Building Information Modelling (BIM) and Virtual/Augmented
Reality (VR/AR) for Advanced Training Tools: An Industry 5.0
Application - A Review
Ivan Ferretti
a
, Simone Zanoni
b
and Michele Costigliola
Department of Civil, Environmental, Architectural Engineering and Mathematics,
University of Brescia, via Branze 43, 25123 Brescia, Italy
Keywords: Building Information Modelling (BIM), Virtual/Augmented Reality, Industry 5.0 Training.
Abstract: In recent years game engines, augmented reality (AR), virtual reality (VR), and mobile devices are the
trending technologies used in the field of personnel training. The combination of these technologies allows to
provide highly effective and immersive training experiences for operators to develop their skills. In today's
evolving industrial landscape, the ability of workforce to manage complex and unforeseen scenarios, is
essential. In this paper we categorize the applications of these platforms and provide information on how these
technologies have been implemented. In particular, we study the implementations of Building Information
Modelling (BIM) combined to Virtual and Augmented Reality (VR/AR) to provide highly effective training
experiences, by analysing in detail with 75 papers. Results show that the interoperability among different
software is crucial for achieving high level of realism in virtual training environments. In addition, as the level
of detail (LOD) increases, additional software is needed, increasing the effort to develop the simulation
environment.
1 INTRODUCTION
In the industrial business, to ensure high levels of
efficiency, workforce training is crucial. Operator
performance depends on their ability to respond to the
complex operating contexts and unexpected events
they face on daily basis. The demand for skilled
operators is always increasing, this led to foster the
introduction and development of advanced training
processes and technologies. This concept leads to the
human-centric approach of Industry 5.0. It promotes
the collaboration of humans with advanced
technologies such as artificial intelligence and
automation putting the well-being of workers at its
centre. Given this context, this paper aims to
investigate the applications of Building Information
Modelling (BIM) combined to Virtual/Augmented
Reality (VR/AR) to provide highly effective training
experiences, connecting digital and physical
environments, offering a safe, faithful and immersive
platform for operators to develop their skills. Through
a
https://orcid.org/0000-0001-6507-4738
b
https://orcid.org/0000-0001-5324-6117
a preliminary literature review, we propose a
systematic analysis of the characteristics and software
architectures of these solutions, the sectors involved
and the opportunity for adopting them in industrial
business. Many virtual design technologies, such as
BIM (Kiviniemi et al., 2011), game technologies
(Guo et al., 2011), VR (Hadikusumo and Rowlinson,
2002), AR (Mizuno et al., 2004), radio-frequency
identification devices, and Geographic Information
System were proposed for site hazard prevention and
safety management training. For example, by using
the virtual reality, the worker could learn the exact
risk in their job site. In this study the objective is to
evaluate the application of the BIM technology for
the definition of training scenarios by using VR
model.
The paper is organized as follows: in Section 1 we
introduce the definition of BIM and VR/AR, while
Section 2 presents the research process and method.
Section 3 offers the List of BIM-VR applications. In
section 4 we discuss about the research topic and
320
Ferretti, I., Zanoni, S. and Costigliola, M.
Building Information Modelling (BIM) and Virtual/Augmented Reality (VR/AR) for Advanced Training Tools: An Industry 5.0 Application - A Review.
DOI: 10.5220/0013564800003970
In Proceedings of the 15th International Conference on Simulation and Modeling Methodologies, Technologies and Applications (SIMULTECH 2025), pages 320-328
ISBN: 978-989-758-759-7; ISSN: 2184-2841
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
finally, Section 5 covers conclusions and suggestions
for discussion.
1.1 Introduction to Building
Information Modelling (BIM)
Associated General Contractors of America (AGC,
2005) defines BIM as “the development and use of a
computer software model to simulate the construction
and operation of a facility. The resulting model, a
Building Information Model, is a data-rich, object-
oriented, intelligent and parametric digital
representation of the facility, from which views and
data appropriate to various users’ needs can be
extracted and analysed to generate information that
can be used to make decisions and improve the
process of delivering the facility”. BIM is a
remarkable technology regularly employed in the
Architecture / Engineering / Construction (AEC)
industry (Yan et al., 2013). It was developed as a tool
for engineers to generate and manage building
information and facilitate three-dimensional design
(Lee et al. 2006). Nowadays, Building Information
Modelling (BIM) has been widely used to house a
broad spectrum of data relating to the lifecycle
activities of buildings including two more dimensions
such as planning (BIM 4D) and costs (BIM 5D). The
revised bibliography attributes the sixth BIM 6D
dimension to the model information in relation to the
energy efficiency and sustainability of the building
model in accordance with current legislation, NZEB
(Nearly Zero-Energy Building) but also for the
rehabilitation of existing buildings (Volk et al, 2014).
In early XXI the first historical building
information model (HBIM) was developed (Murphy
et al, 2009) like a new prototype-system of BIM, a
modelling of historic structures as parametric objects
in a database “library”. Specific HBIM made up on
existing historical buildings are able today to
encapsulate into their own database a high level of
multiple information, not only geometric but also the
ones about historic evolution, material composition,
stratigraphy, state of conservation, technological and
structural behaviour of elements. BIM platforms and
algorithms to organize a 3D database can be classified
generally according to their tools, the commercial
ones are: GraphiSoft ArchiCAD
®
, Autodesk Revit
®
,
Bentley MicroStation V8i
®
and Tekla Structures
®
.
Anyway, methods and tools of object recognition
differ due to geometric complexity of the building,
and applied capturing technique, data format, or
processing time (Volk et al. 2014). Processing and
recognition methods influence the data quality
through the deployed technique and the provided
Level of Development (LOD) related to
interoperability issue. (Volk et al. 2014). The
acronym LOD in the BIM context has different
interpretations in literature. The AEC (CAN) BIM
Protocol (2014) and AIA (2015) describe LOD as
Level of Development referred to the different phases
of construction. Consequently, the LOG (Level of
Geometry) and LOI (Level of Information) describe
each LOD, specifying the different details,
progressively required at the given phase of the
construction process. Establishing the level of detail
necessary for the representation of complex
architectural elements is one of the fundamental steps
in developing and optimizing procedural methods.
Potentially procedural modelling could significantly
reduce the investment normally required in digital
content modelling operations. One of the most
common solutions is therefore the recourse to
modelling tools external to BIM, in particular, the use
of Visual Programming Languages (VPL) tools, has
proven to be particularly effective in overcoming the
limitations imposed by standard modelling tools
when applied to complex elements that are not native
to BIM.
1.2 Introduction to Virtual and
Augmented Reality (VR/AR)
Virtual reality (VR) is a computer-generated scenario
that simulates a realistic experience through which
one interacts in a seemingly real or physical way
(immersion) using special electronic equipment
(Rheingold, 1991). VR has mainly been based on
interactive 3D graphics, user interfaces, and Visual
Simulation (VS) to display relevant data and analyses
on immersive spaces. Nowadays, Virtual Reality
(VR) allows the creation of large and complex
training environments; hence high-risk training can
be conducted in a safe and cost-effective way (De
Gloria et al., 2014). Through VR training
(Vahdatikhaki et al. , 2019), on-site safety awareness
can be remarkably improved. Statistics show that
labour trained via VR performs better in identifying
risks, with 20% more than those trained traditionally
during the training time (Rubio-Tamayo et al. 2017,
Ramsey, 2017). There are many differences between
virtual reality (VR), augmented reality (AR) and
mixed reality (XR). In VR, a complete imaginary 3D
environment can be created, while AR superimposes
the 3D digital information over the existing 3D
environment (Massimiliano et al., 2021). XR
involves the real world and inserts computer-
generated content in order to communicate a real-
world experience. Furthermore, this holds the ability
Building Information Modelling (BIM) and Virtual/Augmented Reality (VR/AR) for Advanced Training Tools: An Industry 5.0 Application
- A Review
321
to capture as well as link fully generated virtual
worlds over real-world objects. To integrate BIM
with AR/VR, models have to be converted into a
particular file format (.IFC, .FBX) and imported into
an AR/VR engine. However, the data transfer in this
process is not efficient. Because of their size and
complexity, models take a lot of time to transfer and
much computation effort to render. The transfer of
BIM to AR/VR engines leads to inefficiency while
representing 3D models with polygonal meshes
(Chen et al., 2020). Some building components
generated by BIM software have large numbers of
redundant polygons that can be merged while keeping
the original shape exactly identical. Autodesk Revit
3DS Max, Mc Neel Rhinoceros 3D and Dynamo are
the most common softwars used to optimize
integration between BIM and AR/VR engines.
2 RESEARCH PROCESS AND
METHOD
The efficacy of VR-based training has been largely
proven, but implementing VR training requires
overcoming technological barriers among trainers
and trainees, that ensures the VR content accurately
reflects industrial tasks (Pedram et al., 2021).
Maintaining an acceptable trade-off between cost and
realism of virtual training environments is an open
challenge, integration of BIM software and game
engines allows to obtain a holistic and dynamic
training environment. Overall, a systemic
categorisation of the BIM-VR applications has not
been proposed yet in the literature. Thus, this paper
aims to fill this gap, identifying them and analysing
the kind of proposed solutions, results and main
aspects for training industrial personnel. To achieve
these objectives, the scientific literature was
scrutinised in a systematic way (Tranfield et al.,
2003). The literature review was conducted on the
Scopus database, while the selection procedure was
designed following the guidelines drafted by (Seuring
and Gold, 2012). A structured search was carried out,
combining the keywords ‘building information
modelling and simulation’, ‘building information
modelling and virtual reality’, ‘building information
modelling and virtual environment’, ‘building
information modelling and augmented reality’,
‘building information modelling and immersive
technology’, ‘building information modelling and
serious game’ and ‘building information modelling
and training’. The list of papers obtained from the
searches was refined following the process shown in
Figure 1. The keywords search led to an initial set of
3,684 entries, excluding subject areas not relevant to
this search the number of documents originally
written in English is 1,453. By duplicate removal the
total number is 1,238. From this set, only papers with
a good Citation Index have been selected, to ensure
the quality and relevance of the analysed studies.
Thus, the papers were scrutinised by initially reading
the title and the abstract. When title and abstract
evaluations were unclear, the full paper contents were
scrutinised. The following criteria were defined to
select papers for the literature review:
The paper addresses and discusses the
application of BIM-VR solutions;
The paper focuses on design process for
construction industry were therefore discarded.
Figure 1: Systematic literature review process.
37 papers were selected based on these criteria.
Lastly, in order to overcome possible limitations of
keywords search, the set of papers has been
complemented by cross-referencing (Seuring and
Gold 2012). This step led to the inclusion of 38
additional papers. Consequently, 75 papers have been
selected and analysed in detail.
3 BIM-VR APPLICATIONS
By the literature review has emerged that the
implementation and integration of BIM-VR
technologies has been mainly adopted in the different
usage categories: safety training, machines operation
training, facility maintenance, heritage
conservation/cultural diffusion and others.
The publication of papers about these topics increased
in last decade, when BIM technology has begun to
develop. The table 1, shows the number of references
of analysed papers in relation with the technology and
their utilization. We consider the references repeated
if it considers more categories. As it can be seen from
table 1, the categories that have mostly used this type
of technologies are safety training and heritage and
cultural diffusion, while in the industrial sector
(Machine operations training and Facility
Maintenance) there are not many applications.
Furthermore, the simulation part is almost exclusively
Keywords
search in
Scopus
Filter for
Subject Area
Duplicate
removal
Paper selection
(citation index)
Title and
Abstract
Review
FINAL SET
Cross
Reference
3,684
1,453
38
75371191,238
SIMULTECH 2025 - 15th International Conference on Simulation and Modeling Methodologies, Technologies and Applications
322
linked to training for activities in dangerous
environments such as fire rescue and evacuation
procedures. In the following sections we analyse in
detail the implementation and integration of BIM-VR
technologies in these different categories.
Table 1: Category of utilization and technology used.
Category of
utilization
BIM
AR/
VR
Game
Engine
Simul
ation
LOD Tot.
Safety
training
11 10 10 8 2 41
Machines
operations
training
2 2 2 0 1 7
Facility
maintenance
1 1 1 0 0 3
Heritage
conservation/
cultural
diffusion
17 17 15 0 8 57
Other
utilizations
4 2 2 2 1 11
Tot. 35 32 30 10 12
3.1 Safety Training
One desired goal of a training platform is to generate
expected training outcomes most cost-effectively.
The powerful value of BIM-based game engines in
creating a low-cost and realistic game environment
has been widely recognized. Furthermore, exposing
personnel to hazardous situation in a risk-free virtual
environment is a viable solution for preparing them
for unforeseen harmful situations on site before
entering the actual worksite. Afzal and Shafiq (2021)
demonstrated that a combination of digital tools such
as BIM and VR can help reduce job-site safety threats
and increase knowledge sharing by predetermining
safety hazards and training on-site workers. They
applied different the level of detail (LOD), LOD 300
was applied for the concrete floors and walls, whereas
LOD 250 was applied for the other building
components. Yu et al. (2022) demonstrated
successful integration of VR and BIM to access the
information and improve the fire evacuation training.
The interdependencies between rescue tasks can be
more explicit in the BIM + VR platform than in
traditional training modes. Visibility has a great
impact on escape chances and single BIM technology
cannot simulate the effect of smoke/
temperature/cracking sounds in real fires on
emergency procedures (Chen at al., 2021). Their
research is focused on the realization of data
exchange between BIM, IoT, AR/VR system, game
engine and preliminary exploration of whether a
training system can improve situational awareness of
humans in the virtual environment. In order to
implement BIM as a strong base for fire safety
management, the model was built in LOD300.
Rüppel and Schatz (2011) utilized a physics engine to
develop immerse scenarios in a BIM-based serious
game for fire safety evacuation simulations. The
integrated physics engine, such as Nvidia-PhysX, can
qualitatively simulate fire and smoke as well as
structural damage after explosions. They found that
the more accurate and richly detailed the real-world
is mapped in the virtual-world as well as senses can
be stimulated, the more the immersion effect in a
virtual environment will increaseLiu et al. (2014)
adopted the integration of BIM, immersive games,
online games, and socio-psychology and physics
models to solicit and collect real human behaviours in
different emergency scenarios. The advantage of
having used this methodology lies in the
interoperability of the model that can be exported into
more accurate software for smoke and fire
propagation simulations, exodus and structural
analysis. Park and Kim (2013) developed a safety
management and visualization system (SMVS) that
integrates BIM, location tracking, AR, and game
technologies. BIM is used to create the virtual site
model that is converted and stored in the visualization
engine for importing and exporting external
information such as safety information data and
sensor signal location data. If an active RFID is
applied to identify worker location, an immediate
warning signal can be delivered to workers and a
proactive accident control would be possible in the
site as well.
3.2 Machines Operations Training
Bernal et al. (2022) developed a system for power
substation operational training using BIM and serious
games. The model included the main structural,
architectural and power equipment and control
switchboards, with different levels of development to
reduce model complexity, LOD 100 for foundations,
basement and site-work while LOD 350 for visible
and main equipment and services. Different
operational missions could be carried out in the
serious game, allowing several skills to be coached.
Mondragón-Bernal (2020) used realistic BIM files to
develop simulations and focuses on machines’
operational training to instruct in the correct operation
sequence of the machines, as well as the safety
precautions that must be followed to avoid accidents.
The user interacts with the immersive game using a
Microsoft
®
Kinect
®
, tracking the user’s upper arm
movements (using relative skeleton joints) as well as
gamepad keys.
Building Information Modelling (BIM) and Virtual/Augmented Reality (VR/AR) for Advanced Training Tools: An Industry 5.0 Application
- A Review
323
3.3 Facility Maintenance
The use of virtual collaborative solutions such as
AR/VR/XR combined with cloud computing and
artificial intelligence is significant in the facility
maintenance (FM) industry (Zakiyudin et al., 2013).
Agostinelli and Nastasi (2023) investigated the
concept of collaborative XR in operation and
maintenance tasks as well as for workers’ training,
exploring a possible framework architecture based on
BIM an XR for different application areas of FM. The
goal is to improve efficiency as workers currently
have to manually get information from different
sources and devices to achieve their tasks, leading to
a large number of possible errors.
3.4 Heritage Conservation/Cultural
Diffusion
Digitisation is becoming an effective solution in
making monuments and cultural sites virtually
accessible to people, the HBIM model is often used
as a base model for VR/AR applications to be
employed for cultural tourism purposes. These
applications led to the development of immersive
environments oriented to the built heritage, thus
facilitating a direct interaction of historical models
with specific contents of historical-cultural interest.
Meegan et al. (2021) examined the process for
developing Virtual Learning Environments (VLEs)
using digital recording and modelling of architectural
heritage and archaeology. Osello et al. (2018)
developed an HBIM model where the architectural
elements are simplified, but ensuring the accuracy of
values related to space management and component
conservation, leaving aside the geometrical
correspondence with reality. For this reason, each
BIM object was described to a proper LOD,
depending on the specific strategy of modelling.
Stanga et al. (2023) analysed the application of UAV
(Unmanned Aerial Vehicle) photogrammetry in
archaeological sites and monuments, highlighting the
potential benefits of integrating drones into a
comprehensive survey strategy that integrates
topographic networking, laser scanning, terrestrial
photogrammetry with HBIM and extended reality
(XR). Chiabrando et al. (2016) focused on
documentation derived from 3D point clouds survey
techniques as a significant knowledge base for the
HBIM conception and modelling, and on 3D
reconstruction of buildings aggregates from a LiDAR
(Light Detection And Ranging) and UAV survey by
optimizing processes of segmentation, recognition
and modelling of historical shapes of complex
structures. Banfi (2021) highlighted pros and cons of
HBIM projects carried out with different 3D survey
methodology for scan to BIM (laser scanning,
photogrammetry and UAV) and tries to define a
process that can support professionals and not BIM
users in creating new digital experiences such as
virtual museums and serious games through a
methodological approach based on the latest
generation of tools in the field of VR and AR. Banfi
(2020), thanks to the direct application of novel
grades of generation (GOG), went beyond the
creation of complex models for HBIM and explored
the creation of informative 3D generation of unique
elements characterized by high grade of accuracy
(GOA) and level of information (LOI) based on the
required representation scales. He defined a digital
workflow capable of communicating with different
types of devices such as Oculus Rift, mobile phone
and personal computer. Antuono et al. (2024)
developed a BIM-oriented information repository to
enrich augmented fruition with virtual tools for real-
time information querying on the parametric models.
3.5 Other Applications
Shen et al. (2012) aimed to create a training
environment to conduct energy re-commissioning
trainings for hospital facility management staff by
adopting an interactive web-based 3D BIM game
environment (Unity 3D) to allow users to fix and
enhance the performance of HVAC systems in
Windows, Mac, and iOS and Android devices.
Instructors can create scenarios with single or
multiple faulty symptoms that are visible to the users
in the 3D model, and then challenge the users by
asking them to come up with corrective action.
From the point of view of energy efficiency and
sustainability, Montiel-Santiago et al. (2020) realized
a building energy model (BEM) using BIM Revit
software, with the plugin Insight 360 Lighting, and
EnergyPlus simulation engines. They performed an
analysis of lighting and natural light of the BIM
model through automatic and customizable
configurations, furthermore, after importing HVAC
system in Revit, they carried out simulation and
energy analysis of the modelled building. Natephra et
al. (2017) developed a BIM-based lighting design
feedback (BLDF) for realistic visualization of
lighting conditions and calculation of lighting energy
consumption using an interactive and immersive VR
environment providing qualitative and quantitative
outputs related to lighting design. Autodesk Revit,
Autodesk 3ds Max, Unreal Engine and the visual
programming in Dynamo are used to develop the
SIMULTECH 2025 - 15th International Conference on Simulation and Modeling Methodologies, Technologies and Applications
324
BLDF system. Exchanging information between BIM
and the chosen game engine is limited to only 3D non-
complex geometries (LOD 100–300).
For Architecture, Engineering & Construction,
(AEC) business Jeong et al. (2016), through a BIM-
integrated simulation, developed a dynamic building
construction productivity plan and calculate the
project’s per-hour rate of production. By executing
the process, they extracted the simulation input data
from the BIM model, translated it into the simulation
data format and imported it in Anylogic
®
simulation
application.
4 DISCUSSION
As result of literature review, the applications of
Building Information Modelling (BIM) combined to
Virtual or Augmented Reality (VR/AR) and serious
games are mainly used in safety training and heritage
conservation/cultural diffusion sectors while for
training in industrial business it is not very
widespread yet. For creating a realistic built
environment in 3D game engine, data interoperability
between design software and game engine is a
significant issue (Shen et al., 2012). In industrial
business the use of the BIM-based VR module may
be suitable for one dedicated project, however,
modelling and developing 4D simulation in a gaming
engine for a new project will be time-consuming
(Afzal and Shafiq, 2021). Hence, a repeatable
workflow is recommended to make this process more
efficient. Liu et al. (2016) developed a workflow that
illustrates an effective way to link BIM models on
Unity game engine, the file is pre-processed using
3DSMax from Autodesk Revit to optimize image
smoothness and increase resolution. Once the .FBX
file (BIM) has been imported as a new asset on the
game engine, it can be edited in order to define
animations and interaction properties on the serious
game world. When the BIM model is not available, it
can be created in two ways: starting with a 3D project
file otherwise with a structure scan process to
generate point cloud data to be transferred and
subsequently modelled in BIM Platform. Also, in
“scan-to-BIM” process Autodesk Revit is the most
used software to produce the 3D BIM model due to
its speed in terms of modelling time and transferring
the point cloud model into “3D BIM”. This step took
20 working days to model in BIM with LoD 3 (level
of detail) over elements like the windows, doors, and
plaster, among others (Baik, 2021). The requested
effort to develop a virtual environment that meets the
realism requirements necessary for the training
purpose becomes a crucial factor in choosing this type
of solution in industrial business. First of all, it has to
be considered whether the 3D BIM is already
available or not in the design phase. Obviously, in the
second case, the creation of the simulation
environment is much faster because the BIM
development phase is skipped, or at least integrated.
The second important issue is the level of detail
(LOD) that has to be reached in the 3D BIM model
for obtain the requested realism in virtual training
environment. LOD higher than 300 lead to a greater
complexity of the model both in terms of
development and interoperability with the virtual
engine (see figure [2]), this involves the introduction
of additional software as a bridge between BIM and
the virtual engine (e.g. 3Ds Max) that require further
effort both in the design and connection phases.
Further integrations of the virtual model with IoT,
RFID or other position sensors or simulation
supplements for the creation of increasingly realistic
training scenarios require further development,
increasing the complexity of the solution.
Figure 2: Simulation Model and File Exchange within
Software for different LOD level.
5 CONCLUSIONS
In this paper, we presented a literature review to
analyse the implementation and the applications of
Building Information Modelling (BIM) combined to
Virtual or Augmented Reality (VR/AR) and serious
games with focus on the characteristics and software
architectures of those solutions, the sectors involved
and the opportunity for adopting it in industrial
business with the scope of creating automatic
BIM/VR personnel training environments. Except for
Architecture and Construction industries, most of the
uses of the combination of these technologies occur
in Safety Training, Heritage conservation/cultural
diffusion, Facility Maintenance and Machines
Operations Training businesses. Interoperability
between game engines and BIM models brings the
possibility of using real world-based training
.FBX +
IoT
DEVICES
REMOTE
SENSORS
LEVEL OF DETAIL
0 100 200 300 500400
REMOTE
SENSORS
IoT
DEVICES
Semantic
information
Semantic
information
Semantic
information
.FBX +
Semantic
information
Semantic
information
.FBX +
Semantic
information
Semantic
information
BIM Platform
(GraphiSoft ArchiCAD®, Autodesk Revit®,
Bentley MicroStation V8i®, etc.)
BIM Platform
(GraphiSoft ArchiCAD®, Autodesk Revit®,
Bentley MicroStation V8i®, etc.)
Visual Optimization Software
(Autodesk 3DS Max®, Rhinoceros 3D®,
Dynamo®, etc.)
Game engine
(Unity 3D®,
Unreal Engine®, etc.)
Scan to BIM Process*
(Laser scanning, Photogrammetry, etc.)
3D Point
Clouds data
Scan to BIM Process*
(Laser scanning, Photogrammetry, etc.)
3D Point
Clouds data
*not always necessary
Building Information Modelling (BIM) and Virtual/Augmented Reality (VR/AR) for Advanced Training Tools: An Industry 5.0 Application
- A Review
325
scenarios able to take advantage of all the information
contained in them and the use of AR and VR
technologies with game engines helps achieving
immersion in the training environment. When a high
level of realism of the simulation environment is
required, the effort for developing a training scenario
increases accordingly and the use of additional
software is necessary to optimize the fluidity and
sharpness of the images. Although several authors
demonstrated the validity of these training tools
compared to traditional training methods, their
implementation in the industrial sector is still not very
widespread since, as a BIM model is not always
available, the effort required for the development of a
dedicated training scenario could exceed the expected
benefits.
Future research can then be directed towards the
evaluation of the effort required to develop training
plans based on BIM in function of the different levels
of LOD required.
ACKNOWLEDGEMENTS
This research work is part of the activities carried out
in the context of the RESILIENCE project
(Prescriptive digital twins for cognitive-enriched
competency development of workforce of the future
in smart factories), Code. 2022K2SAFM. CUP
H53D23001310001, funded by the European Union
Next Generation EU Plan, component M4C2,
investment 1.1, through the Italian Ministry for
Universities and Research MUR “Bando PRIN 2022
– D.D. 104 del 02-02-2022”.
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