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πŸ“

Virtual Reality and the Built Environment

✍ Scribed by Jennifer Whyte; Dragana NikoliΔ‡


Publisher
Routledge
Year
2018
Tongue
English
Leaves
161
Edition
2
Category
Library

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✦ Synopsis


Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment. The book aims to consider three key questions. What are the business drivers for the use of virtual reality? What are its limitations? How can virtual reality be implemented within organizations? Using international case studies it answers these questions whilst addressing the growth in the recent use of building information modelling (BIM) and the renewed interest in virtual reality to visualize and understand data to make decisions. With the aim of inspiring and informing future use, the authors take a fresh look at current applications in the construction sector, situating them within a broader trajectory of innovation. The new edition expands the scope to consider both immersive virtual reality as a way of bringing professionals inside a building information model, and augmented reality as a way of taking this model and related asset information out to the job-site. The updated edition also considers these technologies in the context of other developments that were in their infancy when the first edition was written – such as laser scanning, mobile technologies and big data. Virtual Reality in the Built Environment is essential reading for professionals in architecture, construction, design, surveying and engineering and students on related courses who need an understanding of BIM, CAD and virtual reality in the sector. Please follow the book's Twitter account: @vrandbe http://buildingvr.blogspot.co.uk/

✦ Table of Contents


Cover
Title
Copyright
Contents
Preface
1 Introduction
1.1 The virtuality continuum
1.2 What are VR systems?
1.3 Characteristics of VR systems
1.4 Changing experiences in the built environment
1.5 Cyber-physical environments and the β€˜digital twin’
1.6 Technology choices: information, users and tasks
1.7 The structure of this book
2 User experience in VR systems
2.1 Perceiving digital information
2.2 Shaping user experience
2.3 Development of virtual and augmented reality systems
2.4 The future of VR
3 Visualizing city operations
3.1 1990–1999: early city models
3.2 2000–2009: multi-use urban models
3.3 2010–2019: new cyber-physical interactions and relationships
3.4 2020 onwards: starting with operations
4 Visualizing design
4.1 1990–1999: design through digital media
4.2 2000–2009: design reviews, choosing options and marketing
4.3 2010–2019: transforming design practice
4.4 2020 onwards: towards the future of VR in design
5 Visualizing construction
5.1 1990–1999: from design into construction
5.2 2000–2009: simulating construction and operations
5.3 2010–2019: training operators and augmenting operations on site
5.4 2020 onwards: towards the future of VR in construction
6 Towards digital maturity
6.1 Digital adolescence
6.2 Defining the value proposition for VR systems
6.3 VR strategy: growing and developing capabilities
6.4 The future of VR in the built environment
Index


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