Zhang, C Y; Dainty, A and Thorpe, T (2009) Exploring the potential of massively multiplayer online games for informing construction design decisions. In: Dainty, A R J (ed.) Proceedings of 25th Annual ARCOM Conference, 7-9 September 2009, Nottingham, UK.
Abstract
Traditional 2-D contour models, Computer Aided Architectural Design (CAAD) and the latest virtual reality models have greatly enhanced the design process by enabling designers to visualise buildings and the space within them prior to their construction. A recent development in immersive virtual environments is Massively Multiplayer Online Games (MMOG) such as Second Life (SL). These offer users the opportunity to interact with other players in real time on a global basis, and so offer an excellent opportunity to experience virtual buildings and structures within them. However, the effectiveness of such applications to some extent depends upon how realistic the interactions of those using virtual space are in relation to interaction within the real world. This paper presents a literature review of the potential of SL as a visualisation and interaction tool. It examines the potential of this technology for enhancing the building design process and describes a study which is exploring how SL might be used to inform building design in the future. A methodology is described in which virtual copies of buildings are being created in SL in order to examine the extent to which users reflect the real behaviours of users of the actual building. It is hoped that this will reveal the strengths and limitations of such applications and hence, this should inform how they might be applied in the future.
| Item Type: | Conference Paper (Paper) |
|---|---|
| Uncontrolled Keywords: | visualisation; simulation; game engine simulation; second life; mmogs |
| Index terms: | immersive virtual environment, architectural design, design decision, visualization, interaction, game engine, effectiveness, virtual reality, methodology, real time, designer, literature review, design process, second life, building design |
| Subjects: | design methods, virtual reality, profession, architectural design, data analysis and analytics, digital technology, research methods, software systems, performance management, design practice, behavioral psychology, project controls |
| Topics: | Roles and Professions, Research Practice, Time Control, Quality Management, Design Practice, Digital Applications |
| Descriptive scope: | 4 PCTA |
N.B. Descriptive scope is a count of how many of the five facets of empirical research are indicated by the words used in title, abstract and keywords. It is not intended as a judgement on the research; merely a count of the kind of word we would expect to indicate Phenomenon, Concepts, Theoretical framing, Empirical techniques, Analytical techniques. If all five are present, then a code of “5 PCTEA” will indicate this. If you feel the coding for this record is questionable, we welcome discussion around the terms we matched or the way we categorized them. The facet you would expect may not be coded, or a facet may be coded inappropriately. This can also bear on a larger question, of which facets should be treated as defining in construction management research. Please get in touch, and we will look at it. More details here