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Using 3D Technology to Architect
Communities
Carrie Sturts Dossick
In World: Anne Anderson and Helen Juan
1
S k a n s k a U S A B u i l d i n g • U n i v e r s i t y o f W a s h i n g t o n • V i r g i n i a Te c h
NEED TO SHARE VISUALIZATIONS
Construction is heavily reliant on visual media
for communication.
Distributed teams are challenged with finding an
effective way to coordinate construction over
distance, mediated by technology.
2
Problem statement - example #1
July 27, 2012
Grand Staircase Coordination
VDC Manager on the phone with a
superintendent (after several
minutes of conversation):
“Oh, you are talking about the thickness!”
3
Problem statement - example #2
July 27, 2012
Floor Trench Coordination
[PE is sharing his desktop with VDC Manager via screen-sharing]
PE (in Everett): “…right here.”
VDC Manager (in Seattle): “I can’t see what you are pointing at if
you are pointing.”
4
Partnership Development
CIRC 2011: CyberGRID
Experiments
Skanska/UW/VT
Innovation Award
Sococo/CyberGRID Use
SecondLife/CyberGRID
Demo Development
NSF Studies
2010 - 2013
5
Study description
FIVE participants
– Skanska employees
– Working on Boeing EDC
6
Study description
THREE collaboration technologies
– Sococo (2D)
– CyberGRID (3D)
– Second Life (3D)
7
Phase I: Sococo
• Voice
• Text chat
• Screen sharing
• Video
conferencing
• Avatar icons
July-August2012
Phase I: Sococo
July-August2012
Easy to use, share screens
Supported existing workflow processes
Passive viewing of models from shared screen
• Voice
• Text chat
• Team Walls (screen
sharing and white
board)
• Thought bubbles
• C-mail
• File Repository
• Building Model
Imports
• Avatar location and
position
Phase II: The CyberGRID (Unity)
December2012
CurrentEDCimport–July2013
Phase II: The CyberGRID
EarlyEDCimports–December2012
First-person perspective and independence
Ability to use translated Revit model
Inability to gesture
Time consuming to insert colliders
Phase II: The CyberGRID
CurrentEDCimport–July2013
Phase III: Second Life
April2013CIRCExpo
• Voice
• Text chat
• Screen sharing
• Avatar location and
position
SecondLife (CM + iSchool – 2B3D)
Photo Credit: Helen Juan
14
Phase III: Second Life
April2013CIRCExpo
First-person perspective and independence
Gestures and emotion abilities
Manipulated space/features/object in real-time
Rebuilt in Second Life to take advantage of features
Needed to rent virtual space to host building
Potential for persistent space: virtual war room,
design phase, leasing phase
Key Takeaways
Photo Credit: Helen Juan
16
Copresence: “being there together”
Teams who are able to self-navigate a BIM in the same
interactional space may be able to communicate
ideas more efficiently and effectively using avatar
location/position.
Skanska’s firewall requires working with IT to open ports
before attempting to launch new technologies
Bandwidth/connectivity at jobsite trailers may hinder
use of some technologies
Difficult for the PEs to be in the virtual world and the
physical world at the same time

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Carrie Dossick- Skanska, Greg Howes- Idea Building Homes

  • 1. Using 3D Technology to Architect Communities Carrie Sturts Dossick In World: Anne Anderson and Helen Juan 1 S k a n s k a U S A B u i l d i n g • U n i v e r s i t y o f W a s h i n g t o n • V i r g i n i a Te c h
  • 2. NEED TO SHARE VISUALIZATIONS Construction is heavily reliant on visual media for communication. Distributed teams are challenged with finding an effective way to coordinate construction over distance, mediated by technology. 2
  • 3. Problem statement - example #1 July 27, 2012 Grand Staircase Coordination VDC Manager on the phone with a superintendent (after several minutes of conversation): “Oh, you are talking about the thickness!” 3
  • 4. Problem statement - example #2 July 27, 2012 Floor Trench Coordination [PE is sharing his desktop with VDC Manager via screen-sharing] PE (in Everett): “…right here.” VDC Manager (in Seattle): “I can’t see what you are pointing at if you are pointing.” 4
  • 5. Partnership Development CIRC 2011: CyberGRID Experiments Skanska/UW/VT Innovation Award Sococo/CyberGRID Use SecondLife/CyberGRID Demo Development NSF Studies 2010 - 2013 5
  • 6. Study description FIVE participants – Skanska employees – Working on Boeing EDC 6
  • 7. Study description THREE collaboration technologies – Sococo (2D) – CyberGRID (3D) – Second Life (3D) 7
  • 8. Phase I: Sococo • Voice • Text chat • Screen sharing • Video conferencing • Avatar icons July-August2012
  • 9. Phase I: Sococo July-August2012 Easy to use, share screens Supported existing workflow processes Passive viewing of models from shared screen
  • 10. • Voice • Text chat • Team Walls (screen sharing and white board) • Thought bubbles • C-mail • File Repository • Building Model Imports • Avatar location and position Phase II: The CyberGRID (Unity) December2012 CurrentEDCimport–July2013
  • 11. Phase II: The CyberGRID EarlyEDCimports–December2012 First-person perspective and independence Ability to use translated Revit model Inability to gesture Time consuming to insert colliders
  • 12. Phase II: The CyberGRID CurrentEDCimport–July2013
  • 13. Phase III: Second Life April2013CIRCExpo • Voice • Text chat • Screen sharing • Avatar location and position
  • 14. SecondLife (CM + iSchool – 2B3D) Photo Credit: Helen Juan 14
  • 15. Phase III: Second Life April2013CIRCExpo First-person perspective and independence Gestures and emotion abilities Manipulated space/features/object in real-time Rebuilt in Second Life to take advantage of features Needed to rent virtual space to host building Potential for persistent space: virtual war room, design phase, leasing phase
  • 16. Key Takeaways Photo Credit: Helen Juan 16 Copresence: “being there together” Teams who are able to self-navigate a BIM in the same interactional space may be able to communicate ideas more efficiently and effectively using avatar location/position. Skanska’s firewall requires working with IT to open ports before attempting to launch new technologies Bandwidth/connectivity at jobsite trailers may hinder use of some technologies Difficult for the PEs to be in the virtual world and the physical world at the same time

Notes de l'éditeur

  1. No shared visualization
  2. In this case there WAS shared visualization, yet communication was still less effective than it could have been.