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1 Virtual Reality Headsets for Immersive 3D Environment: Investigating Applications in Construction Jobsite Organization Congwen Kan, McWhorter School of Building Science, Auburn University, Auburn, Alabama, USA (email: [email protected]) Salman Azhar, McWhorter School of Building Science, Auburn University, Auburn, Alabama, USA (email: [email protected]) Abstract Virtual Reality (VR), sometimes referred to as immersive environment, is a computer-generated 3D environment that can simulate the real world environment. A user wearing VR headsets can feel the same experience, as he/she would have in the real world. The aim of this pilot study is to investigate the feasibility of 3D VR Headsets in jobsite planning and management, from educational as well as industry implementation perspectives. The specific objectives consist of: (1) to study the current industry workflows for site logistics, layout and planning; (2) to investigate the feasibility of VR Headsets for jobsite planning simulations; and (3) finding ways on how to enhance the effectiveness of jobsite planning process through the use of VR Headsets. A jobsite model during the structural phase of the buildings construction was created using Unity 3D (R) software. Oculus Rift VR headset was chosen for its support and integration with the Unity 3D (R) software. Using the model, three scenarios demonstrating applications of 3D VR Headsets for jobsite management were created. Mixed methods research techniques including a focus group and a questionnaire survey both adopted for feedback and data collection. Presented in this paper are the main findings of this pilot study, which helped us to explore an emerging technology that could be a game changer in the design and construction industry. The results of this research aided in our determination of the best value and applications of VR headsets for jobsite planning and management within design and construction disciplines. We found that VR headsets are indeed very beneficial - allowing the users to immerse into a near-actual environment. The users were able to interact, identify, and gain an in-depth experience pertaining to jobsite management. The application of textures, materials and site development were found to create a life-like feeling. Each participant became physically involved in his/her exploration, exhibiting natural movements outside of the VR environment. This paper also presents some limitations of VR headsets and provides recommendations for future research. Keywords: Virtual Reality Headsets, Construction, Jobsite Planning, Jobsite Management, Immersive 3D Environment

Transcript of Virtual Reality Headsets for Immersive 3D …The Unity 3D software was an essential tool for digital...

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Virtual Reality Headsets for Immersive 3D Environment: Investigating Applications in

Construction Jobsite Organization

Congwen Kan, McWhorter School of Building Science, Auburn University, Auburn, Alabama, USA

(email: [email protected]) Salman Azhar,

McWhorter School of Building Science, Auburn University, Auburn, Alabama, USA (email: [email protected])

Abstract

Virtual Reality (VR), sometimes referred to as immersive environment, is a computer-generated 3D environment that can simulate the real world environment. A user wearing VR headsets can feel the same experience, as he/she would have in the real world. The aim of this pilot study is to investigate the feasibility of 3D VR Headsets in jobsite planning and management, from educational as well as industry implementation perspectives. The specific objectives consist of: (1) to study the current industry workflows for site logistics, layout and planning; (2) to investigate the feasibility of VR Headsets for jobsite planning simulations; and (3) finding ways on how to enhance the effectiveness of jobsite planning process through the use of VR Headsets. A jobsite model during the structural phase of the buildings construction was created using Unity 3D(R) software. Oculus Rift VR headset was chosen for its support and integration with the Unity 3D(R) software. Using the model, three scenarios demonstrating applications of 3D VR Headsets for jobsite management were created. Mixed methods research techniques including a focus group and a questionnaire survey both adopted for feedback and data collection. Presented in this paper are the main findings of this pilot study, which helped us to explore an emerging technology that could be a game changer in the design and construction industry. The results of this research aided in our determination of the best value and applications of VR headsets for jobsite planning and management within design and construction disciplines. We found that VR headsets are indeed very beneficial - allowing the users to immerse into a near-actual environment. The users were able to interact, identify, and gain an in-depth experience pertaining to jobsite management. The application of textures, materials and site development were found to create a life-like feeling. Each participant became physically involved in his/her exploration, exhibiting natural movements outside of the VR environment. This paper also presents some limitations of VR headsets and provides recommendations for future research.

Keywords: Virtual Reality Headsets, Construction, Jobsite Planning, Jobsite Management, Immersive 3D Environment

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1. Introduction and Background

1.1 Virtual Reality and Jobsite Organization

Although the term Virtual Reality (VR) has gained popularity recently, its roots can be traced back to the mid-nineteenth century (Wikipedia, 2015). As time evolves, this technology is becoming better, cheaper, and more accessible (Froehlich and Azhar, 2016). The definition of virtual reality is quite straightforward. ‘Virtual’ means ‘near’, so the term ‘Virtual Reality (VR)’ basically implies ‘near-reality’. VR refers to “a computer-simulated reality computer technology that replicates an environment, real or imagined, and simulates a user's physical presence that environment in a way that allows the user to interact with it. Virtual realities artificially create sensory experience, which can include sight, touch, hearing, and smell.(Wikipedia, 2015). The term VR was introduced in the 1860s, when the concept of 360-degree art through panoramic murals began to appear. After spanning a period of more than a hundred years for the framework to form, VR came into the public’s attention, and the first VR headset was created in 1990s. During the past 10 years, VR has seen a tremendous growth in popularity. Nowadays, it is more often used to describe a wide variety of applications associated with immersive, highly visual, three-dimensional (3D) environments. The 3D environment, which appears to be life-sized from the perspective of the user, can be simulated through computer. It can be interacted with, explored and controlled by a person through a head-mounted display (HMD). HMD is “a pair of goggles or helmet with a screen in front which displays three dimensional images or video”. The person who wears a HMD becomes part of this virtual world. With an embedded tracking device, images displayed to the wearer change as he/she moves the head (Wikipedia, 2015). VR can be extremely useful in the construction industry. Among possible applications, VR technology could significantly aid in jobsite organization, which comprises of a substantial number of tasks spanning from planning to execution stage. Effective jobsite organization is imperative for any construction project as it can provide massive benefits in efficiency that condense the project schedule and productivity that significantly reduces the overall cost of the project (AEC Business, 2015). Yeh (quoted in El-Rayes and Khalafallah, 2005) states that construction jobsite organization during all the construction phases requires the identification of the building footprint, temporary facilities’ location including security fences, access roads, parking area and storage areas, stockpiles of excavation, site trailer, fabrication shops, and batch plants. Short and fast transport routes, explicit material flow, efficient use of technology and a safe work environment ensure the success of a construction project (Astour and Franz, 2014). An optimized jobsite organization plan can lead to: (1) optimum usage of available space, (2) less relocation of materials, (3) minimizing travel times of labor, material, and equipment on site, (4) better accessibility to the jobsite, and (5) a safer work environment (Zolfagharian and Irizarry, 2014). As such, effective jobsite organization is significant and critical during all construction phases and should be properly performed and updated as the project goes on.

However, to develop an effective jobsite organization plan, a wide range of factors need to be taken into account. As with the construction of any project, unforeseen complications most likely exist. While preventing all of these issues may not always be possible, having a clear strategy in

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place to resolve a potential problem can lead to significant cost and time savings. According to Voigtmann and Bargstadt (2008), jobsite logistic processes take up to one third of the total execution time on site, and well-planned and executed construction logistics have the potential to reduce the construction time by 10 percent and the cost by 4 percent in outfitting processes.

Due to the complexity and the number of factors involved, jobsite planners have adopted technologies to improve the efficiency of their tasks. The emerging technology of Virtual Reality provides an effective mean of verifying site operations as well as site logistics. According to Kizil and Joy (2001), people gain 70 percent of information by vision, resulting in systems like HMDs that provide the visual component of immersion to develop virtual environments. The use of high quality three-dimensional graphics, sound and dynamic simulation combine to form a uniquely engaging experience (Kizil and Joy, 2001). By placing users in an immersive environment, it enables the visualization of jobsite arrangements in construction projects at different stages, thus providing the users with a more illustrative site plan and letting them visually see the space utilization. Jobsite organization, including traffic routines for equipment, locations for material stack and manpower availability can also be incorporated into the module to be checked visually as part of the logistics plan (Kymmell, 2008).

1.2 The Virtual Reality Head Gear - Oculus Rift®

This research was conducted using the Oculus Rift Development Kit 2 VR Headset as shown in Figure 1. The Oculus Rift was chosen for its support and integration with Unity 3D® software. The Unity 3D® software was an essential tool for digital model development. Among all of the head mounted VR products which are available in the market, the Oculus Rift, a wearable virtual reality headset which has been labelled as one of the top 10 creations in 2013, has a more tremendous impact on the virtual reality market. It delivers a stereoscopic 3D view with smooth frame rates at high resolutions for immersive virtual reality. A gyroscopic sensor is embedded in the headgear, which can track any tiny rotation the user’s head makes so the view can change accordingly, while simultaneously a 3D environment image will be generated on the connected computer (Desai et al., 2014). For now, Oculus Rift has not yet been launched in the construction industry as a commercial product. However, it has the potential to revolutionize the industry in several aspects. With time, the VR headsets will evolve, with applications becoming more apparent and widespread.

Figure 1: Oculus Rift Development Kit 2 (Desai et al., 2014)

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2. Research Objectives and Key Questions

To test the feasibility of 3D VR headsets in construction education and practice, this pilot study focused on the area of jobsite organization. The following were objectives of this: (1) to study current industry workflows for site logistics, layout and planning; (2) to investigate the feasibility of VR Headsets for jobsite planning simulations; and (3) finding ways on how to enhance the effectiveness of jobsite management through the use of VR Headsets. Key questions we seek to answer included the following: (1) Can VR Headsets offer any advantages in jobsite organization as compared to traditional methods?; (2) Should VR Headsets be used alone or in conjunction with the traditional methods?; (3) Are VR Headsets economically viable for commercial usage?; (4) What are the potential benefits and drawbacks of VR Headsets for jobsite organization?; and (5) Are there any potential barriers to widespread adoption within the construction industry?

3. Methodology

The study was conducted utilizing mixed methods research using both qualitative and quantitative research instruments. The study was divided into three phases as shown in Figure 2.

Figure 2: The Research Process

The following sections explain each phase of the research.

3.1 Phase I: Conceptual Planning

The purpose of the conceptual planning phase was to explore existing uses of VR Headsets in construction industry and to develop a detailed plan for creating the jobsite organization models. During an extensive literature review, the following referenced areas of application in construction were identified: (1) Site layout and planning; (2) Rehearsing erection sequences; (3) Progress and monitoring of construction processes; (4) Evaluation of construction scenarios; (5) Inspection and maintenance; and (6) Healthy and safety training. Next step was to review all available hardware (i.e. VR headsets). A number of VR headsets were identified and reviewed such as Oculus Rift DK2, Sony Project Morpheus, Samsung Gear VR, Google Cardboard VR, and LG G3. Among all of the head mounted VR products which are available in the market,

Phase IConceptual Planning:

•Extensive literature search was conducted to develop the detailed modeling methods.

Phase IIModeling:

•A model was created in Unity 3D and then used for developing jobsite organization plans.

Phase IIIImplementing and Validation:

•The model was tested by a focus group. After being modified, it was shown to users for feedback. Data was collected through a survey.

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Oculus Rift® is found as the best choice. The reason of this has been mentioned in section 1.2. More details of this analysis can be found in Froehlich and Azhar (2016).

3.2 Phase II: Modelling

A model simulating a jobsite was created in this phase. The following software were selected: (1) Autodesk Revit® for creating the 3-story structure, (2) SketchUp® for editing and exporting all the material stack, equipment, characters and related families needed onsite, (3) Unity 3D® for rendering the model, (4) MonoDevelop® for creating the script; and (5) Camtasia Recorder® and Camtasia Studio® for producing the end product videos. Oculus Rift® headset was used to view the model in Unity 3D®. The terrain texture mapping was first created in Unity 3D® software. Unity® is a cross-platform game engine developed by Unity Technologies and is used to develop video games for PC, consoles, mobile devices and websites. A 3-story steel framing structure was created in Autodesk Revit® and then imported into Unity 3D®. All the material, equipment and characters were imported from the SketchUp® warehouse to make the simulated jobsite looks real. Figure 3 shows a screenshot of the model.

Figure 3: The Jobsite Organization Test Model

After rendering the above model, three scenarios were created, stressing how variation in jobsite organization plans can affect the effectiveness of site utilization. Scenario 1 and 2 were created based on the specific location of this project. Differences of site orientation, site access, crane placement, equipment path, material storage and waste access between these two scenarios. Scenario 3 was created as a vacant jobsite and its purpose was to allow users to create an ideal jobsite. All the material and equipment were placed off-site. By dragging and placing the material and equipment onsite, the end users were able to create their own jobsite layout. The following deliverables were produced: (1) 2D site plan captured from Unity 3D®; (2) 3D site plan (i.e. the 3D rendered model); and (3) 3D site plan with immersive environment using Oculus Rift; and (4) Narrated videos for presentation purposes.

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3.3 Phase III: Implementing and Validation

For model testing and relevant data collection the following steps were performed: (1) Opinions were collected from a focus group consisting of eight BIM professionals; (2) After considering the opinions recorded in step 1, modifications were made to the model. Fourteen construction students were then invited to test the model. They were shown how Oculus Rift works in the above-mentioned scenarios. Afterwards, a questionnaire was used to gather their opinions as how they think of trying on Oculus Rift compare to the traditional methods; (3) Responses were analysed using descriptive statistics. Based upon these responses the advantages and disadvantages of Oculus Rift and its use in the construction industry were identified.

4. Model Development, Implementation, and Validation

4.1 Model Development and Implementation

A two-dimensional (2D) site plan is an effective method for implementing a jobsite organizational plan. Providing a simple and concise overview of the jobsite easily communicated to construction personnel. Due to the complexity of the construction projects, the way we organize jobsites is always challenging. Rationalization of the jobsite organization method is essential in catering all the different needs of the personnel as the construction goes on. The M. Miller Gorrie Center, a 3-story steel-framed, brick-clad building, during the structural phase of construction was chose to simulate jobsite organization. Figure 4a and 4b captured from the Unity 3D® model and marked with different colours are the 2D site plans for scenario 1 and 2.

Figure 4: 2D Site Plans (a) for Scenario 1(Left) and (b) Scenario 2 (Right)

Differences can be seen from the following aspects: (1) Site access is marked in red colour. Placement of an entrance and an exit for vehicles in scenario 1 and scenario 2 are next to the jobsite trailer; (2) Crane placement is shown as purple stars. The type of crane, size of the load, crane efficiency, constraints and the associated costs were considered but not shown. In scenario 1 one tower crane was used, while in scenario 2 two tower cranes were employed; (3) Material storage is marked in white colour. Material was staged onsite at each phase of construction. In scenario 1 it was staged on the backside, while in scenario 2 it was staged separately but within the accessible range of the crane and located on the main delivery route; (4) Trash and waste access are marked in orange colour. In scenarios’ 1 and 2, trash and waste stacks were located

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along the main equipment path; (5) Equipment path is marked in blue colour. Trucks are used and shown on site plans for material delivery and waste removal.

Compared to the 2D site plan, a 3D site plan is a more powerful visual tool providing the viewer a life-like experience. It can show a detailed rendering of every component present at the site, including the equipment, materials as well as the site topography. Compared to the 2D plan, the 3D one illustrates how a jobsite may look like in reality, which makes it easier to understand. In addition, a 3D plan could let one see the volume and amount of spaces on site thereby making jobsite layout easier. Figures 5 and 6 depict the 3D site plans for scenario 1 and 2.

Figure 5: 3D Site for Scenario 1

Figure 6: 3D Site for Scenario 2 For both scenarios, immersive environments of the 3D site plans were also developed providing a full VR experience to the users. Utilizing the Oculus Rift®, a 360-degree virtual view could be experienced by the user, sparking his/her early engagement in jobsite organization. Figure 7 shows a user’s view through Oculus Rift® headset. The whole walk-through process via Oculus Rift® was recorded and shown to focus group participants for discussion.

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Figure 7: Users View through Oculus Rift® Headset (for Scenario 2) Scenario 3 was developed assuming a vacant jobsite. All the material and equipment were placed off-site. The embedded script allowed users to interact with the 3D environment by dragging and placing materials and equipment on the site, thus creating their own ideal jobsite layout. Figure 8 shows the equipment and material available to the users in front of the jobsite.

Figure 8: 3D View of Scenario 3

4.2 Validation: Analysis of Responses of the Focus Group

A focus group of eight BIM professionals was formed. The three scenarios and accompanying narrated videos were shown to them and their opinions were recorded. The participants were first shown the 2D site plan, then the traditional 3D site plans, and finally the 3D site plans in immersive environment. They were asked to identify strengths and weaknesses in all the models. They were also asked to identify any advantages of utilizing the Oculus Rift®. Participants considered ‘Jobsite Virtual Tour’ as best candidate for VR applications. Some specific comments were as follow: (1) “Very promising way to assess potential danger without being put in the actual situation.” (2) “It reminds me of a game. It’s very interactive and effective. I think it’s an interactive idea for safety training and the immersive environment is definitely useful.” (3) “It shows actual situation, real life experience rather than Revit model”.

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The following comments were collected for the application of VR in jobsite management: (1) “Crane placement has a great deal to gain from a VR interface. This would allow workers to see where a jobsite is in relation to the crane. The improved awareness would be beneficial for jobsite safety and planning.”; (2) “Was a good tool for identification and orientation of the jobsite, which provided a better understanding of what to expect on the site.”; (3) “Slower assessment but you get a real life hands on idea of the site layout.”; and (4) “Very beneficial when determining jobsite area and organization as well as safety.”

At the end of the focus group session, the participants were asked ‘Is your company currently using or plan to use the Oculus Rift®?’ Among the eight BIM professionals, five said ‘No’, two of them were ‘in testing and researching stage’, and one company currently utilizing it. One BIM professional revealed potential barriers for the headgear to be accepted by the construction industry: “It’s hard for the construction industry to accept technology that is unproven or still doesn’t work well. It will be a very long time before VR is accepted.” In addition, cost, inability to adapt to the quick changes and motion sickness were some other concerns expressed by the focus group members.

4.3 Validation: Analysis of Responses of the Questionnaire Survey

Fourteen graduate students with some construction experience were invited to participate in the testing process. Each participant was given 30 minutes to test all models (i.e. the 2D site plan, the 3D site plans and 3D walk-through model using Oculus Rift®) and then asked to complete a short questionnaire. Key words identified from the focus group discussion were used for opinions’ measurements in the questionnaire.

In question 1, respondents were asked to rate the effectiveness level of each of the three site plans on a 1 to 5 scale. Table 1 shows the results.

Table 1: Effectiveness of the 3 Site Plans Measure Mean Median Mode S.D.

2D site plan 1.23 1 1 0.58 3D site plans 1.62 2 2 0.62

3D site plan with immersive environment 1.85 2 2 0.36 2: Highly effective; 1: Moderately effective; 0: No differences; -1: Moderately ineffective; -2: Highly ineffective

The 3D site plan with an immersive environment had the highest mean value with the lowest Standard Deviation (SD). The mean value of 1.85 indicates a moderately to highly effectiveness in jobsite organization. The traditional 3D site plans have the second highest mean value, but a SD of 0.62 indicates some mixed responses. By looking at the median scores, it is apparent that a considerable amount of respondents think that a traditional 3D site plan is as effective as the one with immersive environment. One respondent indicated that both the 3D plan and the 3D plan with immersive environment result in a ‘slower observation process than a 2D drawing’. Some respondents indicated that the amount of effort needed in developing 3D site plans outweighs their benefits over the 2D plans.

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Next respondents were asked to indicate the level of possible advantages that Oculus Rift® offers in jobsite organization. Results are shown in Table 2 and Figure 9.

Table 2: Level of Possible Advantages that Oculus Rift® offers in Jobsite Organization

Measure Cumulative Mean

S.D. Site orientation 1.62 0.62

Site access 1.23 0.89 Crane placement 1.08 1.00

Equipment location/path 1.46 0.84 Material storage 1.46 0.84

Degree of certainty: 2: Definitely; 1: Probably; 0: Neutral; -1: Probably not; -2: Definitely not

Figure 9: Distribution of the Responses

Of the five measurements indicated that Oculus Rift® offers ‘Definitely Probable’ to ‘Very Probable’ offer advantages in jobsite organization. Following are some specific comments from the survey respondents:

• ‘Crane placement has a great deal to gain from a VR interface. This would allow workers to see where a jobsite is in relation to the crane. The improved awareness would be beneficial for jobsite safety and planning.’

• ‘Was a good tool for identification and orientation of the jobsite, which provided a better understanding of what to expect on the site.’

• ‘Slower assessment but you get a real life hands on idea of the site layout.’ • ‘Very beneficial when determining jobsite organization.’

The following are some of the respondents’ overall impressions either toward the VR headsets or the 3D immersive models:

9

7

6

9

9

3

2

3

1

1

1

4

3

3

3

0

0

1

0

0

0

0

0

0

0

0 2 4 6 8 10 12 14

Site orientation

Site access

Crane placement

Equipment location/path

Material storage

Level of Possible Advantages

Definitely Very Probably Probably Possibly Probably Not

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• ‘Proven VR system. Certainly some possible applications but cost/benefit may not be sufficient to justify purchase of the system for some companies.’

• ‘Very good organizational tool to use. However, I felt sort of lightheaded afterwards.’ • ‘Very neat concept that can certainly benefit the industry.’ • ‘It’s a neat, interesting software but I mainly see it used for visual presentations of spaces

compared to organizations of spaces.’ • The immersive is beneficial. However only if the frame rate and motion can be calibrated. • ‘Wearing it for an extended period of time gave me motion sick.’

Some users complained about motion sickness, which could be directly related to the amount of time spent in the VR environment. Participants stated, “using the Xbox game controller instead of the built-in head tracking eased the blurring associated with the movement”. Collective feedback from participants indicated there is a strong interest in learning more about VR headsets in the construction industry. The participants interacting with the built scenarios and being able to identify key aspects as well as conflicts confirms VR as a viable option for jobsite management. Many participants wanted to explore beyond the built scenarios such as visiting the surrounding site and testing various site logistics options to obtain the best combinations (e.g. best location for tower crane placement).

5. Concluding Remarks and Recommendations

This pilot study aimed to test the feasibility of 3D VR headset applications in construction practice and education with focus on jobsite management. The results showed positive responses from both industry professionals and students. VR headsets and their applications in the construction industry have endless potential. Overall, we found that VR headsets are indeed very beneficial - allowing the users to immerse into a near-actual environment. The users were able to interact, identify, and gain an in-depth experience pertaining to jobsite management. The application of textures, materials and site development were found to create a life-like feeling. Each participant became physically involved in his/her exploration, exhibiting natural movements outside of the VR environment. This observation confirms the immersive viability of the VR environment, creating a lifelike reality. The workflow outlined in this paper allows for gaming like scenarios to be developed. There are many other options for creating a VRE, depending on the amount of control and detail. Some simple click and go options are, insiteVR, irisVR, and Revizto. The respondents made some recommendations during the data collection stage. One was the use of mobile controller. As the respondent sometimes needed to turn around in the model and it was inconvenient to use the keyboard to navigate, a mobile controller would allow for easier movement in the environment, i.e. Xbox controller. Another one was to provide more background information and instructions. The VR headset cuts off the user from the outside world. The end users focused more on what they can see instead of what they can hear. Adequate interpretation on what they will experience in the VR environment and what you expect them to see will enhance a better understanding among the end users. From this research, we have also uncovered a number of limitations concerning the effective use of the VR Headset such as: (1) Single user limitation. While conducting focus group, other people have no visibility of what the tester could see in the

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virtual world. To enhance communication and interactivity, a projector connected to that computer could be used to show the inherent movement of the user to other participants; and (2) Improvement in model quality. Some further improvements to the 3D immersive model could be made. Specifically reducing the size of the model to eliminate the lag while moving in the model and using more real information to rationalize the model.

References

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