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VR and AR technologies in the building construction industry

The virtual reality (VR) and augmented reality (AR) technologies are evolving with a tremendous pace which is acquiring a paradigm shift from the other industries such as gaming, military, medicine etc. into the architecture, enginering and construction (AEC) industry as a catalyst of transformation with unprecedented power, nevertheless at a glacial pace.

In a recent survey [1] it is expanded to better track a quickly evolving sector, that immersive space “will aid in all fields of life.” This report also showed that only 9% of AR and VR investors are ready to invest in the AEC industry’s applications in this field, and many of the investors said it is because of the technology’s poor adaption. Hence, engineers and educators are on constant research in order to explore VR technology and how it can be adjusted in other to meet the demands of the future. Even though there are lots of its applications in the AEC industries which include construction safety, project implementation, design analysis, detection of errors and AEC worker’s education.

Extended reality (XR), which is an emerging umbrella term given to all computer-generated environments including VR, AR and MR [2], is used in this industry for high-realistic rendering, 4D user interaction, total immersive display technology with the person in context serving as an analog interface. The major concern of this research is not XR tech but how it’s being used. Problems associated with human analyzing the output from XR technology. Thus, this technology’s main usage is for data visualization. Hence, it depends largely on datasets from Humans in other to work. But there are lots of unavoidable errors made by humans in which we might not be Fast to note it, but with the help of other computational algorithms such as artificial intelligence(AI) we might reach a higher level of certainty in our propagation of error. As a way of model improvement we need to see the possibility of combining these two to achieve viable benefit.

This study is answering questions, through a comparative literature review and analysis, such as where we have been, where we are and where are we going and the paper includes data gathering, manipulation and optimization techniques to prove the findings. The whole field of XR technologies is too broad to include into a single study, therefore, this scientific work is limited to include hot topics ranging from data management and acquisition of smart and extensive information from the building information modelling (BIM). As others showed VR and XR technology has limitation, this paper indicates that there is no limit to what we can do using this technology when manipulated with the right tools and resources.


[1] PerkinsCoie LLP, Augmented and Virtual Reality Survey Report, Industry insights into the future of immersive technology vol. 3., 2019, pp. 25.

[2], downloaded: 01.09.2019


    Építőmérnöki szak (műszaki alapdiploma BSc szint)
    alapképzés (BA/BSc)


  • Dr. Nagy Balázs
    Egyetemi adjunktus, Építőanyagok és Magasépítés Tanszék


Egyetemi Hallgatói Képviselet III. helyezett