2022
DOI: 10.3390/buildings12030363
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Immersive Technology Implementation in the Construction Industry: Modeling Paths of Risk

Abstract: The purposes of this paper are to identify risk factors impacting the successful implementation of immersive reality technology (ImT) in the construction industry, analyze these risk factors (impact and probability), assess the relationships among different categories of risk factors, and provide recommendations to improve ImT implementation. A literature review, a pilot test based on expert interviews, and a questionnaire survey were used. First, the risk factors of ImT applications were identified by consult… Show more

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Cited by 13 publications
(8 citation statements)
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“…The workspace can also be simulated virtually with AR and VR to train or predict risk situations. Moreover, as already mentioned, integrating these technologies with BIM has improved design and management processes [26][27][28][29][30][31][32].…”
Section: Resultsmentioning
confidence: 94%
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“…The workspace can also be simulated virtually with AR and VR to train or predict risk situations. Moreover, as already mentioned, integrating these technologies with BIM has improved design and management processes [26][27][28][29][30][31][32].…”
Section: Resultsmentioning
confidence: 94%
“…The digitalization of design, construction, and management processes is already a consolidated reality through the use of Building Information Management (BIM) [95][96][97][98][99][100][101][102][103][104][105][106][107][108]. The integration of BIM with other technologies such as virtual reality (VR) and augmented reality (AR) means an advance in the visual representation and simulation of construction processes, allowing everything from improvements in business strategies (sales and contacts with potential customers) to the prediction of risk situations for workers [26][27][28][29][30][31][32].…”
Section: Synthesismentioning
confidence: 99%
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“…13 Hardware and software errors in Hardware and software errors that occur in digital technologies [13,16,24,27,32,34,43] 7/38 technological structures are not the type of errors that can be easily intervened. The problem should be resolved by experts on the subject.…”
Section: Resultsmentioning
confidence: 99%
“…Apesar do conceito já existir desde meados do século passado, onde diversas tecnologias para este fim foram exploradas, só com o enorme desenvolvimento da indústria dos videojogos nas últimas décadas, a mesma ficou facilmente acessível a todos e numa escala reduzida, em comparação com uma sala de cinema, por exemplo. No setor AECO, diversas análises têm sido publicadas acerca do uso destas tecnologias, apontando desafios [4], limitações, necessidades [5] e riscos de implementação [6].…”
Section: Introductionunclassified