TY - GEN
T1 - Building an emergent learning environment for construction health and safety by merging serious games and 4D planning
AU - Miller, G. A.
AU - Dawood, N. N.
AU - Kassem, M.
N1 - Copyright:
Copyright 2013 Elsevier B.V., All rights reserved.
PY - 2012/7/20
Y1 - 2012/7/20
N2 - Serious games provide an avenue for people to experience what occurs on a construction site and develop beneficial skills before they enter a live construction site. These tools have traditionally been designed around the assumption of users engaging with preset construction scenarios with the goal of learning specific skills or behaviours that are important when interacting with the site for real. The construction industry has other tools it can exploit to increase the training value of serious games. 4D and 5D planning and visualisation tools and techniques can help expand the horizons of these types of training games. In particular, by merging virtual training environments with a 4D design ethos, the range of potential knowledge the game can impart would be significantly increased. This research paper is exploring how a cross-pollinisation of these two techniques can yield a richer environment for transferring skills and knowledge. This paper explores the creation of a multi-user virtual environment capable of providing health and safety training and orientation to groups of trainees before they step foot on site.
AB - Serious games provide an avenue for people to experience what occurs on a construction site and develop beneficial skills before they enter a live construction site. These tools have traditionally been designed around the assumption of users engaging with preset construction scenarios with the goal of learning specific skills or behaviours that are important when interacting with the site for real. The construction industry has other tools it can exploit to increase the training value of serious games. 4D and 5D planning and visualisation tools and techniques can help expand the horizons of these types of training games. In particular, by merging virtual training environments with a 4D design ethos, the range of potential knowledge the game can impart would be significantly increased. This research paper is exploring how a cross-pollinisation of these two techniques can yield a richer environment for transferring skills and knowledge. This paper explores the creation of a multi-user virtual environment capable of providing health and safety training and orientation to groups of trainees before they step foot on site.
UR - http://www.scopus.com/inward/record.url?scp=84888316489&partnerID=8YFLogxK
U2 - 10.1061/9780784412343.0017
DO - 10.1061/9780784412343.0017
M3 - Conference contribution
AN - SCOPUS:84888316489
SN - 9780784412343
T3 - Congress on Computing in Civil Engineering, Proceedings
SP - 129
EP - 136
BT - Computing in Civil Engineering - Proceedings of the 2012 ASCE International Conference on Computing in Civil Engineering
T2 - 2012 ASCE International Conference on Computing in Civil Engineering
Y2 - 17 June 2012 through 20 June 2012
ER -