13 Building Realities: The Impact and Future of AR/VR/XR Technologies in the AEC Industry
Cameron Reese
Rationale for Studying the Case:
Augmented Reality (AR), Virtual Reality (VR), and Extended Reality (XR) technologies are not new and have existed for decades. They are extremely valuable tools to help realize our buildings from both design and construction points of view. Although most major AR/VR/XR development has been going on over the past two decades, this technology was initially being developed as far back as 1960’s [1]. Despite this, the impact of AR/VR/XR applications within the Architecture, Engineering, and Construction (AEC) industry has been slow. Additionally, the ways in which they can and should be used is largely unknown or untested. By identifying the way they are currently implemented, the obstacles that stop their industry wide adoption, and the potential future possibilities they can present helps industry leaders to understanding how to better implement these tools into their professional practices and prepare for a more technological future. In an age where building takes so much money and effort any tools to help this process are extremely valuable.
Motivation for the Problem/Research Question:
As an architectural designer and graduate student I am interested in how to better communicate the ideas and processes of buildings to clients, contractors, and the general public. Increasing the efficiency, accuracy, and client satisfaction of development projects is key to making the AEC industry better and to showing the value that qualified professionals can bring to projects. With major tech companies such as Apple, Meta, and Oculus investing heavily in AR/VR/XR for everyday use, there is potential for these technologies to completely change how projects are designed, presented, and executed. As the general public becomes more familiar with these technologies it is highly likely that clients will anticipate delivery methods to be much more than the traditional 2D and 3D methods we use today. Interactive models and project delivery will be the expectation. This study explores the possibility of integrating these innovative technologies as industry tools to significantly change how projects are communicated, managed, and delivered.
Purpose:
This case study aims to first, explore how AR and VR technologies are currently utilized in the AEC industry. Second, identify and analyze the barriers hindering the widespread adoption of these technologies. And finally, look into future applications for use of AR/VR/XR technologies within the industry. By doing this It will be far easier to understand the pros and cons of this developing technology and better prepare for the inevitable eve lotion it will have into practice. This study also delves into how this technology can help not only on the communication of buildings on the design side with architects and engineers but also on the construction side. It does this by studying how this technology can be used to actually increase productivity and efficiency when building projects.
Focus:
The focus of the study will include two case analyses on the application of AR,VR,XR in the AEC industry. The first, and interview conducted with Graham Condit a technology expert at Skanska USA [2], will focus how Skanska as a construction company here in Seattle has used this technology, the problems they have experienced, and the applications they are excited to see. The other case study is an interview of Alessio Grancini, Prototype Engineer at Magic Leap and former Head of XR Morphosis, a well know architectural firm. In this interview on the Second Studio Podcast [3] he discuss how VR can be used in architecture offices, covering terminology, software, workflows, costs, learning curves, using VR in the design process and for client presentations, and the social implications of VR. Additionally these interviews give insight into technical, financial, and operational challenges resulting from the adoption of these technologies. Finally it will evaluate the value proposition provided by AR,VR, and XR technologies in terms of project delivery, safety, and client interaction.
Detailed Description of the Facts Related to the Case:
AR, VR, and XR technologies offer immersive experiences that can improve the design process, methods of visualization for clients, and the execution processes for construction projects. These technologies enable project teams, clients, and other shareholders to visualize projects in real-time and so much more including but not limited to improving clash detection before physical construction, improving the overall quality control processes of project delivery, and better engaging clients and team members during the design process. Despite these advantages, the adoption is slow due to high costs, significant training for teams involved, and potential safety hazards related to using AR/VR/XR equipment in active construction sites.
Description of the Data Collected:
Interview with Graham Condit for construction applications
My interview with Graham Condit, a technology expert at Skanska USA provided numerous insights into the practical applications and challenges of AR, VR, and XR within construction including limited information about when and how Skanska has used it. Graham said the two major programs they have implemented on a tech campus they completed in Everett, Washington were Trimble Connect AR, and Spectar by RedDot. He discussed how some technologies they have used and tested have had very different interfaces. Some of the software such as Trimble Connect AR, has been used on devices such as smart phones and tablets. The technology uses the devices camera to show the project with information overlayed on the image as shown in the image below [4]. Other software like Spectar uses headsets worn by workers that provide a more immersive feel similar to the Apple Vision Pro or Oculus. Here the workers see the project information overlayed on the actual sight through these headsets as seen below [5]. While the headsets seemed to me as the more advanced or useful technology Graham shared that they are actually quite problematic. Not only is their functionality dependent upon the lighting in the space (this can vary greatly depending on construction sites and levels of completeness) but they hinder overall visibility causing safety concerns. Mr. Condit expressed that moving forward he sees much more potential in the tablet applications because they are safter and generally most workers have some sort of familiarity with smart devices like phones and tablets where headsets are often more unfamiliar and daunting. Graham stated that they have tested using these AR and VR technologies in various stages of the project such as planning, scoping, and QA/QC (quality assurance / quality control). For example on the Everett project Skanska used AR for QA/QC. The team placed QR (quick response) codes in various predetermined coordinates on the project. These QR codes and coordinates were tied to a detailed BIM (building information modeling) model. Workers could then scan the QR codes on their I-Pads and the AR tech would recognize where they were in the building. from there the I-Pad could scan the desired room and identify issues that needed to be addressed such as missing trim, fire alarms, and more. The feedback Graham gave me indicated that while there is considerable interest and potential utility in these technologies, issues such as cost-effectiveness and safety concerns are current barriers. He stated that although the applications were great the cost of the actual software was extremely high. In addition, it took massive amounts of time and energy to train their teams how to use and trouble shoot the software. Walking around construction sites with eyes on I-Pads also exposed safety concerns. Because of these reasons, momentarily it makes more sense to keep doing business as usual while these technologies continue to evolve. Graham stated, “right now the value proposition just is not there.”
Interview with Alessio Grancini for design applications
Alessio Grancini is currently a Senior Prototype Engineer at Magic Leap (a technology company that brings together industry-leading optics, scalable production, and AI capabilities for immersive AR experiences) and was the former Head of XR at Morphosis (an award winning Global Architecture firm know for its use of digital technology to further the built environment through design). On episode 221 of the Second Studio Podcast, Architect hosts, David Lee and Marina Bourderonnet interview Grancini and discuss how VR can be used in architecture offices, why VR is not widely used in the industry, how to use VR in the design process and for client presentations, the social implications of VR, and how Grancini sees the future of these technologies in practice [3]. All this information is based on Grancini personal experience working at Morphosis, and his general opinions as an expert in the field. Grancini expressed how important VR can be for clients and how they are willing to pay premiums to experience their environments before they are built. VR gives designers the opportunity to place clients in the space before it is even built. Along with this does come the problem of now wanting clients to see everything right away. Alessio noted that the great thing about these VR technologies is that the user experience can be crafted by the designer and it is possible to limit the access clients have to the whole model. Just like in 2D renderings designers can control the message they want the tool to express. From a design point of view Alessio said that one of the most impactful elements of the VR technology is the ability to better understand the scale of buildings being drawn on software such as Rhino 3D and Revit. Often times designers see buildings as objects from afar when designing. VR allows designers to experience space while designing. For example, a space may seem large when seen in a perspective view on the computer but once inside the the VR software a designer may find the actual scale of the space is far smaller when a person is inside of it. He also said that VR tools allow for teams to share their projects very quickly to one another. A model and set of plans do not need to be studied. Designers can jump right into the building, fly around it, and experience it in real time. According to Grancini VR is not more widely used in the profession because architectural schools are not teaching students to use it and older architects in leadership positions are resistant to implement new technology that is foreign to them and they do not know how to use. Similar to how realistic renderings used to be pushed away by older architects who preferred hand drawn perspectives. It is something that will take time. According to Alessio, VR and AR has the great capability of being able to be used by multiple parties at once and can further the interactivity during design meetings or client presentations. Moving forward Grancini sees more firms adopting these technologies. He states that video game creating software such as Unity and Unreal Engine have the power to also work as architectural visualization and design tools and that as architects become more familiar with them, applications into the real world will open up. Finally, Grancini explains that all firms should not be intimidated by VR. He stated that for less than $1,000 USD a firm can get everything they need to implement VR fully into their practice. With time and effort team members will be able to learn how to use it and firms will have a better opportunity to provide more value for their clients.
Discussion of the Patterns/Theories Found:
The case studies express a mixed adoption of AR, VR, and XR technologies in the AEC industry. There are varying degrees of integration in the design and construction phases. On the design side, VR is is beginning to become more embraced in the industry as a result of its ability to provide immersive visualizations, enhancing client presentations and spatial understanding. Alessio Grancini’s interview pointed out how VR allows designers to experience and evaluate the scale of spaces more accurately and how it can facilitate quick project sharing among team members. However, in construction, AR and VR face significant challenges, as noted by Graham Condit. Safety concerns, high costs, and extensive training requirements have slowed its widespread adoption, despite the potential benefits it has brought to the table. Additionally, Tablet-based AR applications are preferred over headsets due to their user-friendliness and reduced safety risks.
From my research, design firms have been and will be the early adopters of VR, while construction companies lag due to practical concerns. The case study research also displays that ease of use and perceived value drive technology acceptance; VR’s clear benefits in design make it more readily accepted, whereas AR’s usability issues in construction impede its adoption. Additional social factors, such as resistance from older AEC leaders, the need for team training, and lack of VR/AR/XR education in Universities, also play a crucial role. For future adoption, a phased integration approach, focused training, and cost-benefit analyses are essential to overcoming these barriers and maximizing the potential of AR, VR, and XR technologies in the AEC industry.
References:
1. “History Of Virtual Reality.” Virtual Reality Society, https://www.vrs.org.uk/virtual-reality/history.html. Accessed 28 May 2024.
2. Personal Interview with Graham Condit of Skanska USA
3. “#221 – GUIDE TO VIRTUAL REALITY FOR ARCHITECTS with Alessio Grancini.” THE SECOND STUDIO, https://www.secondstudiopod.com/podcasts-9/221-guide-to-virtual-reality-for-architects-with-alessio-grancini. Accessed 28 May 2024.
4. Trimble Connect AR – BuildingPoint America West. https://buildingpointamericawest.com/product/trimble-connect-ar/. Accessed 28 May 2024.
5. Red Dot Design Award: Spectar – an AR Solution for Construction. https://www.red-dot.org/project/spectar-an-ar-solution-for-construction-60179. Accessed 28 May 2024.
6. “‘We’re Building New Ways of Working’: Morphosis Explores XR and the Future of Design Technologies.” ArchDaily, 14 Nov. 2019, https://www.archdaily.com/928296/were-building-new-ways-of-working-morphosis-explores-xr-and-the-future-of-design-technologies.