Building Interactive Modeling For Construction Education in Virtual Worlds
Building Interactive Modeling For Construction Education in Virtual Worlds
Kihong Ku
Department of Building Construction, School of Construction, Virginia Tech, USA
[email protected]
Pushkar S. Mahabaleshwarkar
Master of Building Construction graduate, Virginia Tech, USA
[email protected]
SUMMARY: The number of design and construction professionals who are using Building Information
Modeling (BIM) is rapidly growing and simultaneously the architecture, engineering, and construction (AEC)
community is faced with the challenge of remote collaboration as offshore outsourcing continues to grow. While
BIM facilitates information sharing between AEC professionals via purpose-built three-dimensional (3D), 4D
design, analysis, evaluation, and documentation models, the communication of such 3D data-rich models if often
fragmented and typically limits real-time communication and interaction of users who may be geographically
dispersed and/or lack the modeling and analyses skills to interact with these models. AEC education needs to
expose students to these emerging practice changes while finding new ways to more effectively address the
fundamentals of design and construction. Virtual worlds – in this research the Second Life platform – have the
potential to address the communication issues and effectively complement traditional teaching approaches and
furthermore integrate with BIM to enhance construction education. Nevertheless, despite the potential benefits
of virtual worlds, various obstacles exist. This paper presents the concept of Building interactive Modeling
(BiM) which complements the capabilities of BIM with social interaction to enhance collaborative information
and knowledge sharing. Role-playing scenarios developed in Second Life demonstrate specific opportunities of
BiM.
KEYWORDS: Building interactive Modeling, Virtual, Remote Collaboration, Role playing, Scenario, Building
Information Modeling
REFERENCE: Kihong Ku, Pushkar S. Mahabaleshwarkar(2011) Building interactive modeling for construction
education in virtual worlds, Journal of Information Technology in Construction (ITcon), Vol. 16, pg. 189-208,
http://www.itcon.org/2011/13
COPYRIGHT: © 2011 The authors. This is an open access article distributed under the terms of the Creative
Commons Attribution 3.0 unported (http://creativecommons.org/licenses/by/3.0/), which
permits unrestricted use, distribution, and reproduction in any medium, provided the
original work is properly cited.
The focus of this paper is the promise of virtual worlds as emerging environments for construction education that
complement traditional classroom based teaching approaches and supplement the modeling and simulation
functions of BIM (building information modeling) with social interaction and information exchange capabilities.
The authors define the vision and concept of Building interactive Modeling (BiM) which suggests the
combination of virtual worlds and BIM as a platform and environment for virtual collaboration and learning.
Second Life is discussed as an environment for specific role-playing scenarios of design and construction tasks
and mirroring (Mitchell, 2008) of the physical environment through sensors (e.g., thermal sensor, light sensors,
wind sensors, etc.) for operation and maintenance of buildings, in light of various examples developed by the
authors.
The primary research sources for this paper are example scenarios developed in Second Life by the authors for
construction process simulation, construction safety training, design reviews and building system control and
monitoring. The research required scenario development based on the authors’ experience in construction
management and education, programming (scripting within Second Life), and virtual collaborations in a cross-
university course based on various BIM tools and models.
2. BACKGROUND
Currently, the architecture, engineering and construction (AEC) industry is facing enormous technological and
institutional transformations with their resultant difficulties and challenges. The industry is embracing new
modes of information sharing and adopting emerging and fast growing concepts such as building information
modeling (BIM), sustainability, virtual collaboration and related technologies. Almost fifty percent of the AEC
industry is now using BIM and twenty percent of non-users are planning to adopt it within two years
(McGrawHill, 2009). In addition, the phenomenon of off-shoring, outsourcing architectural and engineering
services to companies in southeast Asia, South America, or Eastern Europe, is increasing (Nayak and Taylor,
2009; Del Villar and Pollalis, 2007). Outsourcing impacts the team dynamics as effective remote collaboration in
these practices is essential to successfully produce construction drawings and relevant digital deliverables as a
result of this interaction. Lack of adequately BIM trained personnel is a significant constraint hindering the use
and adoption of the technology in the industry (Sacks and Barak, 2009). The ASCE Policy 465 “Body of
Knowledge” (BOK and BOK2) acknowledges that engineers need to deal with globalization and working in
integrated international environments and furthermore raises the issues involved with outsourcing and doing
business remotely using the internet and other computer tools. Traditional teaching or training courses do not
effectively bridge this gap between training/academia and practice.
Virtual Learning Environments effectively complement traditional education (Koskela et al., 2005; Sawhney and
Mund, 1998) extending beyond the physical reach of classrooms over the internet. Building on the advancements
of information, communication, and simulation technologies, Virtual Reality (VR) techniques have been
extensively utilized for training high-risk occupations such as pilots and nuclear power plant operators. The
mining industry has begun to adopt VR for task-based training (Lucas and Thabet, 2007; Kizil and Joy, 2001).
However, VR approaches that utilize role-playing for educational purposes in construction have been limited.
While the Building Management Simulation Center in Leeuwarden, Netherlands, and the Advanced
Construction Technologies Simulation Center (ACT) in Coventry, UK, offer innovative experiential learning
through simulated role-playing scenarios that integrate physical jobsite environments (e.g., site huts) and virtual
reality models projected onto large parabolic projection screens (Stothers, 2007), these programs have been
constrained to the physical location of the centers. To benefit a larger audience of construction students who are
primarily studying in rather traditional classroom settings, research should investigate the possibilities of virtual
reality simulation environments that could be delivered over the internet. The introduction of virtual worlds such
as Second Life to design (Nederveen, 2007) and construction education (Ku and Gaikwad, 2009) has the
potential to bridge the gap between learning about a subject and ‘learning by doing’. In the context of these
needs, this paper discusses the possibilities and limitations of ‘Building interactive Modeling’ a novel concept
that was envisioned using examples in the Second Life environment for construction education.
The authors propose the concept of Building interactive Modeling (BiM) which is a collaborative
communication framework that augments the concepts of Building Information Modeling to enhance user input
and facilitate user interaction with the model and other users. BiM utilizes interactive and immersive
functionalities of virtual world environments and allows multiple stakeholders to collaboratively model,
visualize, review, and update 3D digital models to share the various perspectives and knowledge and information
of participants during the lifecycle of buildings. The Building interactive Modeling framework in this paper
concentrates on construction education and is illustrated through scenarios in a virtual worlds environment. The
enabling technologies include virtual worlds, building information modeling, and the concepts are based on the
notion of collaboration in architecture, engineering, and construction.
Taking advantage of virtual worlds’ ability to complement traditional learning environments, many educational
institutions have implemented online virtual training courses to engage students with role playing experiences. In
fall 2007, Regent University conducted an online counseling skills class using Second Life to provide key role-
playing experiences to distance education students. The facility was designed considering the specific needs of
confidentiality and privacy required for the instructors and students of Human Services Counseling (Walker and
Rockinson-Szapkiw, 2009). Similarly, Harvard University began offering a law course in Second Life from fall
of 2006 (Foster, 2006).
Considering the design and construction industry, the primary application of VR is to simulate real world
scenarios through 3D visualization allowing interactive navigation to examine the construction process.
Previous research in the exploration of virtual worlds has demonstrated that they could provide an excellent
platform for an open source collaborative design practice. The project ‘Wikitecture’ experimented with design
collaboration and developed procedures and protocols that are necessary to practice a more open and distributed
approach to architectural design (Chase et al., 2008). Maher et al. (2005) presented the ‘Design World’
A study on visualization technologies (VT) for the integration of building end-user perspectives, Alejandro
Carvajal (2005) argued that current VT applications in design and construction do not address building end
users’ (BEU) needs. The process of communicating and transforming end-user requirements into project design
has not been adequate and explicit (Egan, 1998; Latham, 1994). Traditionally, sketches and drawings are being
used to translate client needs into design specifications making it difficult for end users to comment due to their
inability to properly read and understand two-dimensional drawings (Barrett and Stanley, 1999). Carvajal (2005)
further argued that building end-users are a source of experience, expertise, and new ideas which can be
“accessed” by means of visualization technologies and demonstrated that when dealing with people who have
not developed their spatial skills, or do not have an architectural or engineering background, visualization
technology can effectively assist to identify end users’ needs.
For the widespread use of VR in the construction industry it is important that 2D and 3D representations become
the primary interface for interactivity (Issa, 2000). The above mentioned Building interactive Model concept
would provide a networked multiuser environment that accommodates 3D modeling and simulates physical
interaction in virtual spaces with an enhanced ability of collaborative visualization, inspection, interaction, and
manipulation of complex building models. To explore a proof-of-concept of the building interactive modeling
framework, the authors have investigated Second Life (www.second life.com) a commercial virtual worlds
platform. The examination of the tool requirements for an end-user interface included development of various
scenarios and interface components for the various lifecycle phases of programming, design, construction, and
operations and maintenance (Fig. 3). The scenarios included architectural design options review via geometry
filters, building systems library, construction and safety planning via 4D visualization and safety training
scenarios, and building system control and monitoring via physical-virtual systems integration.
Table 1 summarizes the areas of Building interactive Modeling for construction education that were explored in
this study and categorizes the key components and applications devised in the Virtual Worlds environments. The
BiM areas were explored through a number of scenarios implemented in Second Life and are described in
subsequent sections of this paper as indicated in Table 1.
Second Life, created by Linden Lab, is a virtual world which is used for serious gaming (i.e., games for
simulation of management training, collaborative decision-making, and for education (Nederveen, 2007). This
environment is a distributed, virtual space where people are represented as avatars, created and customized by
themselves. People represented as avatars can walk, fly, chat, and interact with other people, objects or
computer-controlled agents in place like contexts. Avatars can walk around and build with a building toolset and
the primitive objects, “prims”, which are single-part objects or multi-part objects that are combined of prims, or
“sculpties” which are more complex primitives whose shape is determined by an array of x, y, z coordinates
stored as RGB values in an image file. Unlike video games, Second Life is used by health-care providers,
companies, academics, and the military, to learn and work together, and to trade in real world virtual items, or to
run medical triage simulation (Economist, 2007).
Some examples of training applications in Second Life include virtual cancer labs for training doctors by
European universities, consortiums of corporate training entities of Wal-Mart stores, American Express, Intel,
and more than 200 other companies who are experimenting with alternative ways to foster more collaborative
learning environments. As government entities, the Swedish embassy is one of the first organizations that have
established a virtual presence in Second Life as an information portal for Sweden (sweden.se). Nederveen (2007)
discusses the possibilities of Second Life for collaborative architectural design focusing on the many virtual
complex constructions that have already been collaboratively created within Second Life. In a similar context,
Studio Wikitecture’s (http://studiowikitecture.wordpress.com/) “Open Architecture” approach demonstrates an
interesting collective design experiment for architecture and city planning.
To take advantage of Second Life’s functionality for interactive communication and visualization, the authors
conducted an investigation of Second Life on incorporating role-playing scenarios for construction process
learning, 4D visualization, safety training, design reviews, and real-time integration of physical sensors for
building monitoring. The proposed database integration between external BIM repositories and the Second Life
environment (Fig. 1) was not implemented in this research because it requires server level integration that has to
The training scenario in Second Life was based on two major tasks, (1) the erection of the scaffolding platform,
and (2) the inspection of an existing platform. In the erection scenario (Fig. 7), trainees participated by installing
the platform components through a proper installation sequence and making sure that the components are
appropriately positioned and connected. Erection instructions are provided within Second Life to trainees before
the exercise. In the inspection scenario, the scaffolding components are already assembled and include problems
and defects that are strategically planned, to be identified and corrected by the trainee (Figs. 8, 9).
FIG. 8: Scaffold training- Dislocated component and missing safety pin (left image)
FIG. 9: Scaffold training-Corrective action by trainee (right image)
The creation of construction equipment such as cranes requires additional scripting to be added to the geometric
model. For example, scripting is utilized to enable rotational motion of the jib around the base, horizontal
movement of the roller along the jib, and vertical movement of the hook by the roller. Scripting is also required
to enable the rigger to attach and detach load material from the hook.
FIG. 10: Crane training (left: bird’s eye view of crane location on the site; right: ground level view of crane)
Communication is an integral activity for tower crane operation. Voice function in Second Life can emulate
radio or other voice communication which is critical for tower cranes or mobile cranes where the operator is
unable to see the load and therefore forced to rely on riggers and signalmen. In addition to voice communication
systems, hand signals can be simulated within Second Life training scenarios as well. An illustration of a set of
one- and two-handed signals of ANSI/ASME B30.x standards can be easily incorporated into the training
scenario.
FIG. 11: Crane training- operator cabin FIG. 12: Training center- Crane model
default
touch_start(integer total_number) {
}
Places which can present potential safety hazards such as falls were animated to react to trainee’s actions. To
produce the effect of falls hazards related to unsafe lumber scaffolding, combinations of LSL (Linden Scripting
Language) scripts and 3D objects that are broken into number of pieces were developed. These objects
temporarily change in the 3D model environment. The safety training scenario flowchart and scripting flowchart
for an animated scaffolding platform is illustrated in Figure 15 (‘rezzing’ refers to creating or making an object
appear in a land on Second Life).
Traditional 4D visualization software are generally hosted locally on computers thus make it difficult to use for
real time collaboration between dispersed parties, although recent model servers (e.g., Horizontal Glue is a web-
based model server that allows real-time collaboration between dispersed parties and will be explained in this
paper). To assess Second Life’s potential for distributed information sharing of construction sequencing the
authors developed an LSL script that enabled to share a sequenced visualization of the construction of the
building.
FIG. 15: Safety training scenario sequence and sculpted object scripting map
To visualize the sequencing of construction components a script was developed to assign color codes and a time
delay between individual components to display activity progress on a timeline. The script changed the visibility
of the assigned building component and displayed the relevant activity start and end date and changed the
building component color from red to green to graphically display which activities are in progress or already
completed (Fig. 16).
The 4D analysis scenario allowed selection of various sequencing alternatives of a 3D model and viewer based
viewpoint selection and navigation control. This scenario can be further developed to carry out clash detection
between various building components. However, a major shortcoming of this visualization is that the script
needs to manually include activity durations per a time delay that has to be scaled and calculated. The related
assignment of visibility of the building components makes 4D visualization within Second Life a tedious task. It
would be necessary to develop direct links to external scheduling software to make this process more user
friendly.
One aspect of the Building interactive Modeling concept is to incorporate end users’ experience and expertise in
building design through interactive visualization to allow their input of new design ideas, and access, update,
approval of project early in the design process (Figs.17, 18). The developed a scenario focused on providing the
following aspects to support interactive and collective decision making by the end users:
• Walk through the proposed building and attach notes/photos to approve design and/or suggest
new design ideas;
• Modify building parts;
• Discover and solve design problems;
• Apply texture, materials, and architectural and design patterns.
FIG. 17: Interactive design review scenario sequence and sculpted object scripting map
Virtual environments also suggest direct links to the physical world through sensors and actuators which can
interpret and control the physical environment. The emerging paradigm of intelligent environments (Addington
and Schodek, 2005), interactive architecture (Fox and Kemp, 2009), architectural robotics (Green and Gross,
2009), responsive architecture (Chiu, 2009), focus on environments that not only facilitate interaction between
people, but also actively reconfigure themselves in response to human and environmental stimuli. The fusion of
computation and physical tangible sensors and actuators transform the control of building lighting, acoustics,
thermal and privacy, and other parameters based on the occupants’ needs (Fox and Kemp, 2009). A hypothetical
scenario of an interface within Second Life to a physical home that allowed control and monitoring of building
systems (e.g., lighting, water usage, etc.) was envisioned. As a proof of concept, a virtual knob (Fig. 19) was
modeled within Second Life and linked with a physical light sensor and potentiometer that were attached to a
microcontroller (i.e., the Arduino microcontroller). Figure 19 illustrates the data connection between the physical
devices and Second Life. The experiment demonstrated that the virtual knob successfully synchronized with the
light sensor and potentiometer. The light intensity read by the light sensor affected the brightness of the virtual
knob and turning the physical potentiometer rotated the virtual knob.
Light value
Pachub
Angle value e.com
Second
Web service
Life for saving real
time sensor
data
Fetch the data regularly
Virtual Knob
The investigations demonstrated opportunities for simulating construction processes and incorporating
experiential learning into traditional classroom environments. Despite the above mentioned opportunities a
number of obstacles to the implementation and diffusion of those prototypes were observed. First, importing 3D
CAD models into certain virtual worlds applications is still limited. With the diffusion of Building Information
Modeling we expect that software companies will work together to enable direct data translation between virtual
worlds such as Second Life and standard 3D modeling software. The continuing advancements of Building
Information Modeling and Virtual Construction technologies mandate research efforts to address successful
integration of 4D visualization and intelligent 3D modeling with virtual worlds. Second, virtual worlds
incorporate various unrealistic physical properties that conflict with safety training scenarios. For example,
Second Life avatars can fly, and earth does not have the physical properties of mass that cause certain soil
conditions to cave in. Thus, to utilize Second Life for safety training purposes advanced scripting was employed
to apply such properties. Third, from a logistics standpoint, careful role-playing scenarios will have to be
developed, to implement pedagogically effective settings that are adequately customized to different size classes
and diverse levels of scenario complexities. Fourth, as Second Life is not a goal or end oriented video game,
proper feedback systems that assess and guide learners’ abilities, need to be integrated into Second Life sessions.
This can be facilitated through on-screen dashboards, text messages, automated agents, etc. Fifth, the level of
detail of construction activities requires careful coordination when simulating labor or equipment based
procedures for construction work. In other words, productivity rates and activity durations are not going to be
realistic and thus such factors need to be considered during scenario developments. Sixth, the development of an
open equipment and temporary works library would require a common protocol for geometric modeling, feature
Interoperability
The modeling tools available in Second Life use basic geometric shapes of objects called ‘prims’ to create
graphic content or buildings. The model can be made realistic by mapping texture of real-world objects.
However, to make the models more realistic and appealing, the users need to achieve expertise over certain tools
available in Second Life as well as third party programs. When comparing the purpose-built 3D models
produced in a CAD or BIM software environment, Second Life modeling lacks not only accuracy but is also
more tedious to achieve a similar level of representation. Thus, it is imperative that the Second Life environment
supports interoperability with external modeling software. Many institutes such as the Delft University of
Technology has been developing third-party plug-in software for CAD software (e.g., AutoCAD, Maya, 3D
Max) to resolve interoperability issues (Ku and Gaikwad, 2009). In the method adopted by the authors which
adopted a middleware software (i.e., AC3D), the imported objects are broken down into additional numbers of
faces and as a result the imported model may generate an incomplete 3D model because of the limitation of
number of prims that are allowed per parcel within Second Life. Also, conical and cylindrical objects cannot be
imported in SL using this method.
FIG. 20: Ways of representation of a digital model: Adopted from Stefan Boeykens (2008)
Current Virtual Worlds do not support multiple representations of a 3D model which limits the level of detail
that is required to produce multiple views and accurate construction drawings. Builders in traditional
construction practice require construction drawings in 2D format and Virtual Worlds’ inability to produce 2D
drawings will be a potential problem in implementing virtual worlds as an ‘integration tool’.
6. CONCLUSIONS
Based on our explorations in Second Life, the authors propose that the concept of BiM offers new means to
engage dispersed and traditional classroom students to interactively study the construction process of buildings.
Role-playing would add value to the understanding of activity sequencing, crew coordination, and interface
management, safety training, design reviews, and building operation management which are often limited in
traditional educational settings. The authors plan to further evaluate the impact of the proposed BiM scenarios
with a sample of undergraduate and graduate students at Virginia Tech.
In addition to students’ participation as trainees within simulation scenarios, the authors also envision students’
proactive participation as creators of an open object library of construction equipment and temporary works.
Thus, besides utilizing Second Life as a training environment, there is also a need to teach students modeling
and scripting skills for designing process components. The pedagogical aspect of involving students in this
process is twofold: (1) students will gain a deeper understanding of construction equipment and temporary works
by building it themselves, and (2) they will be contributors to an open learning environment that will not only
benefit themselves and their peers, but a larger community of construction students.
In the past, virtual worlds have been explored as a sketching tool or a means of visualization and communication
aimed to satisfy the tasks in the early phases of design for architectural collaboration (Maher et al., 2005;
Nederveen, 2007; Chase et al., 2008). Introduction of Building interactive Modeling expands the previous
approaches and successfully adapts virtual worlds to support construction education and incorporate various
users’ perspectives to access, manage, and update project data that ultimately fosters construction integration.
Future research in the area of multiple view representation, interoperability, and archival of models will
synchronize this dynamic environment of virtual worlds with current BIM tools. Building interactive Modeling
will leverage participants’ knowledge for better scope management and collective decision making. Two future
research areas that can further enrich the BiM framework are suggested:
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