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Digital Informatics, Visualisation and Virtual Reality in the Built Environment: Woodhead Publishing Series in Civil and Structural Engineering

Autor Samad Sepasgozar, Sara Shirowzhan, Kai Smith, Juan Garzon Romero
en Limba Engleză Paperback – sep 2025
Digital Informatics, Visualisation and Virtual Reality in the Built Environment explores the interface between people, digital information and the built environment. It showcases, in-depth, the tools and techniques behind sustainable construction management and urban planning. In addition, it provides readers with a comprehensive understanding of how digital informatics helps leading professionals make informed decisions. Practical examples will be presented, including: (1) a virtual tunnel boring machine which uses real-time data to safely train personnel while monitoring progress on a complex civil infrastructure project; (2) carrying out risk assessments for modular construction using a gaming environment; and (3) using big data and geographic formation systems (GIS) analytics to better understand the impact of urban waste, bushfires, and the pandemic.

  • Contains discussion of real-world applications: based on common information systems and modelling tools in the construction field, which demonstrate how digital informatics can solve complex problems within the sector
  • Includes "best practices": an understanding of the factors behind successful applications
  • Covers problem-solving: a framework for problem-solving for anticipating risks before the development of future applications is undertaken
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Specificații

ISBN-13: 9780443247927
ISBN-10: 0443247927
Pagini: 250
Dimensiuni: 152 x 229 mm
Editura: ELSEVIER SCIENCE
Seria Woodhead Publishing Series in Civil and Structural Engineering


Cuprins

1. Digital informatics for a sustainable built environment
2. Spatial big data, GIS analytics, tools, dashboarding software, key players
3. Illustrative city visualization (health, disaster, education, waste management)
4. A multi-avatar virtual module of underground spaces, including a tunnel-boring machine
5. Gaming module development factors affecting users’ intention to experience pilling risk management and review of applications
6. Developing piling training Module in an immersive environment, piling construction, construction site layout planning (immersive on-the-job training) and digital twin excavator
7. Developing an evaluation model for virtual piling construction: a game-based training module
8. Best practice and lessons Learnt, the downsides of digital informatics, visualising the future of construction technology
9. The future of digital informatics in the built environment