Technology and innovations have fueled the evolution of Industry 4.0, the fourth industrial revolution. Industry 4.0 encourages growth and development through its efficiency capacity, as documented in the literature. The growth of the construction industry is a subset of the universal set of the gross domestic product value; thus, Industry 4.0 has a spillover effect on the engineering and construction industry. In this study, we aimed to map the state of Industry 4.0 in the construction industry, to identify its key areas, and evaluate and interpret the available evidence. We focused our literature search on Web of Science and Scopus between January 2015 and May 2019. The search was dependent on the following keywords: “Industry 4.0” OR “Industrial revolution 4.0” AND TOPIC: “construction” OR “building”. From the 82 papers found, 20 full-length papers were included in this review. Results from the targeted papers were split into three clusters: technology, security, and management. With building information modelling (BIM) as the core in the cyber-physical system, the cyber-planning-physical system is able to accommodate BIM functionalities to improve construction lifecycle. This collaboration and autonomous synchronization system are able to automate the design and construction processes, and improve the ability of handling substantial amounts of heterogeneity-laden data. Industry 4.0 is expected to augment both the quality and productivity of construction and attract domestic and foreign investors.
In recent years gaming products have increasingly been used to enhance learning and training development in academic and commercial sectors. Games have become more pervasive; they have been adopted for use in many industries and sectors such as defence, medicine, architecture, education, and city planning and government as tools for workers development. In Malaysia, it has been reported that the construction industry holds the third highest record of occurrences of accidents at work. Therefore, safety training is inevitable to reduce the alarming rate of accidents on construction sites. However, currently, available safety training approaches are still lacking in terms of delivering hands-on training and are more theoretical- instead of being more practical-based. This is due to the nature of the construction environment itself in which safety training involving certain hazards that cannot be implemented hands-on as it may bring harm to trainers, trainees and the environment. Gaming is an approach that applies technology to provide an almost real experience with interactive field training, and also supporting the theory of learning by doing with real case scenario. The purpose of this paper is to seek and explore the differences in existing gamification genres such as simulation game, role-playing, action game, strategy game and etc. Data were collected through available literature. The findings of the study show that serious game is a suitable genre to be adopted as an approach in hazard identification training for the construction industry in Malaysia.
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