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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Joint Proceedings of Interactive Experiences and Doctoral Consortium, July</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>messyBIM: Augmenting a building information model with messy talk to improve a buildings' design process</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anca-Simona Horvath</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Clara Vite</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Naja Holten Møller</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gina Nef</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalborg University, Research Laboratory for Art and Technology</institution>
          ,
          <addr-line>Aalborg</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Copenhagen</institution>
          ,
          <addr-line>Software, Data, People and Society, Copenhagen</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Genoa, Polytechnic School</institution>
          ,
          <addr-line>Genoa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Oxford, Oxford Internet Institute</institution>
          ,
          <addr-line>Oxford</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>1</volume>
      <fpage>1</fpage>
      <lpage>13</lpage>
      <abstract>
        <p>Designing a building requires collaboration between experts such as architects, engineers, and constructors as well as with non-experts such as clients or end-users. To gather input, experts present and discuss with non-experts parts of the design of the future building in feedback sessions. With the digitalisation of the construction sector, the design process is facilitated by technologies that allow experts to work on a shared digital model. This digital model often comes in the form of a building information model, or BIM, which serves as the basis for the physical spaces that later get constructed. In feedback sessions, parts of the BIM model are presented on paper or screen and the unstructured conversations which happen during these sessions (the messy talk) are later incorporated into the design. Navigating BIM models is restricted to the specialists who closely work on and with them. In this way, BIM platforms still have a series of limitations. To begin to address this, we present messyBIM, an interactive experience that includes a virtual reality environment that allows navigation and interaction with an augmented BIM. messyBIM shows diferent dimensions of a BIM and opens it up to a broader, nonexpert audience by recording messy talk about the building. messyBIM helps us think about the data types associated to physical spaces. We hope that those who engage with it will think with us critically about the complexities related to designing and constructing large-scale building projects.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Building Information Modelling</kwd>
        <kwd>Human Building Interaction</kwd>
        <kwd>Digitised Construction</kwd>
        <kwd>Sustainability</kwd>
        <kwd>VR</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Building Information Modeling has been defined as the virtual representation of the physical
and functional characteristics of a facility from inception onward. It is normally used as a
collaboration technology for architects, structural and mechanical engineers, and construction
professionals and serves as a shared information repository for collaboration throughout a
facility’s life cycle [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. BIM allows professionals to incorporate and coordinate more information
than with traditional 3D geometric modeling as a building is designed, constructed, and
repurposed. In the last 10 years, the adoption of BIM has grown by 43% in the UK [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], with similar
trends in the Global North [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Architecture and engineering practices large and small use BIM
in their work yet there are only a few large BIM platforms (Autodesk Revit - the industry leader
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], Nemetscheck [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], ArchiCAD [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], Vectorworks [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]) and BIM still has some limitations [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
In 2020, some of the more famous architectural practices in the world wrote an open letter to
Autodesk, the maker of Revit describing how digital design leaders wrestle with software that,
at its core is twenty years old, and that the high prices of Revit do not justify the development
of the software [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. It also talks about Revit’s lack of interoperability with other platforms and
how customers get locked into using it due to proprietary file formats.
      </p>
      <p>
        Additionally, when designing a new building, input from non-experts, who do not have access
to the BIM model is needed. This input is currently given through feedback sessions where 2D
drawings of floor plans, sections, and renderings of the current state of the building’s design are
presented on paper or screens. All actors involved in the design process give spoken feedback
which is later incorporated into the design by the specialists who control the BIM. This process
is often tedious because preparing this material from the BIM model can be time-consuming
while non-experts might have trouble understanding the scale or even the meaning of the
specialized drawings. However, during these sessions, unstructured conversations, or what
Dossick and Nef called ”messy talk” happen between actors involved, and this messy talk has
been proven valuable in making the design process more efective [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ].
      </p>
      <p>We show here that to work towards a more sustainable building industry, it is important to
understand the complexities and intricacies of the data which make up a building following its
life cycle. This helps to get a more holistic view of the process, understand and mitigate design
decisions. messyBIM could be one such design solution.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work: VR + BIM</title>
      <p>
        Over the last decade, a series of plug-ins for commonly used software or stand-alone applications
that allow navigating through 3D models in general and for BIM, in particular, have been released
[
        <xref ref-type="bibr" rid="ref12 ref13 ref14 ref15">12, 13, 14, 15</xref>
        ] facilitating the promise of virtual worlds for architectural communication [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
Most of these applications allow users to walk through the 3D model of a BIM, yet interactions
with the space are still limited. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] describes a smaller, non-commercial project which allowed
users to design a building in VR. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] report on a case study on integrating VR with BIM to
facilitate real-time creation of bill of quantities during the design phase. In [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], a comprehensive
description of state of the art in integrating BIM with VR is provided concluding that VR+BIM
enable better communication within the professional team and with non-experts through the
possibility to consult data while walking through the building and that coupling VR with BIM
improves significantly the use of BIM in design, construction, maintenance, and management.
In [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], Bjørn et al. show how immersing end-users in the BIM of a hospital and simulating
future activities can inform about important design miscalculations.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Materials and methods</title>
      <p>Inspired by the concept of "messy talk" and in continuation of prior research on integrating
BIM and VR, we present messyBIM as an interactive experience that aims to (1) better visualize
the extra-dimensions of a BIM by showing data types involved in a building’s design, and to (2)
open up the BIM model to non-experts and record the messy talk which happens in the feedback
sessions between diferent actors involved in the design process of a building. The experience
invites citizens to take part in the design process by presenting them with: (a) computer-based
interactions with a BIM model through a desktop application and (b) paper-based interactions
by drawing on analysis maps, site plans, floor plans, sections, and renderings. Additionally, a
scaled physical model of the building will be present for investigation.</p>
      <sec id="sec-3-1">
        <title>3.1. Description of project and BIM model</title>
        <p>
          The interactive experience is based on an architectural project of a cricket sports club and is
a conceptual project, developed in an academic context and based on the design brief of this
project. The site is placed in Moara Vlăsiei, a village near Bucharest in Romania. The design
specifications were developed together with the Romanian Cricket Council and municipality
representatives from Moara Vlăsiei and took into consideration future building plans of the area.
The site of the project was rented by the council from the municipality for 50 years. Currently,
there is a cricket field on the site, and the Romanian Cricket Council intends to build a club
and rebuild the field. The total site area is 18 hectares and is a strip of land between a forest
and a river that is a protected natural site. Based on the specifications, the club includes an
inside cricket pitch, an indoor swimming pool, a restaurant, ofices, locker rooms, and 30 rooms
for accommodation amounting to around 18.000 sqm. A BIM for the project was created using
Revit Architecture [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Figure 1 shows the complete BIM model of the facility.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Description of Interactions for the VR experience</title>
        <p>
          Due to file size limitations, only a section of the BIM was selected to be exported as a .fbx
ifle and be part of the interactive experience. Since material properties in Revit do not import
well in Unity 2020 [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], the .fbx file was taken into 3DS Max [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] where the materials were
adjusted. Then, another .fbx file was exported and imported into Unity (figure 2). Furthermore,
a first-person controller was added to allow the user to move around the 3D model, and mesh
colliders were created for all geometry in the .fbx file so that a user would not walk or fall
through floors, walls, or topography. A user can look around the scene by moving the mouse
and can walk through the building using the keyboard arrows: front, back, left, and right.
        </p>
        <p>Each architectural element in the scene is selectable with the left mouse button. This was
done by using raytracing from the mouse position. Selecting an architectural element initializes
a text box that gives information about it: its name, volume, material, when it was created, and
its manufacturer. Additionally, a text input allows the user to write text (make comments) on
top of the selected object. Text from previous users is visible upon selecting an architectural
element (figure 4), and these comments are saved upon exiting the application.</p>
        <p>Finally, a slider allows the user to ”move through time”: the slider goes from 1990 until 2050
and diferent scenes present the site of the project at diferent moments in time. If the timeline
slider is positioned in the past, historical images of the site are presented, while if the slider is
placed in the future - the BIM of the new building is shown. This is done by making diferent
scenes in Unity and switching through scenes as the slider moves (figure 3).</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>
        When talking about BIM, several additional dimensions are often discussed [
        <xref ref-type="bibr" rid="ref19 ref23">19, 23</xref>
        ], each
including diferent information about the design process. For example, 4D often refers to time,
6D, or 7D to sustainability estimates. While visualizing the 3D of a BIM is straightforward, the
other dimensions are harder to visualize in current platforms and collaborative technologies
for construction. With the VR application of messyBIM, we visualize the time dimension
(4D) by allowing the user to modify a slider that shows the site at diferent moments - past,
present, and future. By making all architectural elements in the environment clickable, and
showing information about them, diferent 6D or 7D data dimensions are made visible. While
messyBIM is a work in progress, the goal was to create a tool that will help the design process
of the building in the critical early stages of decision-making, which have been shown to have
the highest impact on a building’s sustainability [
        <xref ref-type="bibr" rid="ref23 ref24 ref25">23, 24, 25</xref>
        ]. The interactive experience will
invite non-experts to interact with architectural design data including both computer-based
interactions (recorded through the VR application), a scaled physical model, and paper-based
interactions with data describing the same building. The intention is to analyze how citizens
engage with these diferent data types, how they express opinions about the project, and what
their input is and use this to further develop messyBIM.
      </p>
      <p>
        Across the construction sector, architecture and engineering professionals started building
software tools to complement what is still missing in existing BIM commercial software [
        <xref ref-type="bibr" rid="ref26 ref27 ref28 ref29 ref30">26, 27,
28, 29, 30</xref>
        ] and messyBIM fits under this area as well. We experienced Revit’s interoperability
problems while making the application (simply exporting a section of the building from Revit
and keeping all BIM information is currently not possible), as [
        <xref ref-type="bibr" rid="ref18 ref31">18, 31</xref>
        ] also report. Finding ways
to seamlessly import BIM data into game engines, or to develop for VR in BIM platforms could
be a useful direction for future research. Digital tools that complement commercial software are
often developed by construction professionals who have domain-specific knowledge on what
their tools should do but little knowledge on designing scalable, robust digital tools. Further
eforts in research and practice are needed to facilitate seamless communication between the
diferent actors that come together in designing a building (architects, engineers, investors,
end-users, HCI researchers, and practitioners) as facilitating this communication might lead to
a more sustainable building industry [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>In this paper, we presented messyBIM, an interactive experience based on a building information
model of an architectural project. The interactive experience includes both computer-based
interactions, through a VR desktop application, physical and paper-based interactions. The VR
application is built on top of a BIM and a user can walk around the building and surrounding
landscape, select architectural elements, see information and write feedback. The user can also
navigate "through time" by interacting with a slider that shows the site at diferent moments
(the past and present show images of the site and the future shows the BIM). messyBIM is a
suggestion of how BIM platforms could be augmented to allow experts and non-experts to
interact with the multiple dimensions of data attributed to the design of a physical space.</p>
    </sec>
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