Abstract. This paper presents our initial study on Building Information Modeling (BIM) adoption urgency for architecture, engineering and construction (AEC) industry in Indonesia. Currently, BIM is being adopted by many countries around the world because of its' efficiency and other benefits. Meanwhile, most of AEC industries in Indonesia still using the conventional method and there are no regulations from Indonesian AEC authority for adopting BIM. With that situation, a study of BIM adoption in Indonesian AEC industries is important. This study uses a qualitative approach with explorative type. Input from the survey is evaluated qualitatively using content analysis, distribution analysis and correspondence analysis method. Based on analysis result, it shows that BIM as a mean to encourage a more sustainable approach in AEC industry is still in its development phase but it shows great potentials and it gives stakeholders a better way to achieve sustainable built environment. Current lack of awareness and understanding of BIM in Indonesia, particularly in the education sector, is a key factor that impedes BIM adoption and one that can be addressed by integrating BIM into AEC curriculum. Government and practitioners alike need to develop a strategic roadmap to pave way for successful BIM implementation.
Co-working hadir sebagai gaya hidup bekerja mandiri yang mengutamakan nilai kolaborasi, keterbukaan, komunitas, aksesibilitas dan keberlanjutan. Gaya hidup tersebut dimanifestasikan secara arsitektural dalam bentuk tipologi co-working space yang kini menjadi fenomena yang sering dijumpai di kota-kota besar di Indonesia. Hal ini terjadi seiring dengan munculnya berbagai komunitas startup atau perusahaan rintisan yang masing-masing dari mereka membutuhkan ruang kerja yang nyaman dan terjangkau. Hadirnya co-working space sebagai sebuah place didukung oleh kehadiran komunitas startup sebagai society di dalamnya. Dengan mengambil kasus co-working space dan komunitas startup di kota Bandung dengan metode relasi antara artifak dan aktor menggunakan Teori Jaringan Aktor (Actor Network Theory/ANT), tulisan ini menelusuri relasi antara kehadiran co-working space dengan komunitas startup di kota Bandung. Dalam studi kasus co-working space HackerspaceBDG yang kemudian secara manajerial bergabung dengan Co&Co Space dan komunitas FOWAB, relasi yang terjadi antara ketiganya ditelusuri dalam 3 momentum: inisiasi, perpindahan lokasi dan pemindahan pengelolaan co-working. Dari analisis yang dilakukan, didapatkan bahwa keberhasilan co-working space sebagai tempat/place bagi komunitas startup berkolaborasi ditentukan oleh intensitas community event (artifak) dan kesinambungan pelaksanaan event (artifak) ditentukan oleh pengelola co-working space sebagai aktor. Hasil analisis tersebut direfleksikan dalam bentuk penanganan desain arsitektur untuk menghadirkan kolaborasi komunitas startup di co-working space.
In recent years, researchers in the architecture field have explored VR technology for various purposes in the architectural design process. Current efforts have supported the growing knowledge of VR utilization, specifically for the architectural design review process. In this study, we adapt the affordance concept from the ecological psychology study to add further evidence on VR utilization for the design review process. This study aims to develop an affordance-based design review method in architectural design by utilizing immersive VR technology. It sits at the crossroads of architecture design, virtual reality, and affordance research. This project aimed to create an affordance-based review method framework, a VR system to support the method, test both the method and the VR system, and assess the VR system’s effectiveness as a companion system for the affordance-based design method process. The study was conducted in the scope of architectural education settings only. It used a third-year architectural design studio course as a case. This study confirms that the affordance-based design review method using virtual reality helps students improve their design work. The method reveals the presence of positive and negative affordances in their work. It also shows the differences between a student and supervisor in perceiving the affordances for reviewing design works.
Virtual reality (VR) technology allows the reproduction of spatial experience in a digital environment and simulates both real and imaginary world experience. The experience is created for various devices with different degrees of immersion. Several use cases of VR utilization have been explored in the architectural field, including historical buildings exploration in a distant place. However, VR is often associated with high investment in hardware and software. This study demonstrates VR utilization to experience off-site exploration of architectural heritage using a low-cost hardware setup and open-source software. We propose the possible workflow to create VR assets using Blender. Furthermore, we investigate the authoring pipeline to optimize the model for various devices. The result will be deployed as a VR environment under Mozilla Hubs, a WebXR-based platform that users can access simply from a web browser. With this workflow, the goal is to provide a low-cost VR experience for everyone where the environment can be easily accessed using the available existing device.
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