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contributor authorWei Wu
contributor authorJustin Hartless
contributor authorAaron Tesei
contributor authorVenkata Gunji
contributor authorSteven Ayer
contributor authorJeremi London
date accessioned2019-09-18T10:40:23Z
date available2019-09-18T10:40:23Z
date issued2019
identifier other%28ASCE%29CO.1943-7862.0001683.pdf
identifier urihttp://yetl.yabesh.ir/yetl1/handle/yetl/4260098
description abstractThe construction industry is facing a severe shortage of skilled workforce. Higher education is challenged to develop innovative strategies to help college students develop career-specific competency and accelerate the transition from novice to expert. Technology innovations such as virtual reality (VR) and mixed reality (MR) have been successfully integrated into learning and training programs to create authentic learning experiences within simulated virtual learning environments to facilitate tacit knowledge acquisition and workplace expertise development, which traditionally takes years of empirical experience and apprenticeship training. This study aims to explore potential VR and MR interventions in construction education and workforce development. It is directed at enhancing understanding of key differences between novices and experts and how VR and MR may facilitate tacit knowledge acquisition and expertise development to address the current skills gap in the construction industry. A simulation of accessibility design review and assessment for a tiny house was conducted via VR and MR mock-ups with the participation of both student novices and professional experts to collect behavioral and perceptual data using instruments that included a think-aloud protocol, a pair of pre- and postsurvey questionnaires, and audio/video recordings. Comparative analyses were conducted, and the results indicated that student novices, despite their lack of expertise, demonstrated comparable patterns of behaviors and achieved design review outcomes similar to those of professional experts with the VR and MR mock-ups. The findings of this study contribute to the body of knowledge by providing preliminary evidence of learning affordances of VR and MR in bridging experience-related gaps and suggesting opportunities for accelerating workplace expertise development among college students via technology intervention. These findings also have the potential to inform instructional design and pedagogical approaches that integrate VR and MR technology in undergraduate construction and engineering curricula.
publisherAmerican Society of Civil Engineers
titleDesign Assessment in Virtual and Mixed Reality Environments: Comparison of Novices and Experts
typeJournal Paper
journal volume145
journal issue9
journal titleJournal of Construction Engineering and Management
identifier doi10.1061/(ASCE)CO.1943-7862.0001683
page04019049
treeJournal of Construction Engineering and Management:;2019:;Volume ( 145 ):;issue: 009
contenttypeFulltext


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