Virtual Reality for Civil Engineers
Last couple years, while the AI frenzy was happening all over the place, virtual reality was slowly cooking. Meta poured billions of dollars to the virtual Reality Labs and developed two remarkable products, Meta Quest 2 and 3, with affordable purchase prices. Apple, following Meta, also invested billions of dollars to the virtual reality research and came up with Apple Vision Pro, which ended up being quite an obvious frustration for the consumers due to extremely expensive pricing. Furthermore, the rise of AI shattered the developments in the virtual reality arena (e.g., Meta fired 1,500 people from the Reality Labs in the Q1 of 2026 and switched gears to focus on AI) and VR stayed under the shadow of AI.
The consumers did not adopt the VR tools in a mass scale, and these tools ended up being a niche toy for specific audience mostly for gaming purposes. However, this does not undervalue the incredible potential of VR immersive technology to be used in general engineering and specifically civil engineering industry. These potentials include viewing products, structures and fields in three dimensions (3D) in detail, visualizing construction plans, material testing and simulation results in 3D, site surveying and conducting reconnaissance after an extreme event.
Boeing, the world's one of the largest aerospace companies designing commercial airplanes, military level aircrafts, and space systems, adopted use of VR and AR, and demonstrated the applicability of VR to design processes. Industry news commonly encountered in the websites claim that Boeing was able to reduce the design training time by 75% and processing / manufacturing time by 25%, by simply reducing the cognitive load of design details via use of VR/AR tools. Although I could not not trace the exact percentages, sentiment of reduction in training, processing and manufacturing is plausible and here is why.
Many millennials and Gen-Z workers are now replacing the existing workforce and, they are already not interested reading .pdf or CAD files where only the 2D drawings of the actually 3D components are shown. Such drawings are not intuitive at all and require heavy cognitive price to pay, which make them ineffective and inefficient. Whereas, a 3D VR model, if accurately built, requires less significant cognitive load, and is naturally easier to understand.
The same applies to site visits for civil engineers. Many civil / geotechnical engineers working at an office space / or in work-from-home condition are getting themselves familiar with work sites through photos of the sites taken by others. Similarly, civil engineers generally rely on Google Earth to understand the site conditions. And, those who use these tools already know that the output you get are very crude and often are not enough to fully understand the topography or other features of the site. These approaches are already outdated and can be readily replaced by VR / AR as well as GoPro Max 360 Action cameras (no I am not paid to advertise for GoPro). Similarly, post-disaster site reconnaissance can be conducted using VR and advanced video-capture tools and real-time satellite data.
In 2023, soon after the February Earthquakes, I deployed to the southern-east parts of Turkiye and conducted site reconnaissance. I collected perishable geotechnical / civil engineering data to study the lessons offered from the damages caused by these earthquakes. One of the sites I collected data from and then studied was Nihal Atakas Mosque. As I described in one of my previous articles, this mosque performed well and did not suffer significant damage, but it experienced liquefaction. I collected reasonable amount of data and photos from the site, but once I arrived at USA and started to study, I wanted to further inspect the surrounding areas of the mosque to see if I missed anything. Well, that meant I either re-deploy to the site, which costs 2,000 USD plane ticket, 1,000 USD accommodation and likely another 1,000 USD food / site expenses. Orrrr! Maybe I could use Meta Quest 2 and virtually visit the site to see if the evidence of liquefaction is still there or not. For this purpose, firstly I set up my virtual office space using Steam VR as shown in the video at the bottom of this article to the left. And then used Meta Quest 2 and Google Earth VR to fly back to the earthquake site as shown in the second video to the left. To my luck, there was a satellite data available in the Google VR that corresponded to the timeline consistent with my visit of the site. And, in fact, the ejecta material I was looking for was still right there (see the second video to the right where the right joysticks points out to multiple spots for liquefaction evidence towards the end of the video). It is obviously not the best quality visual data but the fact that it conceptually worked and in fact provided me with what I needed for (the further visuals for the ejecta material) was more than enough. Considering that this technology is only at "floppy disk-stage" and many more improvements will be made within relatively short time of period, the VR technology has a potential. Now, imagine inspecting the design of a high-rise, or a bridge, dam, or a levee using this technology. Would we still need 2D .pdf plans or CAD drawings? Can't we place dozens of GoPro 360s around a construction site, connect them to wireless, and 7/24 have an access to the 3D data through VR headsets? Can't we visit earthquake sites virtually, and collect evidence for engineering analysis ?