Automation in Construction VR学习八

作者:樊焕婷 时间:2023-02-27 点击数:

5.3.1.3. Working sequence. Insuffiffifficiently planned construction tasks

can be more hazardous to execute, especially if the work involved is

of an unusual nature[75], especially an inappropriate working

sequence. This may be due to inadequate method statements, poor

design of temporary work, layout plans, schedules or site investigation

[76]. The training of construction work sequence typically consists of

work and non-workpiece-related activities. The information retrieval

effffort often increases when using an action sequence manual in

complex and intricate processes. It could lead to mental tiredness and

proneness to commit errors and safety issues

[75]. The insertion of

digitalized information into the real workspace using AR can provide

workers with intuitive tools to implement correct work procedures,

especially assembly procedure with improved accuracy and safety as

well as error reduction. Based on the research done by Hou et al.[21],

trainees are prone to making mistakes when they relied on their

X. Li et al.

Automation in Construction 86 (2018) 150–162

157memory and manuals to complete assembly tasks. When the developed

AR tool was used, the learning performance of trainees signifificantly

improved, and fewer errors and safety problem were made. Gender also

could be an additional factor that can inflfluence the safety post-training

performance of novice assemblers[77].

5.3.1.4. High-risk equipment operation. Many accidents are caused by

the inappropriate operations of heavy construction equipment such as

construction cranes. They are commonly used on construction sites

while elegant and safe operations of the equipment are diffiffifficult for

trainees to achieve given the limited information and sensational

control features provided through current training aids. The non

immersive virtual operation is regarded as a low-cost and easy-to-use

operating system for equipment training[35]. Li et al.[61]and Guo

et al.[78]developed multi-user virtual safety training systems (MVSTS)

based on non-immersive game technology, which could simulate the

detailed process of dismantling and tower crane operations. They

further provide dynamic databases for workers to compare their input

with predefifined knowledge and rules. Given the development

mentioned above, however, the integration of computer simulator

with immersive VR environment could give a realistic simulation for

depth perceptual feeling. It is expected to reduce experiential

difffferences between virtual simulations and real operations. Juang

et al.[79]adopted kinesthetic and stereoscopic (KS) vision into a

virtual crane simulator (called SimCrane3D+) to increase training

effffectiveness and operation confifidence. A unique and more intelligent

study conducted by Rezazadeh et al.[80]comes out with a virtual

crane training system which can be controlled by using control

commands extracted from facial gestures to lift uploads or materials

in the virtual construction sites for disabled workers. Multi-users and

multi-views features were also considered by operation training studies.

Kim et al.[38]developed an AR system with collaborative and

interactive scenarios for construction equipment operation, which

could share the idea with other users in distant locations. A multi

users, multi-views and the collaborative working system was well

developed by adopting both VR and AR technology[81]. It provided

a more realistic and easy-to-use environment, including better

coordination between equipment and materials, a more intuitive

control interface, and integrations with structural analysis tools.

5.3.2. Challenges faced by VR/AR safety enhancement mechanisms

There are several challenges in developing appropriate VR/AR

safety enhancement mechanisms: (1) some VR/AR systems provide an

unsafe collaborative environment that could be used for multi-users to

do the same work. However, it could not involve multi-role (i.e., safety

manager, workers, operators) into this environment[61]to achieve a

complete project-level human-computer interaction interface. (2) There

is still a lack of further studies on more diversity unsafe/hazardous

behavior training by using VR/AR technologies, such as electric shock

and object strike are envisaged to be conducted,which could involve

more force sensors to make workers experience the force feedback. (3)

Learning and memory curve losses on safety information are sub

stantially reduced during a nonstandard work sequence. However, the

real-time work package could give more detail task-based information

(according to Work Breakdown Structure (WBS)) to on-site workers

[82]. In addition, combing construction work package with VR/AR

technologies may provide a seamless and integrated safety guide in an

unsafe working sequence. (4) The limitations of generating kinesthetic

vision and the dizziness effffect caused by the stereoscopic glasses always

affffect the actual performance in the process of high-risk equipment

operation. The following research concerns are likely to be addressed in

the future:

•How to design a multi-user environment or collaborative virtual/

augmented equipment platform for difffferent trades in one dynamics

and complex project?

Could some work modes (i.e., work package) be involved into VR/

AR to make the work sequence more foolproof style and make

workers' behavior more skilled?

5.4. Classifification of safety evaluation methods and major challenges

5.4.1. State-of-the-art studies of evaluation methods in VR/VR applications

The experiment is the most popular validation method in VR/AR-CS

related studies[48,72–74,77,79]. Additionally, thefifield-based and case

study validation process have also been conducted in VR/AR-CSfifield

[35,38,81]. During the implementation process of these validation

methods, the subjective (i.e., interviews and questionnaire) and objec

tive (i.e., performance time, the number of errors) evaluation methods

are always adopted[83]. From the perspectives of evaluation purposes,

the effffectiveness, usability, applicability and the level of sense of pre

sence could be regarded as most concerned evaluation effffect[15]. Ef

fectiveness was assessed by conducting a comparative experiment with

a VR/AR system based group and a traditional process based group,

concerning how effiffifficiently a VR/AR system can solve a particular safety

issue. Usability and applicability were evaluated by a series of case

studies. The former concerns whether the VR/AR system could be used

in solving this safety problem, and the latter concerns which subject

group (novice or experienced workers) or safety issues could be suitable

for VR/AR systems application. For all VR/AR related applications, the

level of sense of presence is always important showing the abilities of

engaging users and eliminating the sense of deviations between sce

narios of VR/AR systems and reality. It can be evaluated in system trials

of users through post-training questionnaire survey in terms of users'

satisfactions, loading on operations (such as the uses of NASA TLX

form)[84], or observations during the trials[85]. A clear taxonomy

could be summarized to generalize a hybrid evaluation method for

future VR-CS studies as shown inFig.11and a detailed application of

evaluation methods in construction safety will be discussed in the following.

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