TPi January 2018

Virtual reality in the construction industry By Amanda Comunale, director of construction piping services, Victaulic

However, previewing paper and flat computer-generated details still only provides practitioners with a limited experience of the finished building: certain faults related to construction and design arise only when the construction process has already started, and these issues force practitioners to stop work and re-assess the feasibility of the construction. These problems are usually very difficult to spot on a digitally generated image, as even 3D models, due to their lack of depth, cannot visualise clearly exactly how the building or facility will look and feel when built. Often, these shortcomings also affect business relationships, as the designer’s vision for the completed structure fails to match the client’s. When on paper, in fact, it is very difficult for the client to communicate their exact needs, and at times the finalised project doesn’t correspond to the desired outcome. Virtual reality: a solution to these issues Virtual reality, as it was designed for gaming, is a tool that can immerse a person inside a virtually constructed environment. 3D modelling and BIM programs, which made huge advancements in the field of project modelling, can now be adapted to VR tools, to visualise a fully virtual representation of an idea in a new dimension at a relatively low cost point. Put simply, the user sees a 3D display through a headset and can get an ‘all-round’ view by turning their head to the side, up and down. For Victaulic’s clients, they can even look up and see the headers and distribution piping. What separates VR from 3D is that you can see every piece of pipe as if it were hard piped in. Amanda Comunale, director of construction piping services, Victaulic

Many of the problems found in the construction industry are directly correlated with the inability of field personnel, designers, architects and engineers to truly experience a project before it is built. This creates costly issues, and in many instances work has to be stopped or paused as construction teams stumble upon errors that couldn’t be seen on paper. Essentially, construction professionals have to use a flat 3D model, rather than immersive technology, to visualise how alike a finalised project would be to the initial plans when complete. VR’s use today is shifting from gaming to other, more practical applications. VR can enable professionals in any industry, but particularly in the construction industry, with an incredible tool that gives them the chance to immerse themselves in a project before spending months, if not years, constructing it. Starting from pen and paper, the construction industry has always been based on tools that enable designers to preview and analyse images and ideas, allowing them to plan which actions should be taken to physically assemble a model. New technologies have recently been developed to project these ideas in a three-dimensional space. These new advances have profoundly revolutionised the construction sector, helping professionals from all over the world have better and more precise insights on the technical specificities of their projects. Technology such as computer-aided design (CAD), as well as 3D modelling and building information modelling (BIM), are often used to show clients formats, spaces and systems before a brick is laid. However, the gaming industry is not the only place where VR is useful. Coping with reality is a real challenge for professionals working in the construction industry: it is very well known, when projects come to life, they can be threatened by a high amount of inefficiencies that result in low profit margins. The challenges of the construction industry V irtual reality (VR) was born as a tool for gaming. It enables people to immerse into a new dimension while playing their favourite games. The extraordinary characteristics of VR give users the chance to get thrown into a new, digitally constructed reality, which resembles real life.

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TUBE PRODUCTS INTERNATIONAL January 2018

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