A multi-user game-based system for planning modular construction activities

IF 7.5 1区 计算机科学 Q1 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Mohamed Assaf , Sena Assaf , Xinming Li , Mohamed Al-Hussein
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引用次数: 0

Abstract

Supply chain (SC) planning in modular construction (MC) can be challenging because it requires interconnected and complex activities among various teams and across different project stages. Recently, game engines have been increasingly used to resolve these challenges, as they create realistic virtual environments and simulations of possible scenarios before actual project implementation. However, game engine applications have been restricted to single-user and centralized models, limiting real-time collaboration among MC teams. Within a Design Science Research methodology, this study proposes an intelligent game-based modular planning (GAMMOD) system, supported by multi-user functions, which is flexible in terms of access, allowing for either non-immersive or immersive mode, depending on the available hardware tools, for collaborative planning of the MC-SC. The GAMMOD system integrates a blockchain protocol for data security in the non-immersive mode, while the immersive mode relies on user credentials authorization. The GAMMOD system considers both numerical key performance indicators, such as sustainability, cost, and time, as well as practical ones, including road dimensions, module clearance, and possible clashes. Two distinct case studies, representing different MC types, are presented to illustrate the features of the GAMMOD system. The evaluation tests of the GAMMOD system conducted by 14 MC experts have shown a general consensus on its functionality, with 80% to 100% of the participants agreeing or strongly agreeing on the GAMMOD system’s performance. Additionally, the GAMMOD system demonstrated a usability score of 75.7, surpassing the established threshold of 70. The GAMMOD system is expected to help MC stakeholders make informed, collaborative decisions and develop a shared understanding of decision feasibility, potential conflicts, and constraints before the commencement of the MC project.
一个多用户游戏为基础的系统规划模块化建设活动
模块化构建(MC)中的供应链(SC)规划可能具有挑战性,因为它需要在不同团队和不同项目阶段之间相互关联和复杂的活动。最近,游戏引擎越来越多地用于解决这些挑战,因为它们在实际项目执行之前创建了逼真的虚拟环境和可能场景的模拟。然而,游戏引擎应用仅限于单用户和集中式模型,限制了MC团队之间的实时协作。在设计科学研究方法中,本研究提出了一种基于智能游戏的模块化规划(GAMMOD)系统,该系统由多用户功能支持,在访问方面具有灵活性,允许非沉浸式或沉浸式模式,具体取决于可用的硬件工具,用于MC-SC的协同规划。GAMMOD系统集成了区块链协议,用于非沉浸式模式下的数据安全,而沉浸式模式依赖于用户凭据授权。GAMMOD系统既考虑数字关键性能指标,如可持续性、成本和时间,也考虑实际性能指标,包括道路尺寸、模块间隙和可能发生的冲突。两个不同的案例研究,代表不同的MC类型,提出了说明GAMMOD系统的特点。由14位MC专家对GAMMOD系统进行的评估测试表明,对其功能有一个普遍的共识,80%到100%的参与者同意或强烈同意GAMMOD系统的性能。此外,GAMMOD系统的可用性得分为75.7,超过了70的既定阈值。GAMMOD系统有望帮助MC利益相关者在MC项目开始之前做出明智的、协作的决策,并对决策可行性、潜在冲突和约束形成共同的理解。
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来源期刊
Expert Systems with Applications
Expert Systems with Applications 工程技术-工程:电子与电气
CiteScore
13.80
自引率
10.60%
发文量
2045
审稿时长
8.7 months
期刊介绍: Expert Systems With Applications is an international journal dedicated to the exchange of information on expert and intelligent systems used globally in industry, government, and universities. The journal emphasizes original papers covering the design, development, testing, implementation, and management of these systems, offering practical guidelines. It spans various sectors such as finance, engineering, marketing, law, project management, information management, medicine, and more. The journal also welcomes papers on multi-agent systems, knowledge management, neural networks, knowledge discovery, data mining, and other related areas, excluding applications to military/defense systems.
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