Building an emergent learning environment for construction health and safety by merging serious games and 4D planning

Hdl Handle:
http://hdl.handle.net/10149/252013
Title:
Building an emergent learning environment for construction health and safety by merging serious games and 4D planning
Book Title:
Computing in Civil Engineering (2012)
Authors:
Miller, G. A.; Dawood, N. N. (Nashwan); Kassem, M. (Mohamad)
Editors:
Issa, R. R. (Raymond ); Flood, I. (Ian)
Affiliation:
Teesside University
Citation:
Miller, G.A., Dawood, N.N. and Kassem, M. (2012) 'Building an emergent learning environment for construction health and safety by merging serious games and 4D planning' Civil Engineering (2012): proceedings of the 2012 ASCE international conference on computing in civil engineering, American Society of Civil Engineers, pp.129-136.
Publisher:
American Society of Civil Engineers
Conference:
International Conference on Computing in Civil Engineering, Clearwater Beach, Florida, United States, 17-20 June 2012 .
Issue Date:
2012
URI:
http://hdl.handle.net/10149/252013
DOI:
10.1061/9780784412343.0017
Additional Links:
http://ascelibrary.org/doi/abs/10.1061/9780784412343.0017
Abstract:
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.
Type:
Book Chapter; Meetings and Proceedings
Language:
en
Keywords:
computing; civil engineering; learning; games; 4D
ISBN:
9780784412343
Rights:
Subject to restrictions, author can archive post-print (ie final draft post-refereeing). For full details see http://www.asce.org/Audience/Authors,--Editors/Authors/ [Accessed 05/10/2012].
Citation Count:
No citation information available on Web of Science or Scopus

Full metadata record

DC FieldValue Language
dc.contributor.authorMiller, G. A.en_GB
dc.contributor.authorDawood, N. N. (Nashwan)en_GB
dc.contributor.authorKassem, M. (Mohamad)en_GB
dc.contributor.editorIssa, R. R. (Raymond )en_GB
dc.contributor.editorFlood, I. (Ian)en_GB
dc.date.accessioned2012-11-13T17:05:30Z-
dc.date.available2012-11-13T17:05:30Z-
dc.date.issued2012-
dc.identifier.isbn9780784412343-
dc.identifier.doi10.1061/9780784412343.0017-
dc.identifier.urihttp://hdl.handle.net/10149/252013-
dc.description.abstractSerious 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.en_GB
dc.language.isoenen
dc.publisherAmerican Society of Civil Engineersen_GB
dc.relation.urlhttp://ascelibrary.org/doi/abs/10.1061/9780784412343.0017en_GB
dc.rightsSubject to restrictions, author can archive post-print (ie final draft post-refereeing). For full details see http://www.asce.org/Audience/Authors,--Editors/Authors/ [Accessed 05/10/2012].en_GB
dc.subjectcomputingen_GB
dc.subjectcivil engineeringen_GB
dc.subjectlearningen_GB
dc.subjectgamesen_GB
dc.subject4Den_GB
dc.titleBuilding an emergent learning environment for construction health and safety by merging serious games and 4D planningen
dc.typeBook Chapteren
dc.typeMeetings and Proceedingsen
dc.contributor.departmentTeesside Universityen_GB
dc.title.bookComputing in Civil Engineering (2012)en_GB
dc.identifier.conferenceInternational Conference on Computing in Civil Engineering, Clearwater Beach, Florida, United States, 17-20 June 2012 .en_GB
ref.citationcountNo citation information available on Web of Science or Scopusen_GB
or.citation.harvardMiller, G.A., Dawood, N.N. and Kassem, M. (2012) 'Building an emergent learning environment for construction health and safety by merging serious games and 4D planning' Civil Engineering (2012): proceedings of the 2012 ASCE international conference on computing in civil engineering, American Society of Civil Engineers, pp.129-136.en_GB
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