Immersive virtual environments versus physical built environments: A benchmarking study for building design and user-built environment explorations
Graphical abstract
Introduction
The cost and complexity of design changes exponentially grow as a project progresses from the planning and design phases to the construction phase; therefore, early design decisions in a project's life impact overall project costs and end-users' satisfaction significantly. In recent years, Building Information Modeling (BIM) has been widely adopted by the AEC industry. As a result, there has been a significant amount of improvement in communication, exchange and interoperability of information among different parties involved in a project [15]. However there exists a lack of end-user involvement during the design process, which has been identified as one of the major issues in current design approaches [11]. User Centered Design (UCD) has shown to be an effective approach to improve the final product based on end-users' needs in many domains, including software design and the automotive industry. Taking the UCD approach used in other industries, Bullinger et al. and Zahedi et al. [11], [70] proposed the concept of involving users and acquiring end-user input early during the design phase in order to increase efficiency, quality, and performance of Architecture Engineering and Construction (AEC) projects. However, due to the lack of time and resources, as well as the growing number of parties involved in design and construction phases of AEC projects, end-user involvement is usually minimized and in many cases eliminated [50].
In the past few decades, augmented reality (a physical environment, whose elements are augmented with and supported by virtual input), virtual reality (a simulated virtual environment, representing a physical environment), and immersive virtual environments (IVEs — environments where user interaction is supported within a virtual environment) have given many opportunities to the researchers in various domains, such as the education, health, automation industry, and the military, to increase user involvement and improve the efficiency of their work processes. Similarly, the AEC community has also adopted the use of virtual reality [35], [61] and augmented reality [7], [10], [25] for supporting various construction and building simulations and information visualization [2], [6], [19], as well as coordination and collaboration among teams [32], [40], [55], [63]. Although the AEC industry has used IVE technologies before (e.g., CAVE and Head Mounted Displays), their primary use has been limited to marketing purposes, visualization of BIMs [11], and education and training of AEC professionals [54].
An IVE can be utilized for engaging end-users in the design process of projects by combining the strengths of pre-construction mock-ups that provide a sense of presence to users and BIM models that provide the opportunity to evaluate alternative design options in the models in a timely and cost efficient manner [26], [41]. Furthermore, building engineers and designers can incorporate IVEs in their work processes as a tool to measure end-user behavior, understand the impact of design features on behavior, as well as receive constructive user feedback during the design phase. The use of IVEs is not only limited to the design phase; such environments can also be used as cost effective and efficient tools during the construction phase to improve site preparation and logistics, safety and training of construction workers [46], [66], and collaboration and coordination among team members. IVEs can also be used in the operation phase of buildings to visualize and interact with sensor data available in buildings, and for personnel training and process improvement purposes during building operations [14].
The work presented in this paper builds upon the value of integrating IVEs to explore and address different challenges within the AEC industry, such as user input in early design decision making stages, design alternative evaluation, evaluation of safety measures on a construction site, or emergency response operations in post-construction phase. The authors' long term goal builds on the following research question: “how can we better test project design alternatives and measure user behavior and performance in different alternatives through the integration of immersive virtual reality into our digital and physical mock up workflows?”
In order to achieve this long-term goal, the authors aim to test whether IVEs are adequate representations of physical built environments and to measure user behavior within various settings (e.g., different lighting settings). As the first step, it is imperative to evaluate end-users' performance and sense of presence within IVEs and benchmark them to similar physical built environments. This paper specifically presents results from a comparative study, where the authors evaluated the end-user's performance on a set of identical tasks in immersive virtual and physical office environments with the same features.
The paper presents the research through a literature review and gap analysis on the use of virtual reality and IVEs for integrating end-user feedback during the design phase, as well as their uses in general within the AEC industry. The paper presents the research methodology, the IVE system for data acquisition, and detailed results and discussion of user performance in everyday office related tasks, through metrics of response–time and performance accuracy, within an IVE compared to a physical built environment setting. Finally, the paper is concluded by a discussion and presentation of the planned future work.
Section snippets
Use of virtual environments in architecture, engineering and construction
In the past two decades, several researchers in different fields that heavily rely on visualization, communication, and interaction (e.g., education [3], [65], military [53], and medical fields [34]) have successfully integrated and adapted the use of virtual environments. Other fields, such as mechanical and industrial engineering, have also used virtual and immersive technologies for testing and improving prototypes [42]. For instance, Noor and Wasfy [48] have used an IVE to create an
Research methodology
The objective of the study presented in this paper is to evaluate whether IVEs are adequate representations of physical environments, specifically office environments, by examining the difference in end-users' performances in office-related activities within a physical office space and a virtual office space. Different studies have identified lighting as one of the major factors that influence occupants' performance in indoor environments [8], [9], [56]. For instance [21] has identified tasks,
Experiment details
Prior to running the experiment, a pilot study was ran by the authors to ensure the models, apparatus, experimental procedure, passages, books, and questionnaires were designed adequately for this experiment [29]. Based on the findings of the pilot study, the authors modified the quality of the models (lighting, furniture, and books), changed the passages to ensure the reading difficulties were the same for all four environments, and improved the questionnaire that was administered at the end
Analysis and discussion of the results
Out of the 120 participants, eight participants were not able to fully complete the experiments as four participants felt motion sickness during the experiment, two participants had larger sized glasses and they were not able to wear the HMD comfortably, and two participants were unable to complete the experiment due to time limitations. Therefore, the analysis is based on 112 participants' data. The results of the analysis follows the hypothesis that there exists significant differences in
Limitations and future work
Although the participants felt the IVE experience was somewhat realistic, one of the major limitations of the experiment was that participants' navigation through the virtual environment was not realistic (e.g., walking from the entrance to the desk, walking from the desk to the bookshelf, and etc.), however this limitation should not affect the performance measures, only their perception of similarities between the IVE and physical environment. Although at this point it is costly, having
Conclusions
The research presented in this paper prefaces the need for engaging with end-users in the earliest stages of design and planning as a means to achieve higher performing designs with an increased certainty for end-user satisfaction. To reach this goal, the authors explored whether the use of IVEs can be an efficient approach. This paper summarized the author's investigation on user performance of everyday office-related tasks in an IVE compared to a benchmarked physical environment. The authors
Acknowledgments
This project is partly supported by the National Science Foundation funding under the contract 1231001. Any discussion, procedure, result, and conclusion discussed in this paper are the authors' views and do not reflect the views of the National Science Foundation. It is important to thank the Worldviz LLC on their support for providing feedback for improving the 3D models and assisting with the software and equipment setup. Special thanks also to all of the participants and the researchers
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