abdelhameed, Wael A. "Virtual Reality Applications in Project Management Scheduling." Computer-Aided Design and Applications 9, no. 1 (2012): 71–78. http://dx.doi.org/10.3722/cadaps.2012.71-78.

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Qin, Yu Ping. "Application of Virtual Reality Technology in Construction Control and Management." Applied Mechanics and Materials 427-429 (September 2013): 2851–54. http://dx.doi.org/10.4028/www.scientific.net/amm.427-429.2851.

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The virtual reality is an advanced technology in the modern man-made environment. A three-dimensional virtual reality world is produced by computer simulation to make users feel as if they were personally on the scene. By building the virtual model and virtual construction process, construction control and management based on the virtual reality system can be used to improve efficiency of project management and construction, ensure construction progress, save cost, improve safety and reduce engineering risk, so as to provide guidance for engineering construction.
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Korneichuk, A. I., and V. I. Semenov. "The territorial development plan as a virtual reality." Geodesy and Cartography 928, no. 10 (2017): 40–49. http://dx.doi.org/10.22389/0016-7126-2017-928-10-40-49.

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Territorial development planning is a process of converting strategies into programs and programs into plans and projects like 3D digital models of the terrain and construction complexes. Many problems of Territorial Management in the construction industry (planning, projecting, engineering, monitoring, decision making) require the intelligent management system to operate with information, which was produced using sometimes incomplete or uncertain data. Such system was built by using new information technology (IT) and cybernetic approaches to the territorial management. A number of powerful tools like Virtual World (computer 3D model of the real world) have been used for analysis and to solve these problems. Remote sensing data and expert systems were used to create Virtual World and Virtual Project by deriving information from space images and to generate new knowledge about the territory and construction sites. In other words, Remote Sensing and new information technologies can be used to create projects without physically touching the territory. The task of the new technology is to integrate all aspects of territorial planning and projecting without field survey to ensure that proper knowledge and resources are available. New technology makes the project more accurate, time and cost effective.
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Dodevska, Zorica A., and Marko M. Mihić. "Augmented Reality and Virtual Reality Technologies in Project Management: What Can We Expect?" European Project Management Journal 8, no. 1 (2018): 17–24. http://dx.doi.org/10.18485/epmj.2018.8.1.3.

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Zhong, Hou Bing, and Pei Wen Hao. "Visible Project Management System for Highway Construction Based on 3D Virtual Reality and Information Technology." Advanced Materials Research 1030-1032 (September 2014): 2170–77. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2170.

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The visualizing technology of project management is the most effective method for improving highway construction management and monitoring. In this paper, based on the analysis of the highway construction engineering project management needs such as comprehensive visualization, visual progress management, visual measurement management, visual safety management, visual monitoring requirements, etc. and combining the operational requirements of highway construction project management, the visual project management system is established using the three-dimensional virtual and information technology, including project management platform and visualization display platform, in order to achieve visible and controllable project construction and management process. The visualization project management system has been preliminarily applied to the process of expressway reconstruction project. The example analysis showed that the visualization project management system can be a better way for the expressway reconstruction project management services, which can effectively improve the level of construction projects.Keywords: Highway construction;Visible project management system;Three-dimensional (3D) virtual Reality;Information technology
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Caneparo, Luca. "Shared virtual reality for design and management: the Porta Susa project." Automation in Construction 10, no. 2 (2001): 217–28. http://dx.doi.org/10.1016/s0926-5805(99)00032-1.

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Ahmed, Shakil. "A Review on Using Opportunities of Augmented Reality and Virtual Reality in Construction Project Management." Organization, Technology and Management in Construction: an International Journal 11, no. 1 (2019): 1839–52. http://dx.doi.org/10.2478/otmcj-2018-0012.

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AbstractAugmented reality (AR) and virtual reality (VR), a kingdom-of-the-art technology for superimpos­ing information onto the real world, have recently started to have an effect on our everyday lives. In addition, AR and VR have shown a great contribution to advanced construction management in recent years. However, a comprehensive critical review of AR and VR technolo­gies in construction management is absent in the liter­ature. This study provides a comprehensive review of a summary of using potential opportunities of AR and VR to solve a variety of construction management issues effectively and efficiently. This study found that AR is successfully used in construction project scheduling, progress tracking, worker training, safety management, time and cost management, and quality and defects management. VR is effectively used as a visualization tool, worker training technology, safety management tool, and quality and defects management tool. In addi­tion, AR and VR are used for developing a network that allows the possibility of having conferences with those who are geographically far off from each other or the construction site. This study could help to explore the potential fields of using AR and VR technologies in the construction industry effectively as advance time- and cost-saving profitable tools.
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Hainsworth, L., A. Kosti, A. Lloyd, A. Kiddle, R. Bamford, and I. Hunter. "Teaching the management of trauma patients through virtual reality." Annals of The Royal College of Surgeons of England 104, no. 5 (2022): 330–33. http://dx.doi.org/10.1308/rcsann.2021.0181.

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Introduction Virtual reality (VR) fully immersive interactive video teaching (VR FIIT) allows learners to develop through observing and interacting with complex realistic environments, developing technical and nontechnical skills. One such complex clinical environment is managing a trauma patient. Despite the significant developments in managing these patients, foundation doctors are frequently highly anxious due to their limited knowledge and experience. The aim of this project was twofold; to improve foundation doctor performance of managing trauma patients and to reduce their associated anxiety, through the use of VR teaching. Methods A total of 14 foundation doctors were divided into two groups. One group underwent departmental teaching. The second group underwent departmental teaching and VR FIIT. We assessed the doctors via two methods. First, time taken to complete tasks correctly in trauma simulations was compared. Second, the doctors completed a self-reported level-based assessment questionnaire regarding anxiety and stress around trauma calls. Results The VR FIIT intervention group were able to complete each task on average 118s faster than the standard group. The standard group missed essential tasks such as C-spine immobilisation. The VR FIIT group self-reported significantly lower levels of anxiety related to trauma calls. Conclusion VR teaching improves foundation doctor performance at managing simulated major trauma patients and decreases foundation doctor anxiety towards management and exposure of these clinical situations.
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Guo, Liang, Wei Jun Yang, Hua Gui He, Zhi Fen Chen, and Ming Xiang Huang. "Key Technique Research and Application of Public Urban Management Interaction Based on Augmented Reality." Applied Mechanics and Materials 336-338 (July 2013): 2581–84. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.2581.

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The project is mainly to study the mobile terminal application of public interaction urban management process based on augmented reality ( AR ) technology. In the real three-dimensional interactive process, using the augmented reality technology , such as: image recognition, position location, object recognition and tracking technology. According to the tracking, positioning and calibration technology, we complete the detection of the position and orientation, and transmit data to the mobile terminal to enhance the augmented reality ( AR ) system. In this system the coordinates of tracked objects in the real world and the in the virtual world were unified to achieve seamless integration of the virtual world and the user environment , so that the reality and virtual information can achieve continuous interaction
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Chandra, Albert Yakobus, Putri Taqwa Prasetyaningrum, Ozzi Suria, Paulus Insap Santosa, and Lukito Edi Nugroho. "Virtual Reality Mobile Application Development with Scrum Framework as a New Media in Learning English." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 08 (2021): 31. http://dx.doi.org/10.3991/ijim.v15i08.19923.

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<span lang="EN-US">Virtual reality is a combination of technology that are used to visualize and provide interaction with virtual environment. These environment often depict three-dimensional space which could be realistic or imaginary. One of the problem to build a virtual reality application is not yet available an approach as development lifecycle to build this virtual reality application. In this study we implement a software development project management approach which is Scrum to build a virtual reality application to be a new media for learning English. The goal is to find out how this system development approach is providing a new guide as a project management to build virtual reality application right from the project started, until the application is reach production stage or final release. Also in this study we using the unity 3D to create the virtual environment and C# as the backend programming language to build a mobile application which is made this virtual application is build using cross platform mobile development. The study concludes that mobile learning applications increase student motivation and place students as the main subject in English Lessons to support the teaching and learning process in an educational context.</span>
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Schmalstieg, Dieter, Anton Fuhrmann, Gerd Hesina, et al. "The Studierstube Augmented Reality Project." Presence: Teleoperators and Virtual Environments 11, no. 1 (2002): 33–54. http://dx.doi.org/10.1162/105474602317343640.

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Our starting point for developing the Studierstube system was the belief that augmented reality, the less obtrusive cousin of virtual reality, has a better chance of becoming a viable user interface for applications requiring manipulation of complex three-dimensional information as a daily routine. In essence, we are searching for a 3-D user interface metaphor as powerful as the desktop metaphor for 2-D. At the heart of the Studierstube system, collaborative augmented reality is used to embed computer-generated images into the real work environment. In the first part of this paper, we review the user interface of the initial Studierstube system, in particular the implementation of collaborative augmented reality, and the Personal Interaction Panel, a two-handed interface for interaction with the system. In the second part, an extended Studierstube system based on a heterogeneous distributed architecture is presented. This system allows the user to combine multiple approaches— augmented reality, projection displays, and ubiquitous computing—to the interface as needed. The environment is controlled by the Personal Interaction Panel, a twohanded, pen-and-pad interface that has versatile uses for interacting with the virtual environment. Studierstube also borrows elements from the desktop, such as multitasking and multi-windowing. The resulting software architecture is a user interface management system for complex augmented reality applications. The presentation is complemented by selected application examples.
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Dallasega, Patrick, Andrea Revolti, Philipp Christopher Sauer, Felix Schulze, and Erwin Rauch. "BIM, Augmented and Virtual Reality empowering Lean Construction Management: a project simulation game." Procedia Manufacturing 45 (2020): 49–54. http://dx.doi.org/10.1016/j.promfg.2020.04.059.

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13

Ma, Shu Guang. "The Research of Next-Gen Game Engine Virtual Reality in Actual Project." Applied Mechanics and Materials 443 (October 2013): 39–43. http://dx.doi.org/10.4028/www.scientific.net/amm.443.39.

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The progeny of the paper includes firstly the thought of realizing the system based on the 3D game engine and illustrates the feasibility by realizing the system, secondly the paper mainly focus on little team application next-gen game platform UNREAL engine game project development process. We make detailed research on project planning, operation management, product testing, model technology, map technology, UNREAL engine program technology research and to do detailed study on small team processes parallel work management and arrangement of probing.
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Zheng, Wei, Yong Ye, and Hongbing Zang. "Application of BIM Technology in Prefabricated Buildings Based on Virtual Reality." Computational Intelligence and Neuroscience 2022 (October 3, 2022): 1–10. http://dx.doi.org/10.1155/2022/9756255.

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Prefabricated construction is an emerging technology in the construction industry, which can effectively meet the construction scale requirements of construction projects. It can also shorten the construction time and reduce unnecessary consumption of construction resources. The introduction of BIM + VR technology into the prefabricated construction industry will improve and improve the construction of the relevant construction industry chain, architectural visualization design, architectural virtualization construction, project cost management, and production operations. In particular, the application of BIM + VR technology to the construction of prefabricated buildings can further refine the entire construction process and improve the overall quality of the project. The application advantages of these two technologies are analyzed, and the practical application of advanced technologies in building construction is discussed for reference.
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Wang, Zheng, Chang Liu, and Bin Song. "Panoramic Display and Planning Simulation of Civil Engineering Project Based on Virtual Reality Technology." Complexity 2020 (October 17, 2020): 1–11. http://dx.doi.org/10.1155/2020/1424757.

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In the traditional civil engineering industry, only abstract theoretical concepts are applied to express complex realistic contents, but this method of information transmission is sometimes very limited for engineering participants, because its expression is not comprehensive and specific and also makes the recipients have difficulty in understanding its information. The rise and development of virtual reality (VR) technology has become a good assistant to overcome this difficulty, providing an extremely effective means for displaying and simulating civil engineering project in real time. This paper introduced the methods and principles of VR platform system and structure dynamic analysis, conducted virtual scene design and three-dimensional modeling of civil engineering project, analyzed the synthetic debugging and simulation roaming of the virtual environment, proposed the engineering model of virtual construction process and planning structure calculation, discussed the realization method of virtual project management and visualization, and finally performed the simulation and its result analysis of panoramic display and planning of civil engineering project based on VR technology. The results show that the VR technology can simulate various environments and activities of civil engineering projects in advance, analyze the rationality of various schemes, and modify their different functional parameters, so it can achieve the simulation optimization of project planning, design, and construction.
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Fobiri, Godfred, Innocent Musonda, and Franco Muleya. "Reality Capture in Construction Project Management: A Review of Opportunities and Challenges." Buildings 12, no. 9 (2022): 1381. http://dx.doi.org/10.3390/buildings12091381.

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Reality Capture (RC) is a state-of-the-art technology for digital data gathering and visualization of the actual environment through virtual means. In recent years, RC has contributed significantly to the digitalization of the construction industry globally. However, there are no systematic critical analyses of the benefits and challenges of RC technologies in construction project management (CPM) to drive its adoption. This research provides a detailed overview of the potential benefits and constraints of RC to tackle CPM concerns successfully and efficiently. This study uses the PRISMA procedure to conduct a systematic literature review. Based on the inclusion and exclusion criteria set for the study, 96 articles were considered relevant for review. The articles were analyzed using content analysis techniques to synthesize identify emerging themes. A four-step procedure was used to classify the articles into pre-construction planning, —designing and construction. The review show that (a) RC is useful during the planning and designing stage, as the success of a construction project depends on accurate data to reduce the risk of cost and time overruns; (b) the benefits of RC adoption are accurate data, reduced time spent on project monitoring, progress tracking, and quality assessment; (c) RC on a construction site aids in the resolution of the industry’s fragmented nature through collaboration; quick and prompt decision making through remote monitoring and control of projects. RC is used as a visualization tool and for digital documentation of as-built models, construction verification, and flaw discovery, thereby improving work processes to achieve project success; (d) the most challenging aspect of incorporating RC on a construction site is the high investment cost. In the digital revolution era, this study could aid in the knowledge and optimal use of Reality Capture in numerous areas of CPM.
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Li, Meng Long, Hong Jian Peng, and Xin Kang Zhang. "Research on Virtual Learning Community Based on Physical Knowledge." Advanced Materials Research 214 (February 2011): 688–92. http://dx.doi.org/10.4028/www.scientific.net/amr.214.688.

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Based on "Information Technology Curriculum Resources Development" project and their own experience of teaching and learning, knowledge management, physical education-based virtual learning environment built for a more in-depth theory and practice of verification. In this article, the concept of physical education to become a leader in knowledge management, virtual reality user experience possible, emphasizing the virtual learning environment, the flow of knowledge and human interaction, proposed to build a virtual learning environment, the key success factors: culture, management, protection technology and knowledge precipitation, knowledge sharing, learning and application of knowledge, knowledge innovation, knowledge of the formation of benign drive the wheel.
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RUNDE, CHRISTOPH, HOLGER JOOSTEN, MARKUS MERSINGER, and SABINE BIERSCHENK. "INTELLIGENT MANUFACTURING SYSTEMS PROJECT IRMA — LINKING VIRTUAL REALITY TO SIMULATION." Journal of Advanced Manufacturing Systems 02, no. 01 (2003): 105–10. http://dx.doi.org/10.1142/s0219686703000241.

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An international group of industrial companies and research institutions is actually creating an integrated platform for industrial process control, process design, staff training and product design. By linking simulation and virtual reality, project IRMA (A Configurable Virtual Reality system for multi-purpose industrial manufacturing applications) is to improve manufacturing performance. The core integration module is the Delfoi INTEGRATOR™, a PC based message broker used to link a virtual environment and a production/failure database scenario, to different simulations (QUEST and ARENA material flow simulation, IGRIP robot kinematics simulation) or to programmable logic controls using their OPC interface.
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Selvaprasanth, P., T. Karthigaipriya, and J. John. "Adoption of Virtual Reality in Construction Projects." Journal of University of Shanghai for Science and Technology 23, no. 12 (2021): 476–90. http://dx.doi.org/10.51201/jusst/21/121036.

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In recent years, virtual reality has emerged in various fields such as manufacturing sectors, construction sectors etc. Virtual reality technology has a wide variety of applications in various fields. Several applications of VR in construction sector are design review and support, construction support, operations and management, safety training, stakeholder management. Recent researches had shown that VR can also be used widely in decision making process. Despite the various applications of VR in construction sectors, the adoption level of the VR technology is comparatively very low. This study aims to identify the factors that are preventing the adoption of virtual reality in construction projects. The factors are identified through a wide review of literature survey and analysed by means of questionnaire survey with statistical methods. The factors are ranked through the analysis and the most affecting factors are found out. The findings of this study show that requirements of specialized high processing equipment, high investment in VR, lack of awareness about the technology, lack of client’s interest, limited finance of the organizations, existence of champions using VR are the most preventing factors for the adoption of VR in construction projects. To mitigate these issues, several possible mitigation measures has been suggested in this study.
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Sosnilo, A. I. "Application of Virtual Reality (VR) Technologies in Management and Education." Administrative Consulting, no. 6 (August 24, 2021): 158–63. http://dx.doi.org/10.22394/1726-1139-2021-6-158-163.

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The article analyzes immersive education, augmented and virtual reality technologies and their forms of application in modern economic conditions both abroad and in Russia. Advantages and disadvantages of application of these technologies and constraints of their development are outlined. Reasons and factors influencing the application of these technologies in manage-ment and education are justified. We studied the change in interest in the concept of “virtual reality” according to the search queries of the Google trends service. The practice of AR/VR tools application in management and educational process was summarized. Statistics on the prospects for the development of the global market for virtual and augmented reality tech-nologies were analyzed. The domestic practice of development of AR/VR projects and platforms is summarized. Proposals for the development of immersive technologies in education and business are formulated.
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Sepasgozar, Samad M. E. "Digital Twin and Web-Based Virtual Gaming Technologies for Online Education: A Case of Construction Management and Engineering." Applied Sciences 10, no. 13 (2020): 4678. http://dx.doi.org/10.3390/app10134678.

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Mixed reality is advancing exponentially in some innovative industries, including manufacturing and aerospace. However, advanced applications of these technologies in architecture, engineering, and construction (AEC) businesses remain nascent. While it is in demand, the use of these technologies in developing the AEC digital pedagogy and for improving professional competence have received little attention. This paper presents a set of five novel digital technologies utilising virtual and augmented reality and digital twin, which adds value to the literature by showing their usefulness in the delivery of construction courses. The project involved designing, developing, and implementing a construction augmented reality (AR), including Piling AR (PAR) and a virtual tunnel boring machine (VTBM) module. The PAR is a smartphone module that presents different elements of a building structure, the footing system, and required equipment for footing construction. VTBM is developed as a multiplayer and avatar-included module for experiencing mechanisms of a tunnel boring machine. The novelty of this project is that it developed innovative immersive construction modules, practices of implementing digital pedagogy, and presenting the capacity of virtual technologies for education. This paper is also highly valuable to educators since it shows how a set of simple to complex technologies can be used for teaching various courses from a distance, either in emergencies such as corona virus disease (COVID-19) or as a part of regular teaching. This paper is a step forward to designing future practices full of virtual education appropriate to the new generation of digitally savvy students.
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BUDAGOV, A. S., and R. V. MOLCHANOVA. "INNOVATIVE TECHNOLOGIES FOR DESIGNING AND PROJECT MANAGEMENT IN THE FIELD OF THE DIGITAL ENVIRONMENT." EKONOMIKA I UPRAVLENIE: PROBLEMY, RESHENIYA 3, no. 9 (2021): 50–55. http://dx.doi.org/10.36871/ek.up.p.r.2021.09.03.009.

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The article discusses the issues of digital transformation of information modeling of real estate objects. Innovative architectural design tools are used to efficiently exchange between isolated information storages when using big data, the Internet of Things, digital twins and artificial intelligence throughout the life cycle in the implementation of investment and construction projects. The influence of virtual and augmented reality using digital technologies on predictive modeling of construction objects, identification and hedging of potential risks, optimization of the construction process and monitoring of the implementation of projects in the field of construction has been substantiated.
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Kostis, Angelos, and Paavo Ritala. "Digital Artifacts in Industrial Co-creation: How to Use VR Technology to Bridge the Provider-Customer Boundary." California Management Review 62, no. 4 (2020): 125–47. http://dx.doi.org/10.1177/0008125620931859.

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Industrial co-creation projects are often complex and ambiguous, involving high levels of interpretive uncertainty over processes and outcomes. To boost the effectiveness of such projects, firms have increasingly adopted virtual reality (VR) technology and have experienced unique benefits by utilizing digital artifacts—interactive objects in digital environments, such as factory installation layouts or design visualizations. This article provides case evidence demonstrating how VR-enabled digital artifacts support firms to effectively implement tailor-made solutions in robotics and automation projects. The adoption of new digital co-creation practices redefines the traditional customer-provider roles in industrial co-creation, increasing engagement, reducing uncertainty, and improving project outcomes.
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Eiselt, Toni, Holger Zickner, Juliane Schuldt, Sophie Gröger, and Dieter Weidlich. "Interdisciplinary Product Development - Virtual Reality Application in FMEA." Industrial and Systems Engineering Review 1, no. 1 (2013): 59–67. http://dx.doi.org/10.37266/iser.2013v1i1.pp59-67.

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In applying quality management (QM) methods, as for instance the Failure Mode and Effects Analysis (FMEA) in the field of complex mechatronic systems, it is necessary to visually illustrate the system to be examined to all members of the interdisciplinary team. Using Virtual Reality (VR) in combination with QM methods creates conditions that help the team to improve the application of QM methods considerably. VR is particularly suitable to visualize complex mechanical systems due to its realistic three-dimensional presentation of single components, assemblies, and complete systems in combination with the interaction in all six degrees of freedom. The present article presents goals and results of a research project at Chemnitz University of Technology. One result is that all members of the interdisciplinary team easily gain insight into the stage of development when FMEA is supported by Virtual Reality.
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Vargas-Pérez, Vanessa Atenea, Laura Silvia Vargas-Pérez, Agustín Francisco Gutiérrez-Tornés, Ana María Soto-Hernández, and Edgardo Manuel Felipe-Riverón. "A Requirements Solution While Training Professional Project Leaders." Proceedings of the Institute for System Programming of the RAS 33, no. 5 (2021): 205–18. http://dx.doi.org/10.15514/ispras-2021-33(5)-12.

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Globalization urges the necessity of having world class leaders, and very frequently in its formation, is required to teach them computational tools to mainly improve their project management facilities. In order to give project management a greater quality, a very important point is to control and follow up all users’ diverse requirements, from the beginning to the end of each or any type of project: administrative, academic, engineering, software, video games, virtual and mixed reality, etc. This research shows a project requirements manager’s approach which allows knowing the specific requirements in each of its phases and give an advanced description of its various types and their traceability. This prototype promotes project requirement management best practices, and link them to the various areas of engineering, administration, planning and also with society, industry, commerce and academic sectors.
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Asino, Tutaleni I., Nicole M. Colston, Ayodeji Ibukun, and Clement Abai. "The Virtual Citizen Science Expo Hall: A Case Study of a Design-Based Project for Sustainability Education." Sustainability 14, no. 8 (2022): 4671. http://dx.doi.org/10.3390/su14084671.

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A design-based project grounded in learning technology theories and systematically implemented can impact environmental education in many positive ways. This paper explores the systematic application of best practices from design-based projects that were used to combine and implement a drought education program. Embracing diffusion of innovation as its framework, augmented and virtual reality applications were used to design a virtual meeting space called the Virtual Citizen Science Expo. The results and findings show that users found Mozilla Hubs engaging as it gave them new ideas on the creative and inspirational use of virtual reality technology as an interactive and collaborative learning space. The discussions demonstrate that our VCSE can be used to promote and engage learners in science related to environmental monitoring.
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Ghanem, Sahar Y. "Implementing virtual reality - building information modeling in the construction management curriculum." Journal of Information Technology in Construction 27 (January 5, 2022): 48–69. http://dx.doi.org/10.36680/j.itcon.2022.003.

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As the industry transitions towards incorporating BIM in construction projects, adequately qualified students and specialists are essential to this transition. It became apparent that construction management programs required integrating Building Information Modeling (BIM) into the curriculum. By bringing Virtual Reality (VR) technology to BIM, VR-BIM would transform the architectural, engineering, and construction (AEC) industry, and three-dimensional (3D) immersive learning can be a valuable platform to enhance students' ability to recognize a variety of building principles. The study carries out a methodology for implementing the VR-BIM in the construction management undergraduate program. Based on the previous literature review, in-depth analysis of the program, and accreditation requirements, VR-BIM will be implemented throughout the curriculum by combining stand-alone class and integration in the existing courses method. The challenges that may face the program planning to implement VR-BIM are discussed, and few solutions are proposed. The lab classroom layout appropriate for the applications is designed to be adjusted for several layouts to accommodate all learning styles and objectives. A comparison between different Head-Mounted Display (HMD) headsets is carried out to choose the appropriate equipment for the lab.
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Cook, Matt, Zack Lischer-Katz, Nathan Hall, et al. "Challenges and Strategies for Educational Virtual Reality." Information Technology and Libraries 38, no. 4 (2019): 25–48. http://dx.doi.org/10.6017/ital.v38i4.11075.

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Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy.
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Teisl, Mario F., Caroline L. Noblet, Richard R. Corey, and Nicholas A. Giudice. "Seeing clearly in a virtual reality: Tourist reactions to an offshore wind project." Energy Policy 122 (November 2018): 601–11. http://dx.doi.org/10.1016/j.enpol.2018.08.018.

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MacCallum, Kathryn, and David Parsons. "Integrating Mobile Mixed Reality to Enhance Learning Before, During, and After Physical Field Trips." International Journal of Mobile and Blended Learning 14, no. 2 (2022): 1–11. http://dx.doi.org/10.4018/ijmbl.304456.

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Physical field trips have long been used in education, but virtual field trips are increasingly being used to enhance them. This article focuses on the use of mixed reality to enhance a physical field trip before, during, and after the field experience as part of a project in teacher professional development. The context is a field trip to a landfill site, where students learn about waste management, recycling, and sustainability. Building on several different themes from the literature to create a single model of pre-, intra-, and post-field trip digital learning activities, three scenarios are outlined: One where a virtual field trip is used prior to a physical field trip to prepare students for their visit, a second where an augmented reality experience is used during the physical field trip, and a third where students build on their experience of virtual reality to create their own virtual tours. The article highlights how mobile mixed reality offers new ways to deepen the field trip learning experience through student- and teacher-created digital artifacts.
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Ricce, Bruno Maciel, Cristiani Aparecida Maciel Ricce, and Robson Augusto Siscoutto. "PORTUGAMESVR: O ENSINO DE PORTUGUÊS NAS ESCOLAS DE ENSINO FUNDAMENTAL ESTADUAL PAULISTA AUXILIADO POR REALIDADE VIRTUAL." COLLOQUIUM EXACTARUM 13, no. 4 (2021): 99–112. http://dx.doi.org/10.5747/ce.2021.v13.n4.e379.

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With the evolution of information technologies, the applicability in basic education in Brazilian public schools has been discussed, but few projects were, in fact, implemented, because they are difficult to implement, due to the lack of technological resources in schools and the complexity of the Portuguese language. . Information technologies are present in the daily lives of new generations and the tendency is to increase, since their use is directly related to the multiple tools of social media, games and in the various methods of internet research. However, the student environment still uses traditional teaching methods, not consistent with the student's reality, generating conflicts that can hinder learning. Therefore, this work presents a virtual reality tool that provides gamified, immersive and interactive three-dimensional virtual environments performed individually, in order to assist and facilitate the appropriation of knowledge and the teaching/learning process of Brazilian elementary school students. of the Portuguese 7Language course. This tool is aimed at improving school performance in understanding and interpreting verbal and non-verbal language, making students autonomous, supportive and competent. The virtual environments were evaluated by the project researchers through a specific usability questionnaire for this type of environment, obtaining a final average of 4.93 out of 5.0, being considered suitable for future use in classrooms.
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Leggiero, Nicole, Terri Armstrong, Elizabeth Vera, Mark Gilbert, and Amanda King. "QOLP-28. THE USE OF VIRTUAL REALITY FOR SYMPTOM MANAGEMENT: APPLICATION IN NEURO-ONCOLOGY." Neuro-Oncology 21, Supplement_6 (2019): vi203—vi204. http://dx.doi.org/10.1093/neuonc/noz175.848.

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Abstract Patients with primary central nervous system (CNS) tumors are highly symptomatic due to the functional sequelae of their disease and an unfavorable prognosis. Virtual reality (VR) immersive technology has demonstrated benefit in improving patients’ symptom burden, such as distress, pain, anxiety, and fatigue. However, this has not been explored in a CNS tumor population. This project explored the potential use of VR for symptom management in CNS tumor patients. A descriptive analysis of MDASI-BT/MDASI-SP/PROMIS-Anxiety patient-reported outcomes (PROs) for 535 CNS tumor patients was performed to identify the common moderate-severe (> 4 on a 0–10 scale) symptoms. Additionally, a systematic review of literature was performed addressing the question “For adult patients with solid tumors, what effect does VR have on their self-reported symptoms, such as distress, anxiety and pain?” The systematic literature review resulted in 17 studies using VR in other solid tumor populations, which demonstrated improvement in pain, anxiety, and distress. However, study designs often lacked rigor and none incorporated any biomarkers to correlate with PROs. CNS tumor symptom review of our patient cohort revealed that the majority of the patients were Caucasian (83%) males (58%) with a median age of 50 years (range, 18–83). At the time of diagnosis, 35% had a gross total resection. Glioblastoma was the most common diagnosis (32%) and 50% had a high-grade glioma. The most prevalent moderate-severe symptoms in this sample was fatigue (34%), with (14%) anxiety, (18%) pain, and (19%) distress. Given the high symptom rate in our patients, the promising but limited data that VR technology could improve distress and other symptoms provides strong support for this intervention in the CNS tumor population. Further research is needed to assess feasibility and efficacy of VR, as well as incorporation of correlative biomarkers, to better determine potential improvement in patient symptom burden.
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Wang, Ding Tang. "Analysis and Application of BIM Technology in the Project Goal Control." Advanced Materials Research 671-674 (March 2013): 2978–81. http://dx.doi.org/10.4028/www.scientific.net/amr.671-674.2978.

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BIM is a method which is based on the integration of digitalization technology and visualization technology to manage information related project construction. This paper states the build process of imitating reality by using BIM’s visualization technology with multi-dimension and large data, and unique features for finding the potential problems and risks under virtual construction environment by BIM’s technology, so as to find problems in advance and evaluate them preliminarily, put forward corresponding countermeasures and prevent measures, work out optimized scheme to guide the real construction, and control effectively the project’s quality, progress and cost. BIM solves fundamentally the management defects from traditional project, and will certainly bring about a series of great changes in the circles of project management.
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Nascimento, Guilherme Gomes Leal do, Margarida Maria Gomes Leal do Nascimento, and Robson Augusto Siscoutto. "ARTEACHINGVR: O ENSINO DAS ARTES AUXILIADO PELA REALIDADE VIRTUAL NAS ESCOLAS DE ENSINO FUNDAMENTAL ESTADUAL BRASILEIRO." COLLOQUIUM EXACTARUM 14, no. 1 (2023): 87–101. http://dx.doi.org/10.5747/ce.2022.v14.e388.

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The art discipline aims to develop in the student a critical interaction with the complexity of the world and favor respect for the diversity of cultures and peoples. The current methodology in the classroom uses traditional and non-technological methods for teaching and learning this type of discipline, generating demotivation to the student. The insertion of technology in the classroom, such as Virtual Reality, can help in the abstraction of problems and concepts intrinsic to the discipline, motivating it in its teaching/learning process. However, there are few applications being used in public schools due to lack of resources or interest. Therefore, this paper presents a virtual reality tool that provides interactive three-dimensional virtual environments in order to assist the teaching/learning of students at the Brazilian elementary school of Art discipline. The virtual environments were evaluated by the project researchers by means of a specific usability questionnaire for this type of environment, obtaining a final average of 4.67 of 5.0, being considered suitable for use in the future in classrooms.
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Barot, C., D. Lourdeaux, J. M. Burkhardt, K. Amokrane, and D. Lenne. "V3S: A Virtual Environment for Risk-Management Training Based on Human-Activity Models." Presence: Teleoperators and Virtual Environments 22, no. 1 (2013): 1–19. http://dx.doi.org/10.1162/pres_a_00134.

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As work situations become more complex, virtual reality has proven to be advantageous for the emerging needs in risk-management training. However, building perfectly realistic simulations of the technical systems is not enough to address complex coactivity situations, where human factors play an important part. There is a need for virtual environments that would put trainees into varied ecological situations, inducing knowledge and competencies that would be put into practice in genuine work situations. The V3S project was proposed to build a generic framework for tailor-made virtual environments that can adapt to different application cases, technological configurations, or pedagogical strategies. This framework relies on the integration of multiple explicit models (domain, activity, and risk model). In order to build ecologically valid virtual environments, these models represent not only the prescribed activity, but the situated knowledge of operators about their tasks, including deviations from the procedures. These models are used both to monitor learners' actions, detecting errors and compromises; and also to generate virtual characters' behaviors, subject to erroneous actions. Moreover, dynamic situated feedback allows for progressive learning scenarios, adapting the complexity of the situations to the learner's activity and level. Evaluations have shown a high satisfaction level and encouraging usability measures. In future work, we propose to extend the possibilities of the simulation through the creation and monitoring of adaptive scenarios, adjusting the behavior of virtual characters able to assist or disrupt the user.1
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Akpan, Ikpe Justice, Murali Shanker, and Rouzbeh Razavi. "Improving the success of simulation projects using 3D visualization and virtual reality." Journal of the Operational Research Society 71, no. 12 (2019): 1900–1926. http://dx.doi.org/10.1080/01605682.2019.1641649.

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Abbaspour, Soroush, and Shahin Dabirian. "Evaluation of labor hiring policies in construction projects performance using system dynamics." International Journal of Productivity and Performance Management 69, no. 1 (2019): 22–43. http://dx.doi.org/10.1108/ijppm-03-2019-0134.

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Purpose The purpose of this paper is to assess different labor hiring policies for construction projects using system dynamics (SD) which have a considerable impact on project performance. Time intervals and work crew composition are two such policies. Through the implementation of a variety of policies, a managerial opportunity presents itself for the effective allocation of human resources and improvement in project performance. Design/methodology/approach The study developed a dynamic model to assess different labor hiring policies using SD based on literature. To further distinguish between findings, the effects of the applied policies on performance were considered using earned value management. Based on a real case for validating the model, the paper discusses the potential benefits of the model, including: having a systematic and holistic view, considering dynamic the labor need and allocation, identifying alternative strategies for performance improvement and simulating the reality of the projects in a virtual model. Findings The achieved simulation results show how different hiring policies affect project performance. This research model can aid decision makers to assess labor hiring policies in various time intervals with different compositions and assist them in selecting the best policies for effective implementation of project. Originality/value The proposed model would be a major attempt using SD to model labor hiring policies more accurate in construction projects performance. In fact, an accurate estimate of labor needed, along with the proper planning and implementing of various labor hiring policies, presents a managerial opportunity whereby the effective allocation of workforces can be optimized leading to drastic improvement in project performance.
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Fischnaller, Franz, and Alex Hill. "CITYCLUSTER “From the Renaissance to the Megabyte Networking Age”: A Virtual Reality and High-Speed Networking Project." Presence: Teleoperators and Virtual Environments 14, no. 1 (2005): 1–19. http://dx.doi.org/10.1162/1054746053890251.

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This paper presents the CITYCLUSTER project, a virtual-reality networking matrix, in a high-tech framework with original technological features, navigation, interactivity, graphic, and content style, in which multiple environments, ambiences, and cities, both real and imagined, can be hosted, coexist, and be interrelated within themselves through a common virtual territory. It can be interconnected by high-speed network, enabling remote participants to access, interact, and collaborate in shared environments and work together in a common virtual space over distance in real time. The framework can be expanded and modified in accordance with the digital environment to be incorporated. Meta-Net-Page, a virtual-reality collaborative networking tool, was designed and implemented ad hoc for CITYCLUSTER. “From the Renaissance to the Megabyte Networking Age” is the first CITY-CLUSTER virtual-reality networked application, which offers visitors a thrilling interactive journey, from the Renaissance to the Super Broadband Networking and Electronic Age. Florence represents the “Renaissance Age”, Chicago the “Gigabits Networking Age.” Each virtual city is inhabited by a group of avatars: David, Venus, and Machiavelli in Florence, and Mega, Giga, and Picasso in Chicago. The implementation of CITYCLUSTER has given rise to a range of technological challenges, which in turn have revealed innovative aspects and salient features relative to content management, the development of juxtaposed virtual environments, networking interactive techniques, avatar design, architecture, and virtual effects. A series of special features and enhancements have been added to the software Ygdrasil, to satisfy content and quality levels of interactivity. In consequence, the Ygdrasil system was further refined as software tools that aid the rapid and intuitive development of interactive virtual environments for artists and other nontechnical users. The CITYCLUSTER project is primarily designed to run in the CAVE and on the AGAVE (Access Grid Augmented Virtual Environment). It can run either locally or through remote networking in both SGIs and the Linux platform.
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De Fino, Mariella, Silvana Bruno, and Fabio Fatiguso. "Dissemination, assessment and management of historic buildings by thematic virtual tours and 3D models." Virtual Archaeology Review 13, no. 26 (2022): 88–102. http://dx.doi.org/10.4995/var.2022.15426.

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The digitalization of the historical-architectural heritage for virtual reality (VR) applications is crucial within the contemporary scientific and technical debate for several aspects. In fact, beyond the exploration for education and entertainment purposes, the employment of three-dimensional (3D) reality-based and computer-based models and environments seems to be very promising for performance assessment and risk management as well. Particularly, in order to develop and validate smart, low-cost and user-friendly tools, which might apply even in cases of limited time and budget, the present paper is going to propose a methodological workflow based on thematic virtual tours of 360° scenes, which integrate a variety of informative contents and digital products as external hotspots/switches. The VR tours, where 3D models might play a key role for an accurate representation of relevant parts and/or analytical elaboration of further data, are conceived as flexible and scalable solutions, supporting users, technicians and authorities through remote access, diagnosis of the state of conservation and communication of safety measures. The application of the proposed methods and techniques to a representative case study, the Norman-Swabian Castle of Gioia del Colle (Ba), South Italy, is presented in order to illustrate the achievable results and highlight the benefit of innovative “digital” solutions for data collection, storage and communication, compared to the traditional “analogical” practices. In detail, a Web-GIS platform, developed within a previous research project, is integrated with direct links to three thematic virtual tours that provide added contents for inclusive dissemination (timeline schemes, aerial views, 3D sculptural and architectural details), performance assessment (diagnostic reports, decay maps, 3D reconstructions of technical components) and risk management (exit signs, help instructions, warnings). Thus, the VR tours, while documenting realistically the state of the site, might act as host environments of digital products, at increasing complexity, all displayed according to an intuitive and accessible communication approach.Highlights:• Virtual tours of 360° scenes, linking thematic digital contents, are proposed as intuitive and versatile tools for smart documentation, conservation and protection of historical buildings.• The role of 3D reality-based and computer-based models is discussed toward their integration and correlation within thematic virtual tours of 360° scenes.• The potential of immersive environments for sharing knowledge about conservation issues and training users on safety measures in historic buildings is underlined.
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Cerniauskas, Tomas, and Dirk Werth. "Industry goes metaverse – the fusion of real and virtual industrial worlds exemplified by the wastewater industry." i-com 21, no. 3 (2022): 325–29. http://dx.doi.org/10.1515/icom-2022-0032.

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Abstract Meeting friends to go shopping, visit a concert or do some sports together – all this and more is now “virtually” possible in the Metaverse. Currently, the creative industries have made the most of the potential of virtual worlds. But the metaverse has no limits. The newly created dynamics raise the question of the extent to which the manufacturing industry can benefit from the potential of these virtual worlds. So far, augmented reality (AR) has been recognized as being useful to the manufacturing industry. The combination of virtual reality (VR) and augmented reality (AR) now unleashes new opportunities for industrial companies. For example, by making a virtual inspection of unmanned facilities possible. A project which has been put into practice by the Entsorgungsverband Saar (EVS) in cooperation with the August-Wilhelm Scheer Institute.
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Zhao, Xuefeng, Meng Zhang, Xiongtao Fan, et al. "Extended Reality for Safe and Effective Construction Management: State-of-the-Art, Challenges, and Future Directions." Buildings 13, no. 1 (2023): 155. http://dx.doi.org/10.3390/buildings13010155.

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Safe and effective construction management requires tools for reducing delays, eliminating reworks, and avoiding accidents. Unfortunately, challenges still exist in current construction practices for enabling real-time interactions among project participants, field discoveries, and massive data. Extended reality (i.e., XR) could help to establish immersive and interactive virtual environments that enable real-time information exchange among humans, cyber processes, and physical environments during construction. However, limited studies have synthesized potentials, challenges, and scenarios of XR for ensuring construction safety and efficiency. This study provides a critical review that synthesizes XR in construction management. First, the authors used the PRISMA method to screen studies related to XR in construction management. Seventy-nine studies were selected and comprehensively analyzed. The authors conducted a bibliometric analysis to comprehend the spatiotemporal distributions of the selected studies. Then, the selected studies were classified into three categories: (1) progress control, (2) quality control, and (3) safety management. The authors also synthesized information for XR applications in various construction management scenarios and summarized the challenges related to XR applications. Finally, this review shed light on future research directions of XR for safe and effective construction management.
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Theodoropoulos, Theodoros, Antonios Makris, Abderrahmane Boudi, et al. "Cloud-based XR Services: A Survey on Relevant Challenges and Enabling Technologies." Journal of Networking and Network Applications 2, no. 1 (2022): 1–22. http://dx.doi.org/10.33969/j-nana.2022.020101.

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In recent years, the emergence of XR (eXtended Reality) applications, including Holography, Augmented, Virtual and Mixed Reality, has resulted in the creation of rather demanding requirements for Quality of Experience (QoE) and Quality of Service (QoS). In order to cope with requirements such as ultra-low latency and increased bandwidth, it is of paramount importance to leverage certain technological paradigms. The purpose of this paper is to identify these QoE and QoS requirements and then to provide an extensive survey on technologies that are able to facilitate the rather demanding requirements of Cloud-based XR Services. To that end, a wide range of enabling technologies are explored. These technologies include e.g. the ETSI (European Telecommunications Standards Institute) Multi-Access Edge Computing (MEC), Edge Storage, the ETSI Management and Orchestration (MANO), the ETSI Zero touch network & Service Management (ZSM), Deterministic Networking, the 3GPP (3rd Generation Partnership Project) Media Streaming, MPEG’s (Moving Picture Experts Group) Mixed and Augmented Reality standard, the Omnidirectional MediA Format (OMAF), ETSI’s Augmented Reality Framework etc.
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Min, Kyung Suk. "A Study on the application of Smart Technology-Based VE Process Model for Construction Safety Management." Forum of Public Safety and Culture 16 (May 31, 2022): 1–21. http://dx.doi.org/10.52902/kjsc.2022.16.1.

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This study was conducted on the applicability of the smart technology-based VE process model for the prevention of safety accidents. Through this, many people who have experience in performing VE in the construction industry can easily apply it in practice. And using smart technology suitable for the characteristics of the construction industry, effective safety management measures can be established at the construction site. In addition, it was possible to establish an effective safety management plan at the construction site by using smart technology suitable for the characteristics of the construction industry.
 To accomplish this, theoretical matters were established through literature research on the Severe Disaster Punishment Act, smart technology safety management, and construction VE process model, and based on this, the applicability of smart technology-based VE process model for construction safety management was analyzed. To this end, smart technologies for construction safety management were selected for construction managers and construction project managers, and the applicability of the smart technologies for construction safety management selected here by VE stage was investigated, and the following conclusions were drawn.
 Among the smart technologies that are mainly used in the construction industry, the technologies with a high impact in the safety management field were investigated in the order of drone, cloud, virtual augmented reality, big data, artificial intelligence, BIM, lifelogging, and robot automation technology. Drone technology enables active activities through real-time collection of a wide range of information, data collection through extensive physical access, target selection process, behavior, activity, and life survey and provision of visual information. Cloud technology increases reliability by collecting existing safety management information, sharing real-time information among VE team members, consulting and reviewing safety management experts, and reviewing vast amounts of information. Virtual augmented reality technology provides a virtual space experience, so it can collect specific past performance data, as well as collect VE goals, and at the same time organize safety accident-related performance data to provide information suitable for the purpose.
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Jáuregui, David V., and Kenneth R. White. "Implementation of Virtual Reality in Routine Bridge Inspection." Transportation Research Record: Journal of the Transportation Research Board 1827, no. 1 (2003): 29–35. http://dx.doi.org/10.3141/1827-04.

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The innovative use of QuickTime Virtual Reality (QTVR) and panoramic image–creation utilities for recording field observations and measurements during routine bridge inspections is reported. A virtual reality approach provides the ability to document a bridge’s physical condition by using different media types at a significantly higher level of detail than is possible in a written bridge inspection report. Digitally recorded data can be stored on compact disc for easy access before, during, or after an inspection. The development of a QTVR bridge record consists of four major steps: selection of the camera stations, acquisition of the digital images, creation of cylindrical or cubic panoramas, and rendering of the QTVR file. Specific details related to these steps are provided, as applied to various bridge inspection projects. The potential impact of QTVR on bridge management—in which routine inspection data are a factor in making decisions regarding the future maintenance, rehabilitation, or replacement of a bridge—is discussed.
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Du, Jing, Yangming Shi, Zhengbo Zou, and Dong Zhao. "CoVR: Cloud-Based Multiuser Virtual Reality Headset System for Project Communication of Remote Users." Journal of Construction Engineering and Management 144, no. 2 (2018): 04017109. http://dx.doi.org/10.1061/(asce)co.1943-7862.0001426.

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Zhang, Li Sun, Jing Chen, and Wen Ping Sun. "The Application of Three-Dimensional Geographic Information System in Water Conservancy Projects." Advanced Materials Research 573-574 (October 2012): 487–91. http://dx.doi.org/10.4028/www.scientific.net/amr.573-574.487.

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In this paper, put forward a real-time navigation method adopted in the process of 3D virtual geographical scene roaming, which get the real combination between the virtual reality technology and mature GIS applications. And it has realized the entity location, property information, the management of the buffer zone and other functions through the geographical coordinates of the earth's counterpart in the 3D virtual geographical scene. However, the functions are likely to bring out only if it is in the 2-D environment previously. It has provided an effective assistance for the daily management. And the solution has been proved that not only is applicable to the basin simulation system development, but also has referenced value in involving the development of the GIS simulation.
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Setyawati, Endang, Adwiyah Asyifa, Hendro Trieddiantoro Putro, and Mohammad Ischak. "Developing A Virtual Reality Application of Pathok Negoro Mosque for Digital Conservation." Journal of Architectural Design and Urbanism 2, no. 1 (2019): 1. http://dx.doi.org/10.14710/jadu.v2i1.5517.

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In the last decades, new technologies have been developed and used for digital conservation. Nowadays, virtual reality is becoming an instrument applicable to many areas of science and visual communication. Pathok Negoro Mosque is one of the Javanese Islamic mosque buildings that was built in the 1700s. The building of this mosque still exists. Pathok Negoro Mosque several times has changed the shape and architecture of the building. The mosque was established during the reign of Sultan Hamengku Buwana I, has an extraordinary concept and philosophy. This project was an archiving physical space so they can be digitally preserved. In this paper, we will present the process of the VR app making also describe the benefits and challenges associated with this approach. The method was by research and development by prototyping the building in 3D model, then providing virtual tours in different place and times. This paper will discuss the VR issue focusing on several hardware devices and software platforms for digital content management. This case study allowing a better understanding of masjid pathok negoro history and atmosphere. The analyzed of virtual experience proved to be advantageous in delivering tangible and intangible information.
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Foukarakis, Michalis, Effie Karuzaki, Ilia Adami, et al. "Quality Assessment of Virtual Human Assistants for Elder Users." Electronics 11, no. 19 (2022): 3069. http://dx.doi.org/10.3390/electronics11193069.

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Virtual humans (VHs) are gaining increasing attention in various fields, including games and cultural heritage and technological contexts including virtual reality and augmented reality. Recently, since VHs can simulate human-like behavior, VHs have been proposed as virtual assistants (VAs) for all sorts of education and training applications, including applications focused on the improvement of quality of life (QoL) and well-being. In this research work, we consider the quality and efficiency of VHs implemented as part of the MyHealthWatcher project, which focuses on the monitoring of health-related parameters of elder users to improve their QoL and self-management of chronic conditions. To validate our hypothesis that the increased quality of the VH has a positive effect on user satisfaction and user quality of interaction with the system, we developed and integrated into the MyHealthWatcher system two VH variations. The first was developed with mainstream technologies and the second was developed using a professional pipeline. The two variations developed were assessed by representative target users through a between-subject focus group study. The development and validation process of the two variations allowed us to draw valuable conclusions, which are discussed in this paper.
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Lee, Minghui, Changsaar Chai, Yaoli Xiong, and Hunchuen Gui. "Technology acceptance model for Building Information Modelling Based Virtual Reality (BIM-VR) in cost estimation." Journal of Information Technology in Construction 27 (October 3, 2022): 914–25. http://dx.doi.org/10.36680/j.itcon.2022.044.

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The accuracy of cost estimation during the preliminary stage of a construction project is imperative. However, owing to limited accessibility of information, the level of accuracy required at this stage of a project is extremely difficult to be attained. In like manner, the risks of budget shortages or cost overruns are likely to surge exponentially due to an incompetent or a lackadaisical approach towards life-cycle costing. Hence, this study proposes BIM-based VR as a preliminary estimating solution which is purported to nip the aforementioned issues in the bud. BIM-VR enables BQ to be updated automatically as stakeholders performs modifications on-the-go, allowing speedy and highly accurate design adjustments throughout the project. On this front, the Technology Acceptance Model (TAM) was adopted to determine the acceptance level of BIM-based VR technology in Malaysia. Data was acquired via a questionnaire survey, of which 92 out of 180 distributions were accepted for analysis, accounting to a respectable response rate of 51%. Consequentially, Principal Component Analysis result revealed that ‘Saving Cost and Resources’ is the most significant factor for BIM acceptance. Conversely, ‘Presence of Skill Gap’ was found to be the biggest stumbling block for BIM-based VR in cost estimation. Relationship analysis from the TAM also unveiled that the challenges of BIM-based VR did not produce mediating effect towards attitude and intention to use. This implies that the intention of construction professionals to adopt the technology wasn’t impeded by its challenges. Significantly, this study served as a benchmark in uncovering new possibilities of BIM and VR in project cost management, where the reliability and accuracy of conventional procurement can be enhanced with technology, particularly in BQ documentation, to fulfill the rising expectations of construction stakeholders across the globe.
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Jesus, Cristiano, Adilson Marcorin, Rui M. Lima, Rui M. Sousa, Ingrid Souza, and Eliana Oliveira. "SPC-based model for evaluation of training processes in industrial context." Journal of Industrial Engineering and Management 15, no. 4 (2022): 538. http://dx.doi.org/10.3926/jiem.3617.

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Purpose: This article aims to present successful practices in the management of training processes based on virtual reality and augmented reality, namely a strategy for evaluating the process with the principle of continuous improvement in mind, and monitoring its performance in terms of productivity and waste levels. It is proposed to apply Statistical Process Control (SPC) tools to develop control charts for monitoring individual events (i-charts).Design/methodology/approach: The methodology is based on a case study developed in an industrial project and is guided by a literature review on Work-Based Learning (WBL) and SPC.Findings: The developed work shows that SPC tools are suitable for supporting decision making in situations where the data to be analyzed is generated by human-computer interactions, e.g., involving students and virtual learning environments.Originality/value: The innovative aspect presented in the article lies in the evaluation of the effectiveness of pedagogical resources arranged in simulation environments based on virtual and augmented reality. The accumulated knowledge about the application of SPC in service areas, and others that demand data analysis, reinforces the hypothesis of the suitability of its application in the case presented. This is an original application of SPC, normally used in business processes quality control, but which in this case is applied in an innovative way to the evaluation of industrial training processes, with the same spirit for which it was designed, i.e. to provide the means to manage the quality of a process.
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