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A General-Purpose Situational Simulation Environment for Construction Education
(Manuscript CO/2003/022795)
Eddy M. Rojas1 and Amlan Mukherjee2
CE Database Subject Headings: Simulation, Models, Construction Management, Engineering
Education, Computer Aided Instruction.
ABSTRACT
The traditional construction education model based on precise, well-defined problems and formal
definitions is not satisfactorily fulfilling its mission of educating the decision-makers of tomorrow. This
realization has moved several researchers to explore alternatives where problem solving is carried out in
conjunction with the environment and concepts are embedded in the context promoting learning within
the nexus of the activity. Several efforts have been undertaken to develop these environments resulting in
a variety of special-purpose situational simulations. However, special-purpose situational simulations
exhibit inherent limitations related to their application breadth, flexibility, and promotion of
collaborations. These limitations cannot be resolved within the framework of special-purpose learning
environments. A general-purpose environment is required to overcome these shortcomings and take full
advantage of the situational learning paradigm. This paper describes the conceptual framework and pilot
implementation of such an environment called the Virtual Coach.
INTRODUCTION
The introduction of authentic practice in construction education has always been challenging. McCabe et
al (2000) argue that current civil engineering coursework teaches only the theories of construction
1 Assistant Professor, Department of Construction Management. University of Washington. 116 Architecture Hall, Seattle, WA 98195-1610. E-mail: [email protected] 2 Graduate Student, Department of Civil Engineering. University of Washington. 116 Architecture Hall, Seattle, WA 98195-1610. E-mail: [email protected]
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management and that students may encounter difficulties applying these theoretical principles when
exposed to real world situations upon employment. Sawhney et al (2001) sustain that civil and
construction engineering curricula does not allow the inclusion of issues of importance to construction,
nor the participation of practitioners or hands-on experience. AbouRizk and Sawhney (1994) recognize
that traditional teaching methods are not fully capable of providing students with all the skills necessary
to solve real-world problems encountered in construction or conveying complex engineering knowledge.
If construction education does not provide students with the skills to solve “real-world” problems or to
apply theoretical concepts to practice, then one could question the effectiveness of the problems studied
or the methodologies applied.
Traditional construction education follows the Cartesian view of mind-matter dualism (Barab et. al 2001)
where the learner and the learning context are detached. Under this paradigm, concepts are presented as
fixed, well-structured, independent entities. Activities are divorced from their authentic context resulting
in fragmentation and specialization of courses and educational experiences. This fragmentation of
knowledge has been identified in the construction domain (Chinowsly and Vanegas 1996, Fruchter 1997)
and is partially responsible for the polarization of learner and learning context. Decontextualized
knowledge is intrinsically frail as demonstrated by students that are capable of recalling information on a
test, but unable to apply the very same concepts in authentic practice even when the situation clearly
merits such an action (Brown et al 1989). Another example of this fragility can be observed in school
when students neither retain nor are able to utilize knowledge allegedly acquired in previous courses
(Bertz and Baker 1996). These problems, of course, are not exclusive to construction education, but
shared by most higher education models.
Separating the learner from the learning context can cause the knowledge itself to become inert and
irrelevant due to the elimination of the natural complexity of content, the oversimplification of relations,
and the absence of authentic problem solving and inquiry; creating the ancillary effects of stifling
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creativity and diminishing enthusiasm (Barab et. al 2001). Case studies and construction site visits have
been used by construction faculty as a means to generate usable and robust knowledge with partial
success. However, case studies can give the impression that there are easy-to-find and universally
correct responses due to the necessary simplifications (Pennell et al 1997) and site visits of large groups
to construction sites may not be welcome, involve risk, and be unpractical (Echeverry 1996).
The traditional construction education model based on precise, well-defined problems and formal
definitions is not satisfactorily fulfilling its mission of educating the decision-makers of tomorrow. This
realization has moved several researchers to explore alternatives where problem solving is carried out in
conjunction with the environment and concepts are embedded in the context promoting learning within
the nexus of the activity. These efforts have led to the generation of gaming and simulation environments
such as Superbid (AbouRizk 1993), STRATEGY (McCabe et al 2000), and VIRCON (Jaafari et al 2001).
These systems constitute a natural evolution from earlier efforts such as CONSTRUCTO (Halpin 1970)
and AROUSAL (Ndekugri and Lansley 1992). These special-purpose situational simulations represent
the first step toward the implementation of a participatory, contextually rich paradigm in construction
education. Special-purpose simulations, however, present several limitations including reduced
application breadth due to its restricted scope, reduced flexibility due to lack of programmability, and the
inability to promote creation of new simulations and collaboration among developers. This paper
introduces a model for a general-purpose situational simulation environment in construction education to
overcome these limitations.
RELEVANCE: THE NEED FOR A GENERAL-PURPOSE ENVIRONMENT
Situational learning can be defined as the constructivist pedagogical approach where learners build
understanding through rich environments that encourage explanation and discovery and where teachers
change their role from telling students correct answers to guiding their actions in activities that embody
personally meaningful and practically functional representations (Barab et. al 2001). In situational
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learning environments knowledge is intrinsically linked to its context encouraging rich conceptual
understanding through the examination of apparent paradoxes and unfathomable relations. This paradigm
is in clear antagonism to archetypal school activity and may even represent an anathema for those
accustomed to the didactic, lecture-based models. However, the utilization of active learning approaches
has been recognized as a fundamental strategy to restructuring engineering education (NSF 1995) as
students learn more effectively and permanently when they can actively participate in the learning process
(Chi et al 1989).
Situational simulations can be either special-purpose or general-purpose in nature. However, special-
purpose situational simulations exhibit inherent limitations related to their application breadth, flexibility,
and promotion of collaborations. These limitations cannot be resolved within the framework of special-
purpose learning environments. A general-purpose environment is required to overcome these
shortcomings and take full advantage of the situational learning paradigm. In terms of application
breadth, special-purpose situational simulations target a narrow domain. This domain is usually
circumscribed by selected case projects and scenarios. In other words, the systems based on this model
cannot be easily expanded without re-engineering their computational engines. The situations
experienced by the learners are also confined to the scenarios that have been pre-programmed within the
tool. General-purpose situational simulations, on the other hand, target a very broad domain and can be
used to model almost any kind of situation. There is no need to modify their basic computational engines
to expand their applicability.
Regarding flexibility, special-purpose situational simulations are limited by the mathematical construct or
formalism used because of their lack of programmability. A general-purpose situational simulation, in
contrast, allows modelers to define their own formulations without any limitations other than the variables
supported by the overall model.
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General-purpose situational simulations can promote collaborations in a synergistic manner not possible
through special-purpose situational simulations. General-purpose models can facilitate partnering among
institutions of higher education and between the academic community and the industry to leverage
resources and expertise in order to generate a richer educational environment for the learner. Educational
programs at different institutions of higher education exhibit different competencies. Sharing these
complementary competencies through simulation exercises can broaden the learner’s horizons.
Finally, a general-purpose situational simulation model can serve as a rich environment for the
development of a variety of research efforts. Because of its flexibility and broad application scope, a
general-purpose situational simulation paradigm can be used as a laboratory environment to perform
experiments and test hypothesis.
A GENERAL-PURPOSE SITUATIONAL SIMULATION ENVIRONMENT
FOR THE CONSTRUCTION DOMAIN
In order to explain the inner-workings of a general-purpose situational simulation environment for the
construction domain is necessary to first explore what such an environment means from the viewpoint of
participants and developers, to later define its conceptual foundation. For the purpose of this paper,
participants refer to the individuals who experience the simulated environment (regardless of their level of
expertise), while developers refer to those who design and build the environments.
Participant Viewpoint:
Participants in a general-purpose situational simulation environment of a construction management
process perform three basic activities: project awareness, project monitoring, and project management
(Fig. 1). Project awareness is a time unlimited task where participants familiarize themselves with the
project to be managed. They accomplish this by reviewing information from four different perspectives:
motivation, design, schedule, and budget. Some examples of the kind of specific information that each
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one of these perspectives offers are illustrated in Fig. 1. The motivation perspective relates to the owner’s
reasons for pursuing the project. The design perspective conveys the specific details of the project. The
schedule perspective presents timing issues. Finally, the budget perspective familiarizes participants with
cost-related items in the project.
Project monitoring begins as soon as the participant initiates the construction phase of the project. From
this point forward the project advances in equal time intervals and information is provided about the
project’s performance at the end of every time interval. Pertinent data is compared to the expected values
found in the original plans as shown in Fig. 1. Typical project monitoring metrics such as the schedule
performance index, the cost performance index, and the productivity index among others, are presented to
the participant for analysis.
Project management is concomitant to project monitoring. In the absence of a situation (event),
participants have two choices: action or inaction. Inaction from the participant allows the simulation to
continue uninterruptedly. However, if the participant decides that there is an opportunity to improve the
performance of the process, then the simulation is paused in order to provide time to perform those
actions. When a situation arises, a participant is given information about its nature and severity and the
simulation pauses for a specified period of time to allow reaction to such a situation and minimize its
adverse consequences.
Finally, the new cycle section in Fig. 1 represents the iterative nature of the simulation as the clock
advances from one time interval to the next. Project monitoring and management continue throughout all
cycles in the simulation. The simulation ends when all activities in the project are finalized.
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Developer Viewpoint:
Developers in a general-purpose situational simulation environment of a construction management
process perform four basic activities: project definition, situational design, situational definition, and
feedback cycle definition (Fig. 2). Project definition involves the selection of the project to be simulated
as well as the development of the information that participants will require during the awareness phase.
Situational design is at the core of a general-purpose situational simulation environment. Flexibility in
the design of situations is what makes the environment to be general rather than specific. Developers
must make decisions regarding scenarios, actions, and linkages. The scenario is the description of the
situation in its proper context, which requires a narrative and a countdown and may also benefit from
multimedia information. The narrative and multimedia add-ons explain the nature and severity of the
problem, while the countdown determines the time that a participant has to analyze the problem and react
to it. Actions determine the consequences of the situation on model variables, constraints, and
dependencies. These concepts are explained later in this paper. Suffice to say that actions translate the
fuzzy nature of a situation into specific effects on the project. For example, a situation such as a winter
storm may have as actions a 50% reduction of productivity for outdoor activities and a three-day delay in
material deliveries. Therefore, developers must establish cause and effect relationships between events
and actions. The model does not dictate these relationships in order to offer the greatest flexibility.
Developers can base these relationships on theories, empirical data, inventive heuristics, or expert advice
among other methods. The linkages relate to the kind of situation that the developer is creating:
dependent or independent. Dependent situations are directly linked to a specific activity, while
independent situations are not linked to any activity in particular. For example, problems related to the
concrete pouring of a foundation wall are clearly restricted to that activity. On the other hand, a labor
strike is likely to affect all activities. As illustrated in Fig. 2, developers can contribute their independent
situations to a situational library.
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Situational definition is the process of selecting the situations that will affect a particular simulation.
These situations can come from both the situational design phase or from the situational library created by
the community of developers. During the situational definition phase, developers also specify the
relations among situations regarding their potential juxtaposition to maintain logical integrity. For
example, the situations described previously regarding a winter storm and problems with the pouring of a
foundation wall may not be temporally compatible as it may be illogic to have a problem arising from the
pouring of concrete when concrete cannot be poured at all due to poor weather conditions.
Developers also need to specify the feedback cycle. The feedback cycle is defined as the timeliness of
information given to participants. A simulation may offer real-time data or delayed data or a combination
of both. Defining the feedback cycle also includes the decision regarding what information is available
to the participant.
Conceptual Foundation:
The analysis of the viewpoints of participants and developers served as the basis for the conceptualization
of a general-purpose situational simulation environment (Fig. 3). This conceptualization includes three
interrelated models: the process model, the product model, and the information model.
The objective of the process model is to represent the construction process through a formal set of
entities. The process model is defined by constraints, dependencies, attributes, and events. Constraints
are limitations to the process given by nomological, definitional, or constitutive principles. Nomological
constraints are non-negotiable limitations that must be satisfied because they are dictated by natural law.
Two instances are space and time. For example, in the process model, two materials cannot occupy the
same space at the same time nor the total amount of materials stored at the site can exceed the available
space. Definitional constraints are limitations imposed by mathematical relationships. Two instances are
the polynomial order of the equations and the deterministic/stochastic nature of the variables. Finally,
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constitutive constraints are limitations imposed on the process model by choice. Two instances are
productivity and materials. Productivity is represented in the process model as dollars per unit of time,
rather than squared feet, cubic yard, or any other production metrics per unit of time. This limitation is
imposed to provide a single unit to measure the variable and thus facilitate the application of events that
impact the productivity of a variety of activities. Materials, is another variable for which a limitation is
specified. The number of different materials in a typical construction project could run into the
thousands. In order to reduce the data storage requirements of the process models, materials are classified
into two categories: driving and non-driving. An activity-based material tracking system for driving
materials is supported in the process model. Driving materials are defined as the biggest cost drivers in
an activity. This self-imposed limitation on the process model significantly reduces the number of
materials to be tracked, as it is often the case that only a handful of materials comprise most of the
material costs of an activity even if several dozens are required. Non-driving materials are bundled into
one variable and are immune to changes in prices.
Dependencies are relationships among variables given by technical, financial, and resource enslavements.
Technical dependencies are given by the construction schedule and represent the hard and soft logic
sequencing of a project. Financial dependencies are dictated by the cost relationships among variables.
For example, indirect costs are dependent on the duration of a project and the supply chain structure
implemented. Resource dependencies are determined by the relationships among the different variables
and resources such as materials, labor, and equipment. As an illustration, the rate of consumption of
resources by an activity is related to its scheduled duration. If the activity duration is to be compressed,
the rate of resource consumption increases.
Attributes are the specific characteristics that identify a variable. For example, a material may have
attributes such as quantity, cost, procurement date, equipment required, and parent trade among others.
Labor may have attributes such as crew size, wages, benefits, mark-ups, category, and efficiency.
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Events are particular occurrences of situations. For example, an event could consist of the receipt of a test
report from a concrete pour of several columns, in which the experimental results from a 3-day
compression test are 25% below the expected strength. The participant, as decision-maker, can disregard
the results, order new tests, wait for the 7-day compression tests, demolish and re-construct the columns,
and so on. The specific action taken by the participant, as well as its cost, calculated through
dependencies and constraints, determines the impact the decision has on the original schedule, and other
relevant factors.
The product model is a representation of the physical facility and is defined by its scope, granularity, and
interactivity. The scope relates to the percentage of the actual facility that needs to be represented by the
product model. This decision is dependent on the information and process models needs. For example,
some situational simulations may focus only on a few activities rather than on an entire project. When
this is the case, there is no need to model the entire physical facility, as a model of the physical structure
associated with the preceding activities and those required by the simulation exercise should suffice. In
addition, the scope of the product model can also be limited by proper restriction of the interactivity of the
model. There is no need to model those aspects of the physical structure that are not going to be
experienced by the participant. In essence, the same principles that apply to the design of movie sets, also
apply to the definition of the product model: build/model only those items that the viewer/participant is
going to be exposed to.
Granularity is related to the level of detail on the model of the physical facility. The granularity of a
product model is intrinsically associated to the project schedule in order to support 4D visualizations of
the process. However, granularity is also linked to the situations as different scenarios may require
different levels of detail in the product model. For example, a situational simulation developed to expose
participants to the 1981 Kansas City’s Hyatt Regency Hotel disaster (Sweet 1999) should include fully
developed details of the steel connections for the second and fourth floor walkways according to both the
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original design and the proposed modification. This level of detail would be of the essence for the
success of such a simulation. However, if a similar facility is modeled for a simulation without events
related to the steel connections, then the product model does not have to provide such level of detail and
details about the connections of steel members could be omitted all together from the model.
Finally, interactivity relates to the ability of the model to be customized to better serve the participant.
The interactivity of the product model is correlated to the scope and the level of granularity required. The
technology selected to present the product model to the participant is also a limiting factor of the degree
of interactivity. For example, immerse virtual reality models are more interactive than non-immerse ones,
and these in turn are more interactive than non-virtual reality models.
The information model is made up of the context, the situational scenarios, and the execution plan. The
context provides the participant with information related to the construction project including scope
definition and business plan or project motivation. It also provides data about the site in which the project
will be erected including information such as local availability of resources (labor, materials, equipment),
and local regulations. This context information offers the participant a general understanding of the
project goals and restraints.
Situational scenarios provide the participant with specific information about managerial, technical, and
external events. An important factor that differentiates situational simulations from games is reality of
function. Reality of function occurs when participants accept their roles and fulfill their responsibilities
seriously and to the best of their ability. In order to accomplish this, a situational simulation must provide
sufficient information so that participants can behave in a professional manner. The objective of the
scenarios is to convey the magnitude, severity, and timeless of the problem or opportunity as well as all
the relevant facts to encourage an analytical rather than a heuristic response.
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Finally, the execution plan introduces participants to the original resource-loaded schedule, cost estimate,
site layout, and supply chain arrangements. Participants are free to deviate from the original plan while
managing the simulated construction process if they believe that the process can be improved. However,
the original plan serves as a benchmark to evaluate the appropriateness of their decisions. Deviations
from the original plan can also occur when events happen and participants are expected to adjust the
different parameters under their control to go back to the original or the improved plan.
IMPLEMENTING THE ENVIRONMENT: THE VIRTUAL COACH
We have argued that programmability is one of the advantages of a general-purpose situational simulation
environment. However, when examining the developer viewpoint we did not mention anything regarding
the ability of developers to change the underlined relationships in the environment such as the formalism
used to determine remaining duration of activities. This omission was intentional, as we want to maintain
the conceptualization and implementation of the environment as two independent constructs. Every time
that we use the word “simulation,” a picture of a computer system develops in our minds. However,
simulation is not a synonymous of computing as simulated environment can be created without using
computers. The activities, models, and relationships depicted in Figs. 1, 2, and 3 can be performed and
implemented without using a computer system to maintain the script and represent, therefore, the
conceptual foundation on top of which different computing systems can be developed to automate the
environment.
The Virtual Coach is an example of such a computer system developed by the writers. It represents the
migration from the conceptual modeling to the implementation of a general-purpose situational simulation
environment.
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The Simulation Engines
The Virtual Coach is a web-based system made up of three computational engines: the emulation engine,
the visualization engine, and the development engine. The emulation engine is responsible for
performing all mathematical calculations and storing data. The visualization engine is in charge of
reading data and presenting it to the participant in a visual format. The development engine is responsible
for providing a developer environment to facilitate the creation of situational simulations to be run on the
Virtual Coach.
The Emulation Engine
The Emulation Engine is the core of the Virtual Coach and it is based on a theoretical abstraction of the
construction process which provides the blue print for implementation. In the Emulation Engine, the
activity network diagram is stored as a directed graph, in which vertexes represent activities and edges
represent constraints. The direction of the graph provides the precedence order of the activities. Activities
connected by edges are constrained by finish-to-start, start-to-finish, finish-to-finish and start-to-start
relationships. Constraints are also defined by resource requirements. Successful completion of activities
depends on the availability of specific quantities of labor, equipment and materials. In the absence of the
necessary resources, activities cannot be successfully completed. Resource constraints and precedence
constraints are activity and project specific and provided to the participant.
In simulating a construction project, the Emulation Engine requires access to all the project specific
resource and precedence constraints. This information is stored in the “As-Planned” database. The
schema defining the database (Rojas and Mukherjee 2002) stores material, labor and equipment
information for unique time-activity elements. A time-activity element is defined as the section of any
activity across the smallest unit of time represented in the simulation. The smallest unit of time
represented is usually a day. Hence, the database stores information about the material, labor and
equipment requirements of activities over each day during the duration of an activity. The information is
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stored in a relational database, which is dynamically queried during the simulation to access activity
specific resource requirements that create the corresponding resource constraints. Precedence constraints
are also stored in the “As-Planned” database. This information is completely shipped from the database to
the visualization engine before the simulation starts and is available to participants during the project
awareness phase.
During the simulated construction process, precedence and resource constraints may be violated by
various events, which can occur in the construction environment. Events are causal in nature and relate to
the construction environment. They directly result in disturbing or violating precedence or resource
constraints. For instance, a day of bad weather could create delays in all outdoor activities. The link
between the bad weather event and the delay is causal, while the result of the delay has cascading effects
on the whole activity network further delaying future activities bound by precedence constraints.
Similarly, there is a direct causal link between the delivery of a material being delayed and the
unavailability of the material for the specific activity, which in turn translates to a resource constraint
violation. The causal links between the effects of events and their occurrences, and the conditions, which
lead to their occurrences, have been formally described using the syntax of First Order Logic and formal
axiomatic semantics (Russell and Norvig 2002), which can be used to represent and logically reason
about events and constraint violations in the simulation environment. Knowledge, defining a range of
events that may occur in the environment is axiomatically represented in a knowledge base, which is
queried as the simulation proceeds. The reasoning mechanism is part of the process model.
Information in the simulation environment is represented by a set of variables, each of which takes up
different attributes of the aspects of the environments they describe. The situational simulation
environment is a temporally dynamic environment and all changes in the environment are reflected by
changes in the values of the variables. The variables can be classified into global variables, which
specifically define the environment; and activity specific variables, which describe precedence
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relationships, related to the activity, accumulated delays, available float, and the resource availabilities
pertinent to specific activities as the project progresses. The values of activity specific variables are
affected by constraint violations and participant intervention through re-allocation and/or redefinition of
resources. As the simulation proceeds, activity specific variables in the simulation tend to become
different from activity specific variables in the “As-Planned” database. The differences reflect events that
occurred in the environment and possible corrective measures that were taken by the participant to satisfy
violated constraints.
From the point of view of the mathematical model (Rojas and Mukherjee 2003a), which is a constituent
of the conceptual process model, the activity specific variables are the independent variables. The
mathematical model is a set of functions, which maps independent variables to dependent variables such
as direct and indirect cost, production rates, percentage completion of work and projected remaining
activity durations at any point of time during the project. During the simulation of the project, there will
always be two kinds of dependent variables that can be calculated. The first set is calculated from the
static “As-Planned” data and reflects how the project should have been ideally implemented in terms of
cost and time. The second set is calculated from the dynamic activity specific simulation variables, which
register the “As-Built” information. The differences between the two sets of dependent variables
calculated during the progress of the project, provides participants with indicators of their success during
project implementation.
The construction management process can be divided into two different phases. The first phase can be
modeled as a planning and constraint satisfaction problem, during which the most optimal plan, in terms
of time and cost, is developed, keeping in mind defined project specific precedence and resource
constraints. The solution to this problem results in the “As-Planned” program. The second phase is project
implementation during which the construction manager has to deal with events and respond to constraint
violations by taking corrective measures. The current implementation of the Virtual Coach simulates the
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second phase assuming awareness of the first phase. The emphasis is on simulating the construction
environment and the generation of events during the implementation phase while referring to the “As-
Planned” schedule stored in the information model. Based on information derived from the knowledge
base, the Emulation Engine simulates events, which result in constraint violations. The constraint
violations translate to situational scenarios. Participant skills are tested by how well they can take
corrective measures to satisfy violated constraints.
The Visualization Engine
The Emulation Engine describes a logical and mathematical abstraction of the construction environment,
which is used to create the simulation. However, the simulation environment remains incomplete without
a virtual rendition of the reality that is being simulated. This calls for an interface to allow the participant
to seamlessly interact with the environment. Participation in the environment translates to participants
having limited access to control and alter variables, which describe the simulation environment.
Participant decisions are enacted through their control of specific variables. The phrase “limited access”
has been used, because, as with reality, participants cannot control every aspect of the environment. For
instance, the weather is beyond human control. However, participants can reallocate resources or procure
alternate resources. The simulation provides them access only to activity specific variables, which
describe resource availability. For participants to be able to make informed decisions, it is very important
that they have access to information about the environment. This information includes an awareness of
the environment as well as an indicator to their performance in implementing the project. While values of
global and activity specific variables provide information about the former, a comparison of dependent
variables calculated from static “As-Planned” data and dynamic “As-Built” data provides feedback on the
later. The interface is the medium, which provides this information to the participant.
The best way to present information concisely and precisely is to present it in visual format. The function
of the Visualization Engine is to visualize information pertinent to the environment. Information in the
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environment has been appropriately classified based on information semantics specific to the simulation
environment (Rojas and Mukherjee 2003b). Each information module is mapped onto appropriate visual
modules like graphs, images, media files, AutoCAD drawings and 3D models. The Visualization Engine
receives consistent information and depending on the nature of the information, calls upon the
corresponding visualization mechanism. The development of the Visualization Engine allows a
decoupling between the visualization mechanism and the project being simulated. The mechanism is
scalable and reusable for visualizing simulation information, independent of the simulated construction
project, as long as the information is defined within the semantics of the simulation.
The Development Engine
The philosophy behind developing a general-purpose simulation is to allow developers to “program” the
environment conveniently and create situational simulations relevant to their area of expertise without
having to deal with the details of the system. The Emulation Engine and the Visualization Engine are built
on abstractions, which provide a framework for a general purpose simulation, while the Development
Engine provides an interface that assists developers to design situational simulations that suit their
purposes. Through the Development Engine the developer inputs the “As-Planned” database, the
knowledge base and the media and design files relevant to the simulated environment.
The Distributed Architecture
The Virtual Coach is implemented over a client-server architecture. The web-based implementation of the
Virtual Coach justifies the distributed architecture. There is a centrally located server, which hosts the
components of the information model; the “As-Planned” database and the knowledge base. Participants
can be located at different points on the web. They are required to install the Emulation and Visualization
engines at their locations and set-up a master-slave relationship with the server. The Emulation Engine
does all the logical and mathematical processing, which effectively runs the simulation. This allows
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transferring the processing load of the simulation from the central server to the clients. Multiple clients
can access the server and run the simulation from their own locations.
Information regarding the simulation is accessed by the client from the server. The query processing
technique used by the client is a hybrid one. While activity precedence information is shipped entirely at
the beginning of the simulation, activity resource requirements are queried dynamically from time to time
during the progress of the simulation. This calls for maintaining logical and temporal consistency of
queried data that is being applied to the simulation. Maintaining logical consistency of queried
information with respect to simulation and server time across multiple locations has been discussed in
detail in Rojas and Mukherjee (2003c).
BUILDING THE SYSTEM
The Virtual Coach has been implemented in Sun Java because of its inter-operability and sophisticated
object oriented scheme. Java’s ability to implement interfaces and extend classes provides great
flexibility in developing and implementing an extensible framework. Two Open Source Java packages
were also used to build the system. One archive provided various data structures like maps, vectors,
directed graphs and allowed simple manipulations and searches within such structures (such as a simple
depth first search in a directed acyclic graph). The other archive was used to plot and update graphs of
data being generated during the simulation process. Slight changes in the code had to be made to suit out
specific needs.
The current version of the system is very limited in its implementation and serves the purpose of being a
pilot. The simulation environment takes into account limited variables and a limited number of events.
Also, the participant interactivity is limited to resource allocation and purchasing/hiring new resources.
Future versions will strive to add more environment variables and represent the environment in greater
detail. Future collaboration with the industry will enhance the encoding of realistic scenarios and events
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within the existing framework. The current implementation simply validates the framework and provides
a platform to do preliminary studies pertaining to how students react to such a system. Future versions
will also develop a significantly more sophisticated user interface. The current interface only provides the
basic elements required to run the simulation. Future information visualization will involve multimedia
contextual information, 4D graphics of the project site (time and space) and also allow the participant to
dynamically schedule the simulated project. Despite its current limitation, the pilot includes more then
7,000 lines of code. This Open Source software can be obtained by contacting the authors.
The pilot has a client-server relationship with a PostgreSQL database that contains information about the
project that is being simulated. The Emulation Engine reads the “As-Planned” cost and schedule
information and the various event parameters (event densities, event probabilities, event durations, etc.)
from the database server during the pre-simulation phase. This information provides the user with a basic
understanding of the project before the simulation starts (Fig.4). As the simulation proceeds, the
Emulation Engine documents all user decisions (what decisions they take within the environment) and
user interactions (time stamped record of mouse clicks) within the system. This information also gets
written to the database server as the simulation proceeds and can be used later for data mining purposes.
The pilot runs two main parallel threads. The main thread runs the Emulation Engine and steps the
simulation through each day/week of the simulation and carries out all the relevant calculations and
logical inferences about the simulated project. The second thread runs the Visualization Engine. The two
threads are dependent on each other. Information processed in the main thread dispatches a message to
the visualization thread triggering it to update its information panels. Once the information panels have
been updated and the user has completed input, the visualization thread passes back control to the main
thread, which then proceeds to update the environment to reflect the user’s decisions.
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The main thread maintains temporal and logical consistency of variables in the simulation and keeps it
updated to accurately reflect user interactions. The entire simulation environment is coded in terms of
discrete and continuous variables, which define specific aspects of the environment. An example of a
discrete variable is weather, which can take discrete values of “Sunny”, “Snowy” and “Rainy”. Cost and
productivity variables are represented as continuous variables and can take up values from the set of real
numbers. The main thread infers possible future events based on the current situation within the
simulation environment (Mukherjee and Rojas 2003) and then generates the probabilities of such events
occurring based on previous occurrences and other conditional dependencies. The inferred events are
scheduled and future values of the environment variables are updated to reflect the effects of current
events. The main thread also calculates the remaining duration of and work remaining on each activity in
the simulated project at the end of each day/week. It also updates project records of direct and indirect
costs of the simulated project. This information is periodically passed onto the visualization thread, which
in turn updates the visual interface. Finally, the main thread writes time stamped information to the
database for future data mining purposes.
Appropriate information visualization and user interactivity are critical to the success of the Emulation
Engine. Figs. 4, 5, 6 and 7 provide screenshots of the pilot deployment of the system. Fig. 4 shows the
pre-simulation briefing screen, which informs the participant of the particulars of the simulation
environment immediately before the simulation starts off. Fig. 5 shows the resource allocation screen,
which informs the participant of the total available resources in the environment and the total resource
requirements specific to each ongoing activity in the simulation. Each activity panel also has a graph
showing the “As-Planned” versus the “As-Built” rate of work completion. The participant is allowed to
assign more or less than the planned requirements depending on availability to accelerate or decelerate the
project. In the absence of the necessary resources, the participant is also allowed to hire more labor and
purchase more material at a premium price (Fig. 6). Finally, Fig. 7 illustrates the daily progress report.
Participants can view the current state of progress and compare it to the “As-Planned” schedule. They can
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also keep track of direct costs, indirect costs and space requirements by following the graphics at the
lower left hand corner of the screen. The lower right hand corner of the screen allows participants to
monitor the values of discrete and continuous environment variables.
CONCLUSIONS
This paper has introduced the conceptual framework and initial pilot implementation of a general-purpose
situational simulation environment for construction education. The emphasis has been on its Emulation
Engine. Future research will focus on the refining of the Visualization Engine and the development of the
Development Engine. Furthermore, the situational simulation environment described in this paper is
circumscribed to the construction phase of a project and a project manager who is managing all activities.
This environment, however, could be expanded in the future both horizontally and vertically to
encompass a broader scope.
Downstream vertical expansion could be accomplished by giving control of subset of activities to other
participants who can play the role of subcontractors in a project. Upstream vertical expansion could be
accomplished by collecting information from several projects and providing that information to a
participant or group of participants to act as the CEO or Board of Directors of a construction company
with the authority to coordinate decisions with the different project managers. Front-end horizontal
expansion could be implemented by relinquishing some of the activities that developers perform in the
project definition phase (Fig. 2) to the participant. This would allow the participant to perform project
planning activities in addition to project management activities. Back-end horizontal expansion could be
achieved by running concatenated simulations. In other words, running a situational simulation inside
another situational simulation would allow for the simulation of facility management activities.
Finally, general-purpose situational simulations are tools that construction educators may use to convey,
in a dynamic manner, the complex relationships and trade-offs present in most construction projects.
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They may be a welcome addition to the engineering educator’s toolkit and serve their purpose alongside
other complementary pedagogical approaches.
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List of Figures:
Fig.1: Participant Viewpoint
Fig.2: Developer Viewpoint
Fig.3: Conceptual Foundation
Fig.4: Pre-Simulation Briefing Screen
Fig.5: Resource Allocation Screen
Fig.6: Material Purchase Screen
Fig.7: Day Ending Report
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NEW CYCLE
PAUSE
PAUSE
PROJECTMANAGEMENT
4DCAD
CPM
Gantt
PROJECTAWARNESS
DirectCosts Cash
Flow
Contin-gency
IndirectCosts
Values
Goals
Mission
Team
Budget Sched
ule
DesignMoti
vatio
n
Civil
Arch.
3DCAD
Anima-tions Opportunity
Situation
Inaction
Action
Reaction
PROJECTMONITORING
Comparison(Actual vs Planned)
Cost
Time
4D CAD
Market
Weather
Resources7 56
121110
8 4
21
9 3
27
PROJECT DEFINITION SITUATIONAL DESIGN
2D CAD Model
Schedule
Linkage
Scenario
ActionsActivity-basedBudget
Motivation
Market Data
Activity-based3D CAD Model
Cash Flow Animations
Narrative
Multimedia
Countdown
Variables
Constraints
Dependencies
Independent
Dependent
SITUATIONALLIBRARY
SITUATIONALDEFINITION
FEEDBACKCYCLE
DEFINITION
28
VisualizationMechanism
Constraints
Nomological
Definitional
Constitutive
Scope
ContextManagerial
Technical
External
SituationalScenarios
Process Model
Information Model
Product Model
Execution Plan
Cost Estimate ScheduleSupply ChainSite Layout
Attributes
Granularity
Interactivity
Dependencies
Technical
Financial
Resource
Events
Space
Productivity
Time
Materials
Polynomial OrderDeterministic/Stochastic
MarketsNature
PARTICIPANT
ProductFeedback
ProcessFeedback
29
30
31
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