Circular economy and virtual reality in advanced BIM‐based prefabricated construction

This paper presents a new virtual reality (VR)‐based approach to advanced learnings and experiences of the circular economy (CE) in the construction industry. The approach involves incor-porating game design and a building information modelling (BIM) digital twin of a purposed CE prototype building....

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Main Authors: O’Grady, Timothy M., Brajkovich, Nicholas, Minunno, Roberto, Chong, Heap-Yih (John), Morrison, Greg
Format: Journal Article
Language:English
Published: MDPI 2021
Subjects:
Online Access:http://purl.org/au-research/grants/arc/IC150100023
http://hdl.handle.net/20.500.11937/89038
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author O’Grady, Timothy M.
Brajkovich, Nicholas
Minunno, Roberto
Chong, Heap-Yih (John)
Morrison, Greg
author_facet O’Grady, Timothy M.
Brajkovich, Nicholas
Minunno, Roberto
Chong, Heap-Yih (John)
Morrison, Greg
author_sort O’Grady, Timothy M.
building Curtin Institutional Repository
collection Online Access
description This paper presents a new virtual reality (VR)‐based approach to advanced learnings and experiences of the circular economy (CE) in the construction industry. The approach involves incor-porating game design and a building information modelling (BIM) digital twin of a purposed CE prototype building. Our novel approach introduces VR environments designed to provide a visual representation of materials and components that can be reintroduced into the supply chain at the end of life and their removal procedures and material provenance. A case study methodology was applied to a purposely designed CE building, namely the Legacy Living Lab (L3). To reflect the real-life building, L3’s BIM model was combined with Unify game software to advance the literature in three key areas. First, the research investigates VR tools that will allow building designers to view and implement their strategies to advance CE design. Second, this research proposes an advanced VR tool to visualise the bill of quantities (BoQ) and material stock embedded in the studied building, further understanding concepts such as buildings as material banks. Finally, the proposed VR environment defines CE techniques implemented within the case study to be disseminated across the vast construction industry. This VR research identifies three key pillars in reducing the waste gen-erated by the construction industry: education, documentation and visualisation. Furthermore, this paper provides a visual link between the BIM, BoQ and resiliency of the selected materials.
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institution Curtin University Malaysia
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language English
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publishDate 2021
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spelling curtin-20.500.11937-890382022-08-19T05:31:41Z Circular economy and virtual reality in advanced BIM‐based prefabricated construction O’Grady, Timothy M. Brajkovich, Nicholas Minunno, Roberto Chong, Heap-Yih (John) Morrison, Greg Science & Technology Technology Energy & Fuels circular economy virtual reality prefabricated construction BIM DESIGN ENERGY CHALLENGES This paper presents a new virtual reality (VR)‐based approach to advanced learnings and experiences of the circular economy (CE) in the construction industry. The approach involves incor-porating game design and a building information modelling (BIM) digital twin of a purposed CE prototype building. Our novel approach introduces VR environments designed to provide a visual representation of materials and components that can be reintroduced into the supply chain at the end of life and their removal procedures and material provenance. A case study methodology was applied to a purposely designed CE building, namely the Legacy Living Lab (L3). To reflect the real-life building, L3’s BIM model was combined with Unify game software to advance the literature in three key areas. First, the research investigates VR tools that will allow building designers to view and implement their strategies to advance CE design. Second, this research proposes an advanced VR tool to visualise the bill of quantities (BoQ) and material stock embedded in the studied building, further understanding concepts such as buildings as material banks. Finally, the proposed VR environment defines CE techniques implemented within the case study to be disseminated across the vast construction industry. This VR research identifies three key pillars in reducing the waste gen-erated by the construction industry: education, documentation and visualisation. Furthermore, this paper provides a visual link between the BIM, BoQ and resiliency of the selected materials. 2021 Journal Article http://hdl.handle.net/20.500.11937/89038 10.3390/en14134065 English http://purl.org/au-research/grants/arc/IC150100023 http://creativecommons.org/licenses/by/4.0/ MDPI fulltext
spellingShingle Science & Technology
Technology
Energy & Fuels
circular economy
virtual reality
prefabricated construction
BIM
DESIGN
ENERGY
CHALLENGES
O’Grady, Timothy M.
Brajkovich, Nicholas
Minunno, Roberto
Chong, Heap-Yih (John)
Morrison, Greg
Circular economy and virtual reality in advanced BIM‐based prefabricated construction
title Circular economy and virtual reality in advanced BIM‐based prefabricated construction
title_full Circular economy and virtual reality in advanced BIM‐based prefabricated construction
title_fullStr Circular economy and virtual reality in advanced BIM‐based prefabricated construction
title_full_unstemmed Circular economy and virtual reality in advanced BIM‐based prefabricated construction
title_short Circular economy and virtual reality in advanced BIM‐based prefabricated construction
title_sort circular economy and virtual reality in advanced bim‐based prefabricated construction
topic Science & Technology
Technology
Energy & Fuels
circular economy
virtual reality
prefabricated construction
BIM
DESIGN
ENERGY
CHALLENGES
url http://purl.org/au-research/grants/arc/IC150100023
http://hdl.handle.net/20.500.11937/89038