Improving Data-Sensing Technology Training in Construction through Immersive Embodied Interaction

Abstract The construction industry increasingly relies on data-sensing technologies, such as drones and quadrupedal robots, for inspection, safety management, and decision-making, but effective training lags due to cost, limited expertise, and a lack of immersive, hands-on practice. Immersive embodied interaction (IEI) can increase effective training by coupling bodily movement to virtual actions, but its application in construction is underexplored. Grounded in embodied cognition theory, this study proposes a process for integrating IEI into data-sensing training and experimentally compared enhanced IEI with traditional virtual reality (VR). A total of 41 participants were assigned to 2 conditions: (1) enhanced embodied interaction using a programmed game controller, and (2) traditional VR interaction using standard controllers. Participants completed two VR-based construction tasks simulating real jobsites: a drone inspection and a quadrupedal robodog operation. Outcomes included task completion time, collision frequency, collision and recovery duration, and subjective ratings. Relative to traditional VR, enhanced IEI reduced completion time by 30% in the drone task ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p equals 0.036" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>=</mml:mo> <mml:mn>0.036</mml:mn> </mml:math> ) and 37% in the robodog task ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p less than 0.001" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>&lt;</mml:mo> <mml:mn>0.001</mml:mn> </mml:math> ). In the drone task, collision frequency increased, but collision duration was significantly shorter ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p equals 0.004" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>=</mml:mo> <mml:mn>0.004</mml:mn> </mml:math> ), indicating faster recovery. In the robodog task, collision frequency was statistically unchanged ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p equals 0.056" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>=</mml:mo> <mml:mn>0.056</mml:mn> </mml:math> ), and recovery time decreased. Participants reported a higher sense of accomplishment with IEI. These findings suggest that IEI can improve the efficiency and intuitiveness of VR-based training for data-sensing technologies in construction, with potential benefits for learning, skill acquisition, and safety-related behaviors. The study advances knowledge by providing a framework for enhancing data-sensing education in the construction industry.

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Publication Details

Journal
Journal of Civil Engineering Education
Published
2026-07-24
DOI
https://doi.org/10.1061/jceecd.eieng-2307
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Improving Data-Sensing Technology Training in Construction through Immersive Embodied Interaction

Karen Rambo‐Hernandez, Yewande S. Abraham, Sharjeel Anjum, Seoyoung Cheon et al.
Journal of Civil Engineering Education
Virtual Reality Applications and Impacts
article

Improving Data-Sensing Technology Training in Construction through Immersive Embodied Interaction

Karen Rambo‐Hernandez, Yewande S. Abraham, Sharjeel Anjum, Seoyoung Cheon, Chukwuma Nnaji, Abiola Akanmu
article en

Abstract

Abstract The construction industry increasingly relies on data-sensing technologies, such as drones and quadrupedal robots, for inspection, safety management, and decision-making, but effective training lags due to cost, limited expertise, and a lack of immersive, hands-on practice. Immersive embodied interaction (IEI) can increase effective training by coupling bodily movement to virtual actions, but its application in construction is underexplored. Grounded in embodied cognition theory, this study proposes a process for integrating IEI into data-sensing training and experimentally compared enhanced IEI with traditional virtual reality (VR). A total of 41 participants were assigned to 2 conditions: (1) enhanced embodied interaction using a programmed game controller, and (2) traditional VR interaction using standard controllers. Participants completed two VR-based construction tasks simulating real jobsites: a drone inspection and a quadrupedal robodog operation. Outcomes included task completion time, collision frequency, collision and recovery duration, and subjective ratings. Relative to traditional VR, enhanced IEI reduced completion time by 30% in the drone task ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p equals 0.036" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>=</mml:mo> <mml:mn>0.036</mml:mn> </mml:math> ) and 37% in the robodog task ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p less than 0.001" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>&lt;</mml:mo> <mml:mn>0.001</mml:mn> </mml:math> ). In the drone task, collision frequency increased, but collision duration was significantly shorter ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p equals 0.004" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>=</mml:mo> <mml:mn>0.004</mml:mn> </mml:math> ), indicating faster recovery. In the robodog task, collision frequency was statistically unchanged ( <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" alttext="p equals 0.056" display="inline" overflow="scroll"> <mml:mi>p</mml:mi> <mml:mo>=</mml:mo> <mml:mn>0.056</mml:mn> </mml:math> ), and recovery time decreased. Participants reported a higher sense of accomplishment with IEI. These findings suggest that IEI can improve the efficiency and intuitiveness of VR-based training for data-sensing technologies in construction, with potential benefits for learning, skill acquisition, and safety-related behaviors. The study advances knowledge by providing a framework for enhancing data-sensing education in the construction industry.

Journal of Civil Engineering EducationVol. 152(4)
Mitchell Institute (US), Virginia Tech (US)
Industry, innovation and infrastructure
Openalex Percentile: Top 6%
Virtual Reality Applications and Impacts
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