FEATURE
We can also refer to ‘Virtual Reality and the Built Environment’ by Jennifer Whyte and Dragana Nikolić, the second edition providing many examples of how VR, and proposing possibilities for future use of VR and Augmented Reality (AR). For many of us this might be repurposing gaming software.
It is clear therefore that we have made a lot of progress as an industry, the potential is enormous, and there is a key question: what’s stopping us?
As an example, at the Microsoft store on Oxford Circus, London, there is a McLaren adapted to use gaming software enabling the driver to test the car on virtual grand prix tracks such as Silverstone, for the route as well as for the responsive suspension.
The auto industry has long enabled the use of ‘digital twins’ benefitting from the replication and repeated application available in an industry with multiple sales of similar products. For F1 cars we can all see the driver’s view, the continuous communication between the driver and the team, and the continuous data exchange for the components in the car. What used to be occasional video, and later was data exchange as the car passed the pits, is now available, in real time, throughout the circuit, in- built monitoring boosting performance that translates, ultimately, into our family cars.
Virtual and augmented reality provide better understanding of what we are building, how to build it, how to use a building, and how to deal with it at the end of the lifecycle. There are visible virtual 3D models offering the potential for testing different conditions, and imagining how we could use spaces more effectively, whether that is a shopping mall, an airport, or a domestic kitchen.
Because of the multiplicity of stakeholders, the industry can be slow to make changes. For optimum results we need to consider the whole lifecycle from concept to completion, and through the multiple changes in all of the built environment to refurbish, repair, and replace. Few organisations have that facility: the utilities, transport, and petrochem are examples of where policy, strategy and implementation can follow the whole lifecycle.
There are many others that could and should be forerunners in the advanced use of technology to enable long term benefits. Commercial and domestic developments can all make long term savings for collective flats as well as individual houses, schools, hospitals, ports, road and rail. We need to look towards the needs of all users of our built environment.
If you could model a new or existing part of the infrastructure, digitally, do virtual walk-throughs, cater for future changes, enhance services, test security, and work out energy use, what would matter most? What would you and your clients really need? If you could visualise the stresses and strains in bridges, tunnels, and buildings to ensure that the whole team understood the issues involved, where would your focus be?
Whether they are rail passengers, port customers, hospital patients, school pupils, or householders, what
www.tomorrowsfm.com TOMORROW’S FM | 29
do they need in order to save money, time and the environment. We need to consider how we can help them, through including monitoring, collaboration, and data management for the long term.
As an industry we already have the capability to look at the future demands of our many stakeholders whatever they need to do: shopping, driving, as patients, visitors, maintainers security staff, emergency services. If you were to ask your clients and their stakeholders what they need, what would they say?
What would be their lightbulb moment? Whatever our role is, we need to use our expertise more to help our clients. Society depends on it.
I have adapted the graphic from my previous article to incorporate the application of VR as part of digital twins.
I asked earlier what’s stopping us from making progress. In conferences on construction, BIM, and asset management, people talk about the benefits of technology, of its potential, and what is most important. The answer that delegates and speakers give most often is trust, the willingness to collaborate constructively.
It is easy to see how VR can help us with design, construction, safety, health and the environment for the whole lifecycle of the built environment. For success, we need to be open with each other about how to form alliances and how to develop trust. Defining your goal might seem easy but it depends on trust. How will you achieve that for the whole supply chain? How could adoption of VR help provide the understanding that is vital for teams to work together? Consider the potential:
• Walk through for staff, clients, contractors and suppliers • Construction prediction for all involved at all stages • Safety training tailored to needs • Environmental knowledge: heat. Light, energy and carbon
• Demolition and renewal – Roger Tice called this DIM - Demolition Information Modelling
Where are the greatest benefits for you, your customers, suppliers and staff? What will your next steps be?
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56 |
Page 57 |
Page 58 |
Page 59 |
Page 60 |
Page 61 |
Page 62