Collaborative Virtual Reality as an Adaptable Boundary Object in
the Design Phase of Facility Life Cycle
Annikka Lepola
1a
, Hannu Kärkkäinen
2b
, Henri Jalo
2c
and Osku Torro
2d
1
School of Business and Services, Tampere University of Applied Sciences, Kuntokatu 3, 33520 Tampere, Finland
2
Faculty of Business and Built Environment, Tampere University, Korkeakoulunkatu 8, 33720 Tampere, Finland
Keywords: Virtual Reality, VR, Collaboration, Knowledge Transfer, Construction Industry, Design, Boundary Object.
Abstract: Although the large majority of costs of buildings incur in the later operation and maintenance phase, major
decisions affecting these costs are made in the early design and construction phases. Virtual Reality (VR) and
Collaborative Virtual Reality (CVR) have been noticed to have significant potential in involving the expertise
and needs of various stakeholders into the early design phases, increasing the quality of building designs and
reducing related costs. Boundary Object Theory has been noticed useful in better understanding and
improving the knowledge transfer of actors with different backgrounds and expertise. VR and CVR remain
yet little studied as boundary objects. We will address this research gap in this study by aiming to understand
how CVR can act as an adaptable boundary object in the building design phase of the facility life cycle. We
have made use of a qualitative approach, consisting of a multiple case study approach and semi-structured
interviews in Finnish AEC industry companies and organisations. We contribute to academic research by
providing a deeper understanding of how CVR functions as a boundary object, which enhances the transfer
of knowledge in new ways between various stakeholders in the building design phase.
1 INTRODUCTION
The architecture, engineering and construction (AEC)
industry faces a problem which is related to the fact
that although the large majority of the costs of a
building incur in the later operation and maintenance
phase of buildings, major decisions affecting these
costs are made in the early design and construction
phases (Bullinger et al., 2010; Goulding et al., 2014).
Collaborative Virtual Reality (CVR) has been noticed
to have significant potential in involving various
stakeholders, especially the customers and end
customers into early phases of design, thus making
earlier, faster and better design decisions, and
significantly reducing building and building redesign
costs, and increasing the quality of building designs.
With the help of CVR the users can understand the
proposed designs better than with other existing
methods and give more accurate feedback to the
designers. This is becoming increasingly possible due
to the recent advances in digitalization in the AEC
a
https://orcid.org/0000-0002-1156-8545
b
https://orcid.org/0000-0003-4753-4416
c
https://orcid.org/0000-0003-1438-700X
d
https://orcid.org/0000-0003-0706-5010
industry. More specifically, the increased adoption
and use of Building Information Modeling (BIM) has
significantly expanded the possibilities for digital
collaboration between different stakeholders
(Miettinen and Paavola, 2014).
Reviewing the existing Virtual Reality (VR)
literature, the research gap of this study is related to
the relatively little studied field of VR enabled
collaboration, especially in the context of the AEC
industry, which has specific collaboration related
challenges. Furthermore, we want more specifically
here to understand how CVR can be used as a
boundary object, which are seen as vehicles for
enabling efficient knowledge transfer between
various collaborating stakeholders with different
backgrounds and expertise.
The purpose of the study is to better understand
how CVR can act as an adaptable boundary object in
the building design phase of the facility life cycle and
enable enhanced knowledge transfer between
Lepola, A., Kärkkäinen, H., Jalo, H. and Torro, O.
Collaborative Virtual Reality as an Adaptable Boundary Object in the Design Phase of Facility Life Cycle.
DOI: 10.5220/0010020200630075
In Proceedings of the 12th International Joint Conference on Knowledge Discovery, Knowledge Engineering and Knowledge Management (IC3K 2020) - Volume 3: KMIS, pages 63-75
ISBN: 978-989-758-474-9
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
63
stakeholders. To answer this, we divide this into three
research questions:
1. How is CVR used in technical building
design?
2. Which type of fundamental stakeholder
collaboration and knowledge transfer-
supporting mechanisms related to CVR are
important in the technical design of
buildings, and why were these important and
beneficial in building design?
3. How does CVR function as a boundary
object, enabling knowledge transfer between
the stakeholders of building design?
To answer the research questions, we made use
of a qualitative approach, consisting of a multiple
case study approach and semi-structured interviews
(Yin, 2009; Ghauri et al., 2020). This was chosen to
understand in sufficient depth the application of CVR
in studied organizations of the building industry. The
building industry in general was selected because
they can benefit significantly from VR use in building
design, are generally seen as early adopters of VR in
design related collaboration and are actively
innovating and developing new VR solutions for this
purpose. Among such companies, pioneering
companies from the industry were selected as case
companies.
This paper is structured as follows: we first review
existing research concerning VR, VR-related
collaboration and boundary object theory related to
knowledge transfer between stakeholders, and the
research gap in more detail. Second, we introduce the
methodology of the paper, describing the case
selection and case companies. Third, we present the
results, and finally, present the main conclusions and
managerial implications.
2 THEORETICAL
BACKGROUND
2.1 Virtual Reality and CVR
The concept of virtual reality (VR) has been known
for decades (Sutherland, 1965), but only recently the
wider commercial adoption of VR technology has
been witnessed (Slater, 2018). The use of VR in
organizations has been mainly focused on different
simulations, education, or training (Slater and
Sanchez-Vives, 2016).
VR can be used in many ways. The prevalent use
of VR is still largely concentrated on its non-
collaborative use, e.g. in non-social games or as non-
social learning environments. Earlier remote
collaboration experiments with desktop-based virtual
worlds (VWs) (i.e., 3D worlds that are used via
computer screen) have mostly failed to attract
participation and engagement. Increasing sensory
immersion was seen necessary when mitigating these
problems in the future. (Kohler et al., 2011).
Therefore, head-mounted displays (HMD)s and the
use of VR are a significant step forward in different
remote collaboration practices. Accordingly, the
collaborative and social use of VR has recently
gained in importance in both consumer and business
use (Perry, 2015). This is due to the development of
VR software and related collaboration-supporting
technologies, as well as the increased performance of
VR gear in the fluent handling e.g. several persons'
simultaneous activities in the same virtual space.
Thus, along with this development, it has been
increasingly noticed that collaboration in and through
VR means has produced significant benefits for
companies and individuals in the enabling of better
collaboration and knowledge transfer (e.g. (Slater
and Sanchez-Vives, 2016; Steffen et al., 2019). Due
to this novelty, there is yet a limited amount of
research on the collaborative and social use of VR in
the working context, in their use in the transfer of
knowledge between different actors, and the use of
CVR as a boundary object, especially in the AEC
industry, as in our case. In this study, we will
concentrate on the collaborative and social use of VR
and will use the concept ‘Collaborative VR’ or CVR
in a broad sense, as described above.
Information and knowledge sharing are central
to collaborative work (e.g. Churchill & Snowdon,
1998). VR can be used in supporting inter-personal or
even inter-organizational collaboration in many
ways. VR-supported collaboration can be co-located
or distributed. Furthermore, it can take place either
fully in VR, or partially in VR and in the real world.
Collaboration can involve spoken, written, or
pictorial communication, and can happen in 2D or
3D. Communication and collaboration can be
supported by manipulation of and interaction with
digital objects and with other users directly, or
through means of digital objects in various ways in
the VR context. Figure 1 depicts the dimensions of
interaction in the real world, in VR, or partially in
both, and defines the collaboration dimensions
between users and digital objects.
KMIS 2020 - 12th International Conference on Knowledge Management and Information Systems
64
Figure 1: Dimensions of interaction in VR.
The whole digital environment can often be flexibly
adapted to different users (see e.g. Affendy & Wanis,
2019). The above characteristics are closely related to
the concept of boundary objects (BO), which can be
defined as "objects flexible enough to adapt to
individual needs of the actors using them, yet specific
enough to maintain a common meaning across
different actors" (Star and Griesemer, 1989). We will
discuss the concept of BO in more detail below in
section 2.3.
2.2 Role and Significance of CVR in
Building Design
The utilization of CVR as a boundary object requires
easy access to digital building models. In this regard,
the increased adoption of BIM is expanding the
possibilities for collaboration in the AEC industry,
although the industry’s fragmented and project-
focused nature is hindering the full utilization of BIM
and has largely limited its use to the earlier design and
construction phases of the AEC value-chain
(Miettinen and Paavola, 2014). Although around 80
percent of the costs of a building are incurred in the
operation and maintenance phase, crucial and long-
lasting decisions affecting these costs are made in the
design and construction phases (Bullinger et al.,
2010; Goulding et al., 2014). Thus, there is significant
potential to address these issues with more user-
centric design and in ensuring the building better
matches user needs by enabling more effective
knowledge transfer with CVR in the building design
phase. Until recently, immersive virtual
environments, such as CVR, have mainly been used
in marketing and not in collecting user feedback from
the end-users with the intent to change the building
design (Bullinger et al., 2010). However, this is
becoming increasingly possible due to the recent
developments in BIM adoption and use.
The aforementioned fragmentation of the AEC
industry accentuates the importance of
communication between different stakeholders in
order to successfully complete projects (Goulding et
al., 2014). Possibilities for enhancing knowledge
transfer are especially prominent in the building
design phase. With VR it is possible to precisely
measure how the users behave (e.g., movement and
gaze) in the proposed design of the building (Kuliga
et al., 2015) and to quickly compare user behavior in
different design options (Heydarian et al., 2015). The
digital design can also be easily manipulated in the
VR space unlike with physical scale models (Kuliga
et al., 2015). The use of immersive VR also promotes
a better spatial understanding of the proposed design
(Portman et al., 2015), especially among
professionals and those with higher educational levels
(Paes et al. 2017), and aids in creating mutual
understanding between different stakeholders (Du et
al., 2018). Thus, with the aid of CVR the users can
understand the proposed design better than with other
available methods and give more accurate feedback
to the designers. In addition, the content can be easily
tailored for different user groups by showing them
only content that is relevant to them. For example,
end-users can view a more visually polished version
of the design whereas various technical structures can
be shown for structural designers. VR also makes it
possible to reduce travel by making it easier to
participate remotely (Perry, 2015). This also makes it
possible for experts to participate in design sessions
more often, thus, increasing design iterations.
Furthermore, immersive VR also increases users’
focus on the task since the use of HMDs reduces
external stimuli (Hilfert & König, 2016). These
characteristics of CVR make it a potential tool to be
utilized as a boundary object in the building design
phase of the AEC value-chain.
2.3 Boundary Objects and Knowledge
Transfer
Star and Griesemer (1989), introduced the concept of
‘boundary objects’ and defined it as “objects flexible
enough to adapt to individual needs of the actors
using them, yet specific enough to maintain a
common meaning across different actors”. Thus,
boundary objects can be understood as artifacts, or
some kind of arrangements, that enable
communication and collaboration between members
within and between different communities of
practice.
According to Wenger (2000), boundary objects can
be categorized into three groups: artifacts, discourses,
Collaborative Virtual Reality as an Adaptable Boundary Object in the Design Phase of Facility Life Cycle
65
and processes. Artifacts can include tools, documents,
models, or virtual places that stand out by having
meaning across boundaries. Discourses, again,
represent a common language that collaboration
process participants use to communicate across
boundaries (Wenger 2000), and include negotiated
terms and language constructions that have the same
meaning for all the participants. Processes include
negotiated routines and procedures (e.g. rules and
agreements) that allow coordination across
boundaries (Wenger 2000; Fominykh et al., 2016).
The interesting and important role of VR as a
boundary object has been noted, in overall, in recent
literature: An and Powe (2015) found that
visualizations, and more specifically VR, seemed to
provide a reasonable fit to the boundary object
conception, and more specifically, provided a focus
for better translation of for instance expert findings,
improving communication and understanding
between the various groups, and helping e.g. the
process of negotiation on controversial aspects.
Furthermore, Fominykh et al. (2016) explored how
boundary objects facilitated, in more general, group
work and learning across different boundaries in a
cross-disciplinary educational context. Olechnowicz
(2018) found that immersive imagery or VR had a
substantial potential as an effective boundary
spanning object that seemed, especially, to increase
participant’s perceptions of credibility and saliency
towards VR and wildland fire management. More
specifically, in the context of building design,
Building Information Modeling (BIM), which is
made use of in CVR, it was noted as important “to
view BIM artefacts as boundary objects and explore
how they contribute to collaboration and support
management of projects” by Papadonikolaki et al.
(2019).
To summarize the recent literature, VR has been
noted as a useful and interesting boundary object in
general, and it has been further studied as a boundary
object in a few contexts. However, VR and CVR
more specifically, has not been studied empirically as
a boundary object in any useful detail in the context
of building design. Since BO’s can be very different
and can be used in different ways in different
contexts, understanding CVR as BO is important in
this specific building design context to better enable
knowledge transfer in building design.
Due to different knowledge and experience
systems of stakeholders, and lack of a mutual design
environment, knowledge transfer is considered
generally as challenging in cross-disciplinary settings
in the facility life cycle. Boundary objects are thus
critical since they provide bridges across boundaries
allowing different knowledge systems and
communities to interact by providing a shared
reference that is meaningful within all parts (Star and
Griesemer, 1989; Wenger, 2000). The role of CVR as
a boundary object is presented in Figure 2, defining
how collaboration between focal stakeholders can be
supported in a shared virtual environment in building
design of facility life cycle.
Figure 2: CVR as boundary object in facility life cycle.
3 METHODOLOGY
The aim of this study was to map and understand how
CVR functions as a boundary object in the building
design phase of the facility life cycle and how VR
enables interaction and enhanced knowledge transfer
between multidisciplinary stakeholders. The focus of
the study was on novel and enhanced collaboration in
VR, which can be perceived to be better than in
current practices.
The study has a qualitative approach. A multiple
case study approach was chosen to understand the
level of implementation and usage of CVR in
organizations that are seen as early adopters and
pioneers in innovating and developing emerging
virtual solutions for the AEC industry (Yin, 2009).
Three Finnish FM companies participated in the
study. The focus was on companies that were seen as
early adopters in the use of VR, and also benefiting
clearly from solutions that improve the quality of
building processes and reduce costs. The interviewees
were experts and pioneers in innovating and
developing virtual solutions for the different phases
of facility life cycle. The list of the interviews is
presented in Table 1.
KMIS 2020 - 12th International Conference on Knowledge Management and Information Systems
66
Table 1: List of the interviews.
Interviewed
compan
y
Persons Role of the interviewee/s
Company A one XR Technology Manage
r
Company B two
VR Technology Manager
R&D Mana
g
e
r
Company C one VDC Manage
r
AEC expert
or
g
anization
one AEC Industry Expert
The study used purposeful sampling to gather data
that was pertinent for our research (Patton, 2002).
Finland is a remote and big country with long
distances and low population density, thereby the
organization of cross-disciplinary design meetings is
found challenging. Thus, pioneering AEC companies
in Finland have a clear interest to invest and develop
novel solutions for virtual modes of operations and
hence enhance the efficiency of cross-disciplinary
building design meetings.
Semi-structured interviews were used as a data
collection method. This is seen as a useful method for
exploring novel research areas, such as CVR is,
where limited research is available (Ghauri et al.,
2020). The aim of the interviews was to find out how
CVR was utilized in the building design use scenarios
and what benefits it can bring to the companies. A list
of questions and themes were used in the interviews.
All together four interviews were carried out in
September - October 2019. The interviews lasted
from 60 to 90 minutes. The interviewer and the
interviewees were Finnish. The interviews were
audio-recorded and transcribed in Word documents.
The transcribed interviews were analysed
and grouped according to the interview themes:
mechanism and characteristics, as well as consequent
benefits, how VR can be utilized in collaborative
context in building design scenarios.
4 RESULTS
Three building planning and design phases of the real
estate life cycle were identified in the interviews: land
acquisition and building area planning, project
planning, and technical planning. Largely due to
recent developments in BIM adoption and use, which
have enabled easy access to digital building models,
CVR was seen by all the interviewees as a potential
and useful means to enhance interaction and
collaboration in the multifaceted phases of building
planning and design processes. According to the
interviews CVR was utilized mostly in the technical
design processes, and secondarily in the project
planning activities. CVR was seen to have a
considerable potential both in project planning as well
as in the preceding phases of the real estate life cycle.
However practical implementations utilizing
collaborative VR in the phases preceding project and
technical building design processes were still seen as
very scarce. The use cases identified in the interviews
were related to complex technical design building
activities. The use cases are listed in Table 2.
Table 2: CVR use cases in technical building design.
Case
Compan
y
Use
Case
Definition of use case context
Company
A
case 1
technical maintenance
b
uildin
g
desi
g
n
Company
A
case 2
technical building design
Company B case 3
technical building design of
ducts
Company C case 4 technical building design
Company B case 5
erection procedure sequence
of structural steel design
4.1 Fundamental
Collaboration-Supporting
Mechanisms in CVR
Three main fundamental collaboration-supporting
mechanisms were identified in literature, which were
found as useful particularly in VR supported
collaboration in multi-faceted building design use
cases: Adaptability, Agile trials, and High level of
focus (Steffen et al., 2019). The interviewees were
able to identify all these three fundamental
mechanisms: Adaptability mechanism in 6 different
use cases, Agile trials in 8 use cases and High level of
focus in 6 different use cases. The use cases of the
fundamental collaboration-enabling mechanisms of
CVR are presented in Table 3.
First mechanism identified by the interviewees
was Adaptability. The ability of CVR to adapt itself
according to the tasks and situations where it was
used, as well as according to the expertise and
knowhow level of the users, was seen as a big
advantage by all the interviewees. Moreover, the
knowledge within CVR was seen as intuitive for
various different stakeholders. The visualization
levels of virtual building designs were adapted
according to the expertise and professional level of
the participants. According to the interviewees the
building design professionals, architects and
designers, preferred working with basic and simple
2D models, whereas the non-professional users, e.g.
end users, needed more fine-tuned 3D models in order
Collaborative Virtual Reality as an Adaptable Boundary Object in the Design Phase of Facility Life Cycle
67
to be able to comprehend the building designs. Colour
codes were used in professional virtual models to
clarify visually the functionality and interoperability
of different structural parts (e.g. purple for supporting
parts, blue for stiffener parts etc.) and hence
accelerate the comprehension of the technical designs
at a glance. The virtual building designs enabled the
designers to scale themselves to different end user
roles, e.g. child or wheelchair users, and thereby more
authentic experience-based perspectives of the
building designs were able to be acquired.
Second, and by the interviewees the most often
mentioned mechanism was Agile trials. CVR was
seen to enable agile, low threshold sprints,
simulations and experimentations to test ideas and
customer needs and thereby further the acquisition of
fast and immediate feedback to building designs. In
fast simulations the used VR models were often
simple, rough and easy-to-build block models.
Participants visited the virtual models quickly, instant
feedback was received on the spot, discussions about
observations and perceived problem areas held along
the way, solutions co-created and functionality and
effects of suggested changes were able to be tested
and analysed immediately in the VR model, even with
several variations during one design session. Agile
customer and end user surveys were able to be
implemented with virtual simulation models already
in the very early phases of the technical building
design process, e.g. to test if potential parking hall
users would be willing to pay higher parking fees for
more spacious use of space. The acquired fast
feedback was seen to accumulate the decision-
making process of investors and other partners.
Spontaneous idea discussions and tests were able to
be organized by agreeing a quick visit to the virtual
design model instead of numerous email interactions
and telephone conversations.
The third mechanism identified by all the
interviewees was High level of focus. CVR was seen
to enable focused observation level and better
attention span of the participants since they were
isolated from the outside world during the design
sessions. Thereby distractions were eliminated, and
the attention of the participants better directed on
desired targets. Parallel usage of mobile phones and
laptops was seen complicated, if possible, at all. In
general, the virtual design meetings were seen
efficient to manage: the virtual models were able to
be structured beforehand to guide the participant what
to observe, where to focus, and what to discuss. The
virtual models ensured automatically that all the
necessary spots of the design plans were
systematically checked. Some interviewees found the
parallel working possibilities in multidisciplinary
design meetings in VR as useful, since they cannot be
allowed in the real site meetings where free
movement in the building sites is prohibited. If the
issue at hand was not relevant for all the participants,
the observations outside the actual agenda were
possible without disturbing the actual meeting.
CVR was seen to enable monitoring and
registration of non-verbal participant reactions, e.g.
direction of glance, gestures, motions, expressions,
and reactions. However, as emphasized by the
interviewees, this possibility has not been utilized on
a larger scale because of the undefined privacy
protection regulations restraining the utilization of
individual non-verbal communication in VR.
An interesting new fundamental mechanism
supporting collaboration in VR was identified by all
the interviewees: Sense-augmented examination of
data. This new mechanism was found to enable
sensing, experiencing and visualizing objects with
new dimensions, also with rather strong immersions:
visualization of data for sight, visualization of sight
with hearing, as well as experiencing various effects
like wind, light and e.g. falling effect with sense of
balance. The knowledge within these virtual sessions
were identified, acquired, transferred and stored
automatically. The Sense-augmented examination of
data mechanism was seen by all the interviewees to
have a huge potential in the usage of VR
implementations in a co-creation and design context.
According to the interviewees there is a scarce
technological knowledge about the usage of this new
mechanism, as one interviewee mentioned:
“Currently only the peak of the iceberg is identified”.
Due to limited user experiences in the case companies
this new mechanism was not analysed in detail in this
study. However, when the technology evolves the
sense-augmented examination of data mechanism
was seen to provide significant possibilities to
integrate totally new reality dimensions in virtual
design models, which are not possible to implement
in the real world. This would significantly transform
the possibilities of VR to identify, acquire and utilize
data in building design processes.
4.2 Benefits of Fundamental
Collaboration-supporting
Mechanisms
From the perspective of enhancing collaboration, two
focal and important benefits caused by the
fundamental collaboration-supporting mechanisms
were identified in the studied cases: better quality and
resource efficiency of the technical building design
KMIS 2020 - 12th International Conference on Knowledge Management and Information Systems
68
sessions. Better quality presented itself as better
quality of building design outcomes and more
qualified processes, risk reductions and better risk
management. Resource efficiency presented itself as
time and cost savings, contributing to higher work
efficiency.
All the three main fundamental collaboration-
supporting mechanisms identified in the literature,
Adaptability, Agile iterations and High level of focus,
were recognized by all the interviewees to impact
both benefits - better quality and resource efficiency,
as summarized in Table 3. The Adaptability
mechanism was primarily seen to affect better
quality, however it was seen also to streamline the
processes and hence enhance the process efficiency.
Agile iterations and High level of focus mechanisms
were seen to affect both better quality, mentioned as
BQ in the Table 3 and resource efficiency, mentioned
as RE in the Table 3.
Table 3: Fundamental collaboration supporting
mechanisms in CVR and their benefits in CVR use cases.
Case
company
Mechanism Use case B
Q
R
E
Company A
Company B
Company C
Adaptability Variable
visualization
levels
x
x
x
x
x
x
Company C Adaptability Easy-to-
movemodels
x x
Company B Adaptability Colour codes x x
Company B Adaptability Scaling to user
roles
x
Company A
Company B
Agile trials Fast tests of ideas
and customer
needs
x
x
x
x
Company A
Company B
Agile trials Rough easy-to-
build, fast-to-visit
lock models
x
x
x
x
Company B Agile trials Low threshold
sprints and
iterations
x x
Company B Agile trials Visualizations for
investors
x x
Company B Agile trials End user and
customer surveys
x x
Company C Agile trials Spontaneous idea
tests and
discussions
x x
Company A High level of
focus
Automatic
meeting
structuring
x x
Company A
Company B
Company C
High level of
focus
Isolation from
outside world
distractions
x
x
x
x
x
x
Company B High level of
focus
Parallel
observations
outside agenda
x
x
Company C High level of
focus
Automated
registration of
nonverbal
reactions
x x
The Adaptability mechanism of CVR was found
fundamentally important in stakeholder collaboration
by all of the interviewees to enable easier and better
comprehension of technical building designs, which
in turn enabled the engagement of a wider variety of
stakeholders, e.g. end users and investors, into the
technical building design processes. This was seen to
further the possibilities of cross-disciplinary
collaboration activities, and thereby to streamline the
building design as well as decision-making processes
significantly. The versatile and qualitative feedback
enabled the co-creation of more accurate building
designs, and thus generated better customer
satisfaction. This all was seen by the interviewees as
a big advantage since it was not seen easily realizable
by traditional means, such as caves.
The interviewees considered the Agile trials
mechanism fundamentally important in stakeholder
collaboration since it lowered the threshold of tests
and experimentations in general, especially in the
early phases of facility life cycle. Thus, the
acquisition of fast feedback already in the very early
phases of building design processes was able to be
acquired, early recognition of mistakes and co-
creation of novel solutions enabled and thereby the
accuracy and functionality of the building design
outcomes improved. Consequent early recognition of
errors and mistakes enabled the minimization and
avoidance of risks, which final economic impact in
the facility life cycle was seen by all the interviewees
to be enormous.
High level of focus mechanism was found
fundamentally important in stakeholder collaboration
while enabling the better concentration of the
participants on the issues at hand during the design
meeting and allowing them to be immersed in the VR
model”, as one interviewee defined. Because of the
good attention span and immersed experience of the
space, possible problem areas, mistakes and
interesting observations were seen to be perceived
better. Hence the feedback and the acquired outcomes
were found to be more functional and accurate than
with traditional means. Some of the interviewees
assessed the discussions and course of the meetings
in VR to be even more focused and efficient than in
real life. Parallel observations enabled within the
virtual site meetings outside the actual agenda were
seen to enrich the feedback, enhance the retention of
the interest of the meeting participants as well as the
efficiency of time management in the
multidisciplinary design meetings.
Collaborative Virtual Reality as an Adaptable Boundary Object in the Design Phase of Facility Life Cycle
69
4.3 CVR as Boundary Object in
Building Design
CVR was found to function as a boundary object in
the five identified building design use cases, which
are listed in Table 2, enhancing transfer of knowledge
between design stakeholders. Actors being involved
in the building design processes were mainly
designers from different building design functions. In
one use case also the end users of the property, service
maintenance personnel, were attending the building
design session. In the studied use cases boundary
objects of CVR were studied regarding three different
characteristic boundary object types: processes,
artefacts and discourses (Fominykh et al., 2016;
Wenger, 2000).
The collaboration in the studied design use cases
was currently seen to exploit VR mainly in the hybrid
process models. Process type of boundary objects
supporting knowledge transfer between different
stakeholders have been identified in several kinds:
characteristics is that processes include diverse rules
and agreements on discussions and procedures
enabling coordination across boundaries (Wenger
2000; Fominykh et al., 2016).
The dimensions of interaction presented in Figure
1 are utilized in this analysis. In the studied use cases
three different dimensions of interaction were
identified: 1) collaboration fully in VR, 2) hybrid
collaboration partially in VR and in real world, and 3)
collaboration only in real world. Also, an interesting
new dimension of interaction was identified in the
studied hybrid use cases; indirect, observer-based
collaboration realized outside VR, while one person
at a time was visiting the VR model. Table 4 presents
the dimensions of interaction in hybrid processes
describing the context of collaboration between
different environments: in VR and in the real world,
or partially in both. The collaboration dimensions
between VR objects and actors participating in the
design sessions are also illustrated in the table. The
legends ‘x’ and ‘-’ describe whether interaction
between objects and actors took place.
Table 4: Dimension of interaction in hybrid processes.
In the hybrid design meeting the participants were
moving from real world meetings to VR, even several
times in one meeting. The collaboration among
participants occurred either inside or outside VR, or
in both environments. In most of the cases the
discussions about the observations and solutions took
place in the meetings outside the VR model. In two
of the studies cases the building design session
participants observed and communicated with the VR
objects as well as with each other both in the VR
model and outside the VR model. In one use case the
design session was organized completely within the
animated virtual model.
Interestingly in three of the studied cases the
communication with the VR objects took place
indirectly through one person at a time visiting the
VR model, while the others observed and monitored
the session outside the VR model. As one interviewee
pointed out, the possibility to utilize all dimensions of
interaction in the hybrid processes were seen to have
positive aspects: “The actual discussions and co-
creation activities are often organized outside VR,
either in physical or online meetings. This is often
seen as a relief since the participants do not usually
want to wear the VR glasses all the time. The VR
glasses disturb some of the participants and they
might even cause physical symptoms.”
The participants in the building design session
were seen to perform actively in two different roles;
as a VR model visitor and an observer outside the VR
model. As one interviewee pointed out: Observer
role, also felt like an indirect VR model visit, seemed
to ease the tension and nervousness towards the new
technology and thus enhanced the readiness to give
feedback. This enabled more versatile observation
and comprehension, as well as more spontaneous
feedback.” One interviewee explained how “a quinea
pig setup” generated a real storm of observations and
insights among all the participants, which in turn
inspired and stimulated the discussion, advanced the
level of observation and thus inspired and enhanced
discussions and co-creation of solutions.
According to the interviewees the reasons for the
frequency of hybrid implementations were seen in the
general habit and common practice in the AEC
industry to meet in physical design and site meetings.
This was considered to be caused mainly by the
limited adoption and knowhow of CVR technology,
and virtual technology in general, in the AEC
industry. Thereby the willingness to invest and
readiness to utilize VR technology and equipment in
different functions in the building design is still in its
infancy.
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The hybrid case implementations were found to
be a functional way to utilize VR technology under
the current circumstances. One interviewee
prognosed that the actual building design activities
will most likely never be transferred fully to virtual
reality environments since the building design
programs and tools are tightly linked to specialized
computer systems: “Designers from different
building design functions prefer to use their own
design programs so that the strengths of different
design systems can be utilized more efficiently.”
VR models per se were seen to function as an
artefact type of a boundary object in all use cases. The
capability of VR models to adapt according to the
expertise level of the actors participating in the design
session was seen as useful in order to provide
meaning across boundaries. Certain artefact types of
VR model boundary objects were identified, e.g.
technical building design of ducts and erection
procedure sequence of structural steel designs. In
some of the hybrid use case processes VR models
were utilized as an additional tool or function to the
actual building design programs.
VR model artefacts were seen by all the
interviewees to ease the ability to comprehend the
building designs and enhance the observations and
perception skills of the participants. Thus, the
integration of new stakeholders was enabled and
collaboration between technical building design
actors was enhanced, and thereby novel knowledge
and perspectives were able to be integrated into the
technical building designs. Relevant problems and
errors were seen to be detected more accurately.
Visual format and animations were seen to enable
more unambiguous perception of the building design.
As mentioned by one interviewee: Experiencing and
observing the building design in the right scale, while
actually being in the VR model yourself, enhanced
and eased the capability to understand the building
design and thereby detect relevant problematics.
One interviewee pointed out: “If the design plans are
presented with traditional text documents, and five
people will read the text, there will be five different
perceptions and interpretations of the plan. Virtual
design are comprehend more uniformly One
interviewee explained: Staying in the visual
animation yourself enables better overview and
understanding of the designed property, eases and
accelerates to realization of possible problematics
and errors, enables communication and finding
solutions on the spot and thus enables to prevent the
risks more efficiently.”
Other identified artefacts performing as boundary
objects were agendas and memos utilized in the
design sessions. The roles of the agendas were found
to structure and guide the building design sessions,
whereas the memos were used for documentation of
observations and correction proposals, and to transfer
the knowledge further to other instances and
stakeholders. The technical building design viewing
sessions were structured with predefined agendas. In
some use cases the order of the spots to be reviewed
were integrated in the VR model, whereas the
participants were guided step-by-step by the model
itself in the virtual viewing process. These procedures
were found to function as useful boundary objects
ensuring that all the relevant parts of the virtual
building design model were inspected in the right
order, and no relevant spots were not missed. The
observations and comments made in the VR model or
in the design meetings were in most of the use cases
documented in separate memos. Some interviewees
had been testing examples of VR model solutions
where self-supporting tools immersed in the VR
model have enabled direct integration of the
observations and comments directly in the model.
One interviewee pointed out that future scenarios of
fully automated virtual solutions have been discussed
and tested by major players. In these solutions the
sessions can be structured, managed and documented
without any human input.
The main discourses identified in the studied user
cases were discussions about observations and
perceptions made in the VR model as well as co-
creation of solutions for the identified problematics.
The utilization of CVR in the building design
processes was seen by most of the interviewees to
enable beneficial exchange and integration of
knowledge and perspectives of cross-disciplinary
experts. It was emphasized by the interviewees that
CVR has been found to enable the instant discussions,
co-creation of solutions and decision making on the
spot during the design meetings. With the usage of a
VR model together with other building design tools,
the changes to the building designs were able to be
updated and transferred to the VR model
immediately, changes analysed and the functionality
tested and evaluated, and hence necessary decisions
made immediately. One interviewee explained:
When inspecting and observing the VR model
together with experts from different building design
functions, participants had possibilities to learn from
each other and thus achieve more comprehensive
understanding of the complex building designs, e.g.
the technical building system of ducts, as well as
evaluate the economy aspects of the solutions
created.”
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71
5 DISCUSSION AND
CONCLUSIONS
The purpose of this study was to better understand
how CVR can act as an adaptable boundary object in
the building design phase of the facility life cycle and
enable enhanced knowledge transfer between
stakeholders. Regarding our research questions, how
CVR is used in building design and which type of
collaboration-supporting fundamental mechanisms
were found important, we were able to identify four
different types of fundamental mechanisms, which
were used in the early phases of building design,
especially in the technical design, in the studied case
companies. The first three mechanisms, also
identified in VR literature (Steffen et al., 2019) were
named as Adaptability, Agile trials, and High level of
focus, and the fourth a newly identified one named as
Sense-augmented examination of data. Three first
ones were actively used in all studied companies, and
the fourth one was found as very promising in
technical design, bringing very unique and important
possibilities and benefits compared to earlier design
approaches and technologies in building design. All
these mechanisms made use of CVR possibilities in a
way which provided novel possibilities and benefits,
not essentially provided by other traditional design
approaches, making fundamentally in-depth use of
unique CVR possibilities in building design.
These fundamental mechanisms were
quintessential in enhancing the efficient design
collaboration in new ways, as well as in enhancing the
related knowledge transfer between design
stakeholders and enabling the co-creation of new
knowledge by three major ways:
Enabling fast and agile design experiments.
Eliminating distractions and focusing
efficiently the attention of design participants
on desired focal design characteristics and
focal area.
Adapting the design environment flexibly to
the varying needs and expertise levels of design
participants.
The above mentioned three ways, and the ability
to combine them in various design tasks, can be seen
largely responsible for providing the unique
opportunities and benefits from CVR in building
design.
In relation to our second research question, why
the mechanisms were beneficial and important in
collaborative building design, all the identified
collaboration-supporting fundamental mechanisms of
CVR were found to enhance better technical building
design outcomes, more qualified processes and
enhanced resource efficiency. The mechanisms were
seen to contribute to the more qualified and efficient
acquisition and transfer of knowledge, especially tacit
and experiential knowledge, in the building design
phase of the facility life cycle.
In particular, the mechanisms were found to
enable the participation of new stakeholders in the
design processes. Due to the fragmentation of the
AEC industry it has been challenging to engage
different stakeholders in the technical building design
processes (Miettinen and Paavola, 2014). In
accordance with previous studies (Goulding et al.,
2014), the collaboration and communication between
different stakeholders in technical building design
processes were noted to impact on higher quality of
design processes as well as enhanced resource
efficiency. The identified mechanisms of CVR were
found to enable much wider participation of different
stakeholders, e.g. best experts, end-users, other
decision makers, and thus enable the more qualitative
and effective knowledge transfer.
Possibilities for enhancing knowledge transfer are
especially prominent in the technical building design
phase, as crucial and long-lasting decisions affecting
the major part of the costs of a building are made
especially in the building phase of the facility life
cycle (Bullinger et al., 2010; Goulding et al., 2014).
CVR and the fundamental mechanisms were found to
enable the acquisition of fast feedback from end users
and other stakeholders already in the very early
phases of the facility life cycle. This enabled early
identification of mistakes, thus affecting more
qualified building design and better risk management.
Regarding our third research question, how does
CVR function as a boundary object enabling
knowledge transfer between the
stakeholders building design actors, CVR was found
to meet the general criteria and be aligned with the
definition and main functions of a boundary object in
the way Star and Griesemer (1989) described it in the
literature, and CRV was seen to utilize the certain
characteristic of boundary objects; processes,
artefacts and discourses (Fominykh et al., 2016;
Wenger 2000). Our study revealed that VR models
were performing as an artefact type of boundary
objects in the way Papadonikolaki et al. (2019)
described them to contribute to collaboration and
managing the projects. The identified boundary
objects were seen to have an important role in how
CVR functions as a boundary in the technical
building design processes facilitating
communication, collaboration, and in particular
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knowledge transfer between cross-disciplinary
facility life cycle stakeholder groups.
Interestingly, the collaborative VR and related
knowledge transfer was currently carried out in
technical design through ‘hybrid VR processes’. The
hybrid processes are defined in the Result section.
The main reasons mentioned for the extent of hybrid
processes were established practices in the industry,
the limited maturity and knowhow of the usage of VR
technology in the AEC industry in general,
limitations in VR technology and software in the
companies as well as the unwillingness of some
stakeholders to utilize VR, or possibility of
experiencing cybersickness. However, the potential
and benefits of VR technology has been recognized
and there is a noticeable interest experimenting with
it. The utilization of hybrid VR processes in building
design might at least partly change in the future, the
exact direction of development being still open.
The identified fundamental collaboration-
supporting mechanisms of CVR, Adaptability, Agile
trials, High level of focus and Sense-augmented
examination of data, were found to significantly
support the functionality of the identified CVR
related boundary objects, artefacts, processes and
discourses, and hence enhance collaboration in
technical building design. This is in accordance with
previous studies (e.g. An and Powe, 2015) on how the
adaptability of VR provided focus for better
translation of expert and end user findings, improving
mutual understanding and collaboration between
various stakeholder groups.
All the fundamental mechanisms were found to be
connected closely to the identified boundary objects:
Adaptability mechanism was found to support the
flexible adaptation of the information in VR design
model (artefact boundary object) to particular use
case and expertise level of the actors in the design
process, and hence support the better
comprehensibility of the technical building designs to
be inspected. Thus, the centralized problem solving
and achievement of common meaning across
different stakeholders were supported. High level of
focus mechanism was seen to enhance the quality of
discourses (boundary object) by focusing the
attention of participants better on desired targets, and
thus also the process (boundary object) flow within
the VR model sessions was streamlined. Agile trials
mechanism was found to enable fast
experimentations in VR, even with multiple
iterations, which significantly supported the usability
of the design processes (boundary objects).
The newly identified mechanism, the Sense-
augmented examination of data, was seen to provide
totally new reality dimensions to the processes and
discourses of the CVR supported design sessions.
Provided that the related VR technologies and
software are further evolving in this respect, this was
seen to significantly transform the possibilities of VR
to better identify, acquire and utilize data in building
design processes which are not realizable in the real
world and with current design means.
5.1 Academic Contribution
The study contributes to academic research by
providing a deeper understanding of the role of CVR
as an adaptable boundary object, and how CVR
functions as boundary object. The aim of the study
was to examine what type of boundary objects
(processes, artefacts and discourses) are manifested in
CVR specifically in the technical building design
processes, while the role of boundary objects have not
been earlier, to our knowledge, been more
specifically researched and understood in
construction industry and technical building design.
To this purpose, we also explained how relevant and
beneficial CVR and related BO’s are in this context.
The study also improved the understanding of
four fundamental mechanisms of CVR, which
contribute to identified boundary objects, as well as
the better quality and resource efficiency of technical
building design processes. The findings indicate that
CVR, as characteristic to boundary objects, enhances
knowledge transfer in the technical building design
processes.
5.2 Managerial Contribution
This study contributes managerially to the practices
of building design actors, especially in the technical
building design phase. AEC stakeholders can use
these findings to acquire better quality feedback faster
from current and new stakeholders already in the very
early phases of the facility life cycle. The study helps
to understand how four fundamental mechanisms of
collaborative VR enable better collaboration and co-
creation activities in building design than current
methods used. The achieved benefits are significant.
CVR enables better quality building design outcomes
and more qualified processes with less risks, cost and
time resources in technical building design processes.
The utilization of CVR in building design processes
does not necessarily mean that all the design activities
will be implemented in the VR environment. The
hybrid model implementations provide versatile
possibilities to utilize specific aspects of virtual and
real-life collaboration modes from different actors.
Collaborative Virtual Reality as an Adaptable Boundary Object in the Design Phase of Facility Life Cycle
73
5.3 Limitations and Future Research
There are certain limitations which limit the usage
and generalizability of this study. The main limitation
is that the study was based on interviews with five
persons from three companies. A larger number of
interviews would improve the condence in the
conclusion on CVR and boundary objects. However,
this sampling strategy was deemed to be necessary to
collect relevant data on CVR as it is currently only in
limited use in pioneering companies. The
interviewees are focusing on R&D and innovation
activities in the technical building design phases of
the facility life cycle. Generalizing of the findings to
the building design as a whole cannot be directly
done. The functionality of CVR as a boundary object
can be applied to the other phases of the facility life
cycle, but cannot be evaluated in detail how, based on
this study.
Further research should be conducted in other
phases of the facility life cycle. The utilization of
collaborative VR as a boundary object will be in those
phases in a different form. The innovative approach
could be to further study CVR as a boundary object,
how it benefits new stakeholders and improves
building designs. Moreover, VR hardware and
software are evolving rapidly. There will be more
opportunities available for CVR: the usage of virtual
environments will become more popular,
competencies and readiness to utilize virtual tools
will evolve, and new collaborative characteristics and
features in collaborative VR will increase. When the
adoption has increased and generalized, further
studies will be needed on what kind of effect this will
have on the exploitability of the results.
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