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Different analytical approaches exist to describe the structural substance or wear reserve of sewer systems. The aim is to convert engineering assessments of often complex defect patterns into computational algorithms and determine a substance class for a sewer section or manhole. This analytically determined information is essential for strategic rehabilitation planning processes up to network level, as it corresponds to the most appropriate rehabilitation type and can thus provide decision-making support. Current calculation methods differ clearly from each other in parts, so that substance classes determined by the different approaches are only partially comparable with each other. The objective of the German R&D cooperation project ‘SubKanS’ is to develop a methodology for classifying the specific defect patterns resulting from the interaction of all the individual defects, and their severities and locations. The methodology takes into account the structural substance of sewer sections and manholes, based on real data and theoretical considerations analogous to the condition classification of individual defects. The result is a catalogue of defect patterns and characteristics, as well as associated structural substance classifications of sewer systems (substance classes). The methodology for sewer system substance classification is developed so that the classification of individual defects can be transferred into a substance class of the sewer section or manhole, eventually taking into account further information (e.g. pipe material, nominal diameter, etc.). The result is a validated methodology for automated sewer system substance classification.
Future evolution of risk management for structures : Advancement for the future IEC 62305-2 Ed3
(2011)
A Gamified Information System (GIS) implements game concepts and elements, such as affordances and game design principles to motivate people. Based on the idea to develop a GIS to increase the motivation of software developers to perform software quality tasks, the research work at hand aims at investigating relevant requirements from that target group. Therefore, 14 interviews with software development experts are conducted and analyzed. According to the results, software developers prefer the affordances points, narrative storytelling in a multiplayer and a round-based setting. Furthermore, six design principles for the development of a GIS are derived.
Virtual Reality (VR) offers novel possibilities for remote training regardless of the availability of the actual equipment, the presence of specialists, and the training locations. Research shows that training environments that adapt to users' preferences and performance can promote more effective learning. However, the observed results can hardly be traced back to specific adaptive measures but the whole new training approach. This study analyzes the effects of a combined point and leveling VR-based gamification system on assembly training targeting specific training outcomes and users' motivations. The Gamified-VR-Group with 26 subjects received the gamified training, and the Non-Gamified-VR-Group with 27 subjects received the alternative without gamified elements. Both groups conducted their VR training at least three times before assembling the actual structure. The study found that a level system that gradually increases the difficulty and error probability in VR can significantly lower real-world error rates, self-corrections, and support usages. According to our study, a high error occurrence at the highest training level reduced the Gamified-VR-Group's feeling of competence compared to the Non-Gamified-VR-Group, but at the same time also led to lower error probabilities in real-life. It is concluded that a level system with a variable task difficulty should be combined with carefully balanced positive and negative feedback messages. This way, better learning results, and an improved self-evaluation can be achieved while not causing significant impacts on the participants' feeling of competence.