| Article of the 
	  Month - February 2021 | 
		An Innovative Dynamic Gamificative BIM 
		environment
		
			
			This article in .pdf-format (12pages)
		
			
			 
		
			
			Georgios Kapogiannis, Tianlun Yang, Ryan Jonathan And Craig Matthew 
			Hancock, China 
		
			
				|  |  |  |  | 
			
				| Georgios Kapogiannis | Tianlun Yang | Ryan Jonathan | Craig Matthew Hancock | 
		
		SUMMARY
		The need to improve the end user experience to interact with 3D 
		models might contribute towards the delivery of more effective schematic 
		and construction design drawings for refurbishment of existing buildings 
		and improve end user experience. Past research shows the evolution of 
		BIM in construction but so far there is not much research to show the 
		interaction between a 3D model and the end user. Moving to industry 4.0 
		and Digital Twins is another evidence for improving the interactive 
		experience between 3D models and end users. Therefore, this research 
		shows how to gather data in existing buildings (houses – villa) using 
		Lase Scanner and Photogrammetry, import and process these data to 3D 
		Information Model (LOD 300), set the indoor position and thus to develop 
		a dynamic interactive Gamificative BIM environment to enhance owners and 
		end users experience through the use of HoloLens. Moreover, the indoor 
		positioning system could help end user experience be improved due to the 
		ability to walk through the digital model environment using HoloLens 
		technology thus giving a more holistic understanding and more detailed 
		information about the final digital product. This paper demonstrates the 
		digital engineering strategy that was used. For this purpose, the team 
		collaborated with an industrial partner to test and validate the impact 
		of a dynamic interactive Gamificative BIM environment including its 
		digital strategy. In fact, semi structured interviews with the design 
		team was involved to test the hypothesis and observations to assess end 
		user’s reaction within this environment. Results show the efficiency of 
		this dynamic environment in order to deliver both schematic and dynamic 
		design closer to the needs of the client, as well as benefits to improve 
		on time completion. This was achieved because of the improved 
		interaction between the 3D Model and end user through the use of the 
		HoloLens and Indoor Positioning in the premises of the Design Company. 
		The integration of Revit to Unit and thus to the HoloLens Emulator has 
		revealed many challenges. However, the team managed to develop an 
		innovative approach for integrating the 3D Model to HoloLens in order to 
		improve end user experience and thus to provide a comprehensive and 
		continuous feedback by using (a)synchronous communication technologies. 
		Benefits show also the added value to the business operation of the 
		design studio due to early adoption and completion of the project. The 
		company increased their capacity to support more projects and therefore 
		to increase the profit.
		1. INTRODUCTION 
		The Building Information Modelling (BIM) paradigm on a global scale 
		became an inventible approach to support the design, development and 
		operation of smart cities. However, asset management is growing rapidly 
		from a BIM perspective. According to ISO19650 asset modelling is one out 
		of the core outputs of BIM that aims to improve the operational process 
		and efficiency of use of an asset. As a result visualisation 
		technologies have to be utilised as a tool for use by the client to aid 
		in providing continuous feedback using interactive approaches.
		Visualisation technologies are those technologies that use a diverse 
		range of techniques for creating images, diagrams, or animations to 
		communicate a message (Cleveland, 1993, Tufte, 1997). In fact, there are 
		several types of visualizations that have been defined: scientific 
		visualization, Information visualization, Visual Analytics. Ward et al. 
		(2015) state that visualization is “the process of representing data, 
		information, and knowledge in a visual form to support the tasks of 
		exploration, confirmation, presentation, and understanding”. Eastman 
		(2008) provides a definition about the importance of geometrical 
		representation of an asset in the provision of valued information of the 
		asset. Examples of data visualisation are Charts, Tables, Graphs, Maps, 
		Infographics, Dashboards. Data about the current geospatial information 
		of a building can be provided/created using several techniques, the most 
		popular of these techniques is laser scanning (Chen et al., 2019, Chen 
		et al., 2018). Laser scanner technologies have advanced the capacity of 
		data collection capabilities aiming to gather fast, accurate and 
		non-intrusive as-built construction data that eliminates the need to 
		return to the site for additional measurements. This data can be 
		presented in real word coordinates. Yang et al. (2019) demonstrated 
		theatrically how Integrating Indoor Positioning Techniques with Mobile 
		Laser Scanner can create Indoor Laser Scanning Models. 
		GIS, VR, AR and 3D modelling for Survey techniques also contribute to 
		the realistic visualization of construction sites and as-built 
		buildings. However, during the design process the client usually reviews 
		drawings in 2D during a face to face meeting. Though due to time 
		constraints clients usually send a representative to comment and review 
		without having the information first hand. This direct communication 
		generates communication gaps that does not allow information flow to be 
		consistent, transparent or to aid in increasing the level of trust among 
		stakeholders. 
		Atkin (1989) considers intelligent buildings a “building that knows 
		what is happening inside it and outside it and can decide the most 
		effective way to create the right environment for users on time”. 
		Moreover, he takes on board definitions of input and output based on 
		computational design principles. As a result, ,3D Geometrical 
		Representation (Information Modelling) multiple design (Mixed Reality), 
		data analytics (Big Data), algorithms (Optimisation) and automation 
		(Artificial Intelligence) and simulation(Information Visualisation and 
		Simulation) became part of the design process in architecture and over 
		the years without though to incorporate real time human interaction 
		approach.
		Real time Human object interaction is something that is increasingly 
		studied worldwide (for example at the National University of Singapore, 
		University of Minnesota, Stanford University, Facebook AI Research 
		Centre and Tsinghua University). Dawod and Hanna (2019) demonstrated 
		BIM-assisted object recognition for the on-site autonomous robotic 
		assembly of discrete structures. In 2011 there was a study about 
		demonstrating a BIM-Game prototype that integrates BIM and gaming into 
		architectural visualization. This aims to integrate architecture, 
		engineering, computer science, visualization, and game development (Yan 
		et al., 2011). 
		The question still remains how to improve the end user experience 
		despite the fact gamification is in place. Moreover, Petridis et al. 
		(2015) demonstrated how enterprises use digital games and gamification 
		to improve many aspects of how businesses provide training to staff, 
		operate, and communicate with consumers. Same year Wood demonstrated the 
		successful impact serious games for energy social science research. But 
		all these ideas and experiments were lacking on positioning system. 
		2. METHODOLOGY
		In this paper a photorealistic environment was created by combining 
		the learning approaches of situated cognition, discovery learning and 
		constructivism (via continuous feedback), whilst engaging students in 
		experiential learning using the theory of Active Collaborative Learning 
		(ACL) (Sibley and Ostafichuk, 2015). This is achieved by processing 
		data, information, knowledge wisdom (DIKW) (Ackoff, 1989), and sharing 
		both digital information and experiences with peers in a collaborative 
		environment. Walker et al. (2020) presented the situation in which the 
		use of VR in education is becoming increasingly common, but the explicit 
		pedagogy utilized in these environments is rarely obvious or stated. 
		However the researchers used a variety of tools and technologies to 
		accommodate and improve end users experience.
		The research is split into two case studies:
		1. A case study within the Design phase of the refurbishment of an 
		existing house. In this case study researchers beyond the experiment, 
		run a qualitative study with open ended questions. Thematic method was 
		used to analyse those data by using NVivo Software. 
		2. A case study during the Construction phase of the new Library at the 
		University of Nottingham. For the second case study a quantitative study 
		using survey data based on Survey Evaluation Module (SEM) of the 
		Introduction to BIM module at The University of Nottingham Ningbo China. 
		Descriptive statistics were used in order to measure mean value and 
		understand the impact to students’ performance and compare to last 
		year’s modules SEM survey.
		The objective of Case study 1 is to improve the end user experience and 
		the objective of Case Study 2 is to improve the teaching experience on 
		BIM and Its Future - Digital Construction Innovation. 
		Figure 1 shows the process of various technologies and digital tools 
		conducted during case study 1. Starting with 2D Drawings in AutoCAD and 
		3D modelling in Revit, and then using 3dMax and Unity to process the 
		gamificative environment. The presented workflow allows the creation of 
		several different presentation media such as images and videos for 
		client discussion. These data could be transferred and access given 
		directly to clients access to using a QR code from a terminal, phone or 
		tablet. In this setup iCloud and Wechat were used as a common data 
		environment.
		
		
		Figure 1 : Technology Process of Case Study 1
		In order to make the idea more interoperable, interactive and innovative 
		the integration of these technologies visualized through a mixed reality 
		environment using the Microsoft Hololens platform. This unique approach 
		allows the client to be within a dynamic and interactive environment in 
		which the information can be visualized in 3D representation of the real 
		world environment. The Hololens 3D environment allows the client to walk 
		through the virtual representation of the building and allows the giving 
		of feedback directly to the design and construction teams. ISO9650 was 
		used for information management purposes.
		Case Study 2
		Researchers carried out an experiment during the workshop of the module 
		“Introduction to BIM” so students can get a better understanding of how 
		a construction site looks by eliminating health and safety challenges 
		that accompany a physical site visit. The process workflow used during 
		the module can be seen in figure 2.
		
		
		Figure 2 : Solution to Enhance BIM education
		For case study 2 models are created based on AutoCAD 2D drawings 
		(although they could also be created using as-built survey 
		technologies), and then created 3D geometric model in SkechUp. There is 
		a plugin in SkechUp called Enscape that can create a real-time rendering 
		environment for better illustrating the design content. Various 
		interaction between people and the model can be established by multiple 
		visualisation tools.
		3. DISCUSSION
		From the validation and thematic analysis using NVivo software is case 
		study 1 (based on the communication during a period of 1 month) some 
		activities have been shown to have a positive effect. Activities that 
		have been positively affected are: communication, discussion, 
		suggestions and coordination. The experiment also raised a number of 
		concerns in the following areas: Site Planning, House Programming, Site, 
		Surroundings, Construction Issues, and MEP Systems. Through the common 
		data environment the following data were shared using through the cloud: 
		documents, diagrams, images, links. 
		
		
		Figure 3 Qualitative - Thematic Analysis of the Validation 
		The experience using the actual 3D interactive gamificative model helped 
		to enhance understanding about the final asset. Based on their 
		experience and taking on board thematic analysis researchers found that 
		the end user managed to improve in communication, discussion, 
		suggestions and coordination which contributed to what Kapogiannis and 
		Sherratt (2018) referred as to “collaborative culture”. According to the 
		thematic analysis, interviewees were impressed as long as there 
		knowledge and understanding about the 5 sub-themes: site planning, house 
		programming, site surroundings, construction issues, and Mechanical 
		Electrical and Plumbing systems was achieved was improved significantly. 
		According to the data analysis these information were important due to 
		increased costs that might affect the construction work and also this 
		allowed the calculation of more accurate operational expenses. This 
		follows the research by Eastman (2008) which refers to the importance of 
		the end user/investor to have more and better quality information about 
		assets over short, medium and long term. Lean construction in support of 
		the BIM paradigm utilizing the integrating of multiple technologies 
		clearly shows a way forward to enhance the Human Modelling Interaction 
		(HMI), Improve End User Experience and Integrate VR and BIM with Mixed 
		Reality. Moreover, interrelationships have been created from the 
		written, oral and text communication, such as IR1: Communication and 
		Site Planning IR2: Site Planning and Suggestions IR3: Communication and 
		House Programming IR4: House Programming and Suggestions IR5: Site 
		Surroundings and Suggestions IR6: Construction Issues and Discussions 
		IR7: MEP Systems and discussions and IR7: MEP and Coordination. Though 
		within the CDE despite the investor’s capacity to access directly to the 
		context and content of the asset (model, modelling and management) still 
		paradoxically there is the need for the end user to request email of 
		documents and diagrams and printout of images; this is considered as a 
		more conservative approach where in ergonomist as human factors that 
		keep people reaction rather conservative (Charness and Bosman, 1992). 
		Arguably this is not a problem but is a way to confirm and validate with 
		the old traditional way the relevant ideas.
		The fact though that Microsoft HoloLens developed a tool as untethered 
		holographic computer aiming to empower end user experience through 
		holographic technologies. As can be seen in figure 4 the HoloLens can 
		use a variety human senses in order to enhance their virtual experience.
		
		
		Figure 4 Diagram of the main features of the Microsoft Hololens.
		This work demonstrates the means by which the client can visualize in a 
		semi - static mode, through an AR/VR visualisation, a realistic 
		representation of a building, in this case a house (see figure 5). 
		Figure 5 shows some examples of what the client can see using the 
		workflow and technology used in this project. Figure 5 also shows the 
		different phases of the house considering time and location that was 
		aligned using the HoloLens capacity to use indoor and outdoor location 
		information.
		For case study 2 students were benefitted from the technology in 3 major 
		elements: a) advanced use of digital technologies in construction 
		(digital construction), b) experience with HTC Vive - a VR environment 
		(with cable and tracking sensors) and c) interaction with their peers to 
		conduct their coursework (Figure 6).
		
		
		Figure 5 Examples of visualization using the 
		Hololens 
		
		
		Figure 6 Interaction between Human and Virtual 
		Information Model
		In complimentary work carried out by Walker et al. (2020) the 
		elements a and b are clearly demonstrated. Element c indeed contributed 
		students to perform better in coursework submission December 2020 
		compare to December 2019 and in addition module feedback was improved by 
		3.7% compare to last year (2019 72.50% up to 76.2% in 2020). As a result 
		an additional output of this research show that Architecture Intelligent 
		Design based on Gamification impact on improving teaching and learning 
		experience in Digital Construction – BIM.
		4. CONCLUSION
		In this research the team used a number of different technologies, 
		methods and procedures to design and test a new workflow for 
		architecture intelligent design based on gamification and how it could 
		impact small projects in the construction industry and group teaching of 
		digital construction at a university level. 3D Revit, HoloLens, VR, 
		Unity, Gamefication, Laser Scanning/Photogrammetry as well as indoor 
		positioning were among the technologies that were or can be used in 
		order to understand the impact of this innovation. Results have shown 
		enhancement of the teaching and learning experience in Digital 
		Construction – BIM; enhancement of the Human Modelling Interaction 
		(HMI), improvement of end users experience and technologically 
		integration of VR and BIM with Mixed Reality in a gamificative 
		environment as well as improvement in communications between 
		stakeholders in small construction projects.
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BIOGRAPHICAL NOTES
		Dr Georgios Kapogiannis is the Course Director of 
		the MSc Program in Geospatial Engineering with BIM at the University of 
		Nottingham Ningbo China where he is working as an Assistant Professor in 
		BIM. Georgios is the National Winner of National Intelligent 
		Construction Technology and Innovation Competition in China and has a 
		number of publications, awards and other achievements in the domain of 
		Digital Construction.
		Mr Tianlun Yang is a winner of the National 
		Competition National of Intelligent Construction Technology and 
		Innovation Competition in China. Meanwhile, is doing his PhD in Digital 
		Construction and Management at the University of Nottingham Ningbo China 
		while is working as a GTA and Digital Architecture Designer at Zhejiang 
		Jingwei Engineering Design Co. Ltd
		Mr Ryan Jonathan is currently a PhD student at the 
		university of Nottingham Ningbo China Driven by his curiosity and 
		passion, Ryan tries to apply modern technology to solve current 
		construction problems, such as monitoring sustainability. Ryan’s 
		interest in building design and construction industry guided him to 
		achieve the first-class in Architecture during his undergraduate 
		studies. Ryan also has a Masters in Geodesy and BIM.
		Dr Craig Matthew Hancock is currently Head of Civil 
		Engineering at the University of Nottingham Ningbo China campus. He 
		obtained a degree in surveying and mapping science from Newcastle 
		University (UK) and a Ph.D. in Space Geodesy also from Newcastle 
		University (UK). His main research interests are GNSS Ionospheric error 
		mitigation and Structural Monitoring.
		CONTACTS
		Dr Georgios Kapogiannis
		University of Nottingham Ningbo China, 
		199 Taikang East Road, 
		Ningbo 315100, Zhejiang, 
		P. R. China 
		Tianlun Yang
		University of Nottingham Ningbo China, 
		199 Taikang East Road, 
		Ningbo 315100, 
		Zhejiang,
		P. R. China 
		Ryan Jonathan
		University of Nottingham Ningbo China, 
		199 Taikang East Road, 
		Ningbo 315100, 
		Zhejiang, 
		P. R. China 
		Craig Matthew Hancock 
		University of Nottingham Ningbo China, 
		199 Taikang East Road, 
		Ningbo 315100, 
		Zhejiang, 
		P. R. China