Journal Articles

Permanent URI for this collectionhttps://mro.massey.ac.nz/handle/10179/7915

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    Real-time human pose estimation and tracking on monocular videos: A systematic literature review
    (Elsevier B V, 2025-11-28) Chen Y; Feng Z; Paes D; Nilsson D; Lovreglio R
    Real-time human pose estimation and tracking on monocular videos is a fundamental task in computer vision with a wide range of applications. Recently, benefiting from deep learning-based methods, it has received impressive progress in performance. Although some works have reviewed and summarised the advancements in this field, few have specifically focused on real-time performance and monocular video-based solutions. The goal of this review is to bridge this gap by providing a comprehensive understanding of real-time monocular video-based human pose estimation and tracking, encompassing both 2D and 3D domains, as well as single-person and multi-person scenarios. To achieve this objective, this paper systematically reviews 68 papers published between 2014 and 2024 to answer six research questions. This review brings new insights into computational efficiency measures and hardware configurations of existing methods. Additionally, this review provides a deep discussion on trade-off strategies for accuracy and efficiency in real-time systems. Finally, this review highlights promising directions for future research and provides practical solutions for real-world applications.
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    Investigating the factors that define and influence safety culture: perspectives from expert professionals
    (Springer Nature Switzerland AG, 2025-06-01) Ortega N; Paes D; Feng Z; Sutrisna M; Yiu TW
    Reducing the number of harmed workers in the construction sector has proven to be a challenging task. While promoting a Safety Culture (SC) is crucial for achieving that goal, defining it and pinpointing the key factors that influence it is difficult. SC has been defined in many different ways, and there is no consensus on what it exactly entails. Therefore, this study aims to investigate the factors that define and influence SC in the New Zealand construction sector. This goal was achieved through a modified Delphi study conducted in two rounds to gather experts’ views and reach a consensus. Data collection included in-depth interviews and survey questionnaires. A total of 32 experienced construction safety professionals participated in the first round, and 26 of them continued in the second round. Data were analyzed using Thematic Analysis and Relative Importance Index (RII). The main findings are twofold. First, they indicate the need for a holistic definition of SC incorporating its various defining factors. Second, they indicate that the top-ranked influencing factors are ‘Level of Leadership Commitment,’ followed by ‘Level of Experience and Mindset,’ and ‘Level of Communication.’ Furthermore, the results show the dual nature of these influencing factors, as they can either facilitate or hinder SC depending on whether their level is low or high. The results of this study offer valuable insights that enable practitioners to assess and promote SC in their organizations.
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    Comparative analysis of fire evacuation decision-making in immersive vs. non-immersive virtual reality environments
    (Elsevier B V, 2025-11-01) Zhang Y; Paes D; Feng Z; Scorgie D; He P; Lovreglio R
    Understanding emergency behavior is crucial for designing safer, resilient infrastructure. Immersive Virtual Reality (VR) realistically simulates emergencies but is resource-intensive, so systematic comparisons with non-immersive VR remain scarce. To address this gap, a multifactorial VR fire-evacuation experiment was conducted in which participants navigated a room with three exits under varied conditions (e.g., social influence, smoke presence, exit distance, exit familiarity). Results indicated no significant difference in overall decision-making between immersive and non-immersive VR. Nevertheless, immersion modulated key factors: in immersive VR, participants preferred nearer exits, were more susceptible to social influence, and experienced stronger effects of smoke and exit familiarity. Smoke also reduced the influence of exit distance. Personal factors (e.g., prior VR experience, age, gender) shaped perceptions and emotions; heightened negative emotions and perceived risk were associated with less rational (i.e., suboptimal) choices, particularly in immersive VR. These insights inform VR safety training, guiding simulations that more faithfully replicate real emergencies.
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    Enhancing the Energy Performance of Historic Buildings Using Heritage Building Information Modelling: A Case Study
    (MDPI (Basel, Switzerland), 2025-07-02) Kakouei M; Sutrisna M; Rasheed E; Feng Z; Caggiano A; Kamari A
    Heritage building conservation plays a special role in addressing modern sustainability challenges by preserving the cultural identity, retrofitting, restoring, and renovating these structures to improve energy performance, which is crucial for revitalisation. This research aims to use Heritage Building Information Modelling (HBIM) to increase energy efficiency and environmental sustainability in historic buildings. Retrofitting heritage buildings presents unique challenges and opportunities to simultaneously reduce energy consumption and carbon emissions while maintaining historical integrity. Traditional approaches are often insufficient to meet heritage structures’ energy needs. Modern technologies such as information building modelling and energy simulations can offer solutions. HBIM is a vigorous digital framework that facilitates interdisciplinary collaboration and offers detailed insights into building restoration and energy modelling. HBIM supports the integration of thermal and energy efficiency measures while maintaining the authenticity of heritage architecture by creating a comprehensive database. Using a case study heritage building, this research demonstrates how retrofitting the different aspects of heritage buildings can improve energy performance. Evaluating the preservation of heritage buildings’ cultural and architectural values and the effectiveness of using HBIM to model energy performance offers a viable framework for sustainable retrofitting of heritage buildings.
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    Investigating situation awareness transition in construction hazard recognition: A multimodal study of cognitive and neural mechanisms
    (Elsevier Ltd, 2025-11-01) Zhang Z; Guo BHW; Feng Z; Goh YM
    Construction sites are dynamic and hazardous environments where workers often struggle to maintain high levels of situation awareness (SA), essential for effective hazard recognition. While technologies exist to aid hazard perception, limited research has explored how external environmental stimuli and internal safety goals jointly influence the SA transition across perception (SA1), comprehension (SA2), and projection (SA3). This study investigates the effects of augmented stimuli and safety goals setting on SA levels, SA transition and hazard recognition. A multimodal experimental approach was employed, integrating virtual reality (VR), eye tracking, modified Situation Awareness Global Assessment Technique (SAGAT) and event-related potentials (ERPs). A novel Temporal Hybrid Situation Awareness Measurement (THSAM) method was introduced to quantify SA by linking eye-tracking data with SAGAT responses. SAGAT data showed that both augmented stimuli and safety goals improved SA across all levels. SAGAT and THSAM indicated that the combination of the two interventions led to the largest improvements across SA1, SA2, and SA3. SA transition analysis revealed that augmented stimuli effectively facilitated the shift from unawareness (SA0) to SA1. THSAM and SA transition analysis confirmed safety goals primarily enhanced SA2. ERPs analyses further indicate distinct brain activity patterns (P2 and N400) associated with each SA level. This study contributes to construction safety research by providing quantitative evidence on the cognitive and neural mechanisms underlying SA transition. It also introduces THSAM as a methodological advancement for capturing real-time SA dynamics and offers practical implications for designing integrated safety interventions that align with workers’ goals and environmental demands.
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    A Virtual Reality Exit Choice Experiment to Assess the Impact of Social Influence and Fire Wardens in a Metro Station Evacuation
    (Springer Nature, 2025-05-19) Lu S; Rodriguez M; Feng Z; Paes D; Daemei AB; Vancetti R; Mander S; Mandal T; Rao KR; Lovreglio R
    Assessing evacuation time is a fundamental task in fire engineering. One of the key decisions made in evacuation dynamics is exit choice. In this work, we propose a new immersive virtual reality (VR) experiment to assess the effects of social influence and fire wardens’ instructions on the exit chosen. We also investigate if and how the perceived level of authority of the fire wardens (i.e., metro staff members or firefighters) can affect these decisions. The proposed immersive VR experiment includes 12 different scenarios during a fire evacuation in an underground metro station. A sample of 131 participants took part in the experiment, making 1048 choices. We estimate a discrete choice model to quantify if and how these factors affect the participants’ decisions. The results show that both instructions by fire wardens and social influence significantly affect exit choice and that the impact of fire wardens can change depending on their perceived level of authority.
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    Investigating the interplay of bottom-up and top-down attention in hazard recognition: Insights from immersive virtual reality, eye-tracking and electroencephalography
    (Elsevier Ltd, 2025-07) Zhang Z; Guo BHW; Feng Z; Goh YM
    The construction industry's high-risk environment demands effective hazard recognition strategies. Attention, a critical cognitive process, plays a crucial role in this task. Previous research focused on individual attention process, such as sustained attention, selective and divided attention. However, no research has been conducted to investigate the effects of the interplay between endogenous and exogenous factors on hazard recognition in construction settings. This paper aims to investigate the effects of the interplay between top-down (T-D) and bottom-up (B-U) attention networks on hazard recognition, using immersive virtual reality (IVR), eye tracking (ET), and electroencephalography (EEG). Two safety interventions—augmented stimuli and toolbox meetings—were tested in a dynamic IVR construction site. The results showed that both augmented stimuli and the safety toolbox meeting significantly affected B-U, T-D, and hazard recognition. This paper provided evidence that the interplay between B-U and T-D can significantly improve workers’ hazard recognition performance. The results improved our understanding of the mechanisms that control selective attention and the source of guidance over attention orientation. By demonstrating that T-D and B-U processes can work together rather than in isolation, this research contributes a key theoretical insight: attentional orientation in hazardous construction environments is neither fully determined by external stimuli nor entirely controlled by internal cognitive sets. In addition, this paper highlights and calls for an integrated approach to improving worker's hazard recognition performance, by combining digital-technology-enabled stimuli with safety-goal-oriented training and managerial practices.
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    A BIM and AR-based indoor navigation system for pedestrians on smartphones
    (Elsevier Inc. on behalf of the Korean Society of Civil Engineers, 2025-01) Zhang W; Li Y; Li P; Feng Z
    Indoor navigation technology, as an emerging location information service, has shown continuous growth in its application demand in recent years. In indoor navigation, indoor localization and path planning are the key factors affecting navigation quality. Most of the existing methods rely on traditional methods for indoor localization with high implementation costs. As for path planning, most methods lack the acquisition and use of semantic information, affecting navigation's practicality and intuitiveness. To alleviate the above problems, we propose a building information modeling (BIM) and augmented reality (AR)-based indoor navigation system for pedestrians that can be implemented on smartphones. Specifically, we first map a three-dimensional model space subdivided by a triangular prism to the two-dimensional plane in order to construct an indoor navigation network. Secondly, the information is analyzed using inertial navigation system technology to identify indoor positions. Then, we propose an indoor augmented reality navigation algorithm based on architectural and spatial information (IARA) algorithm for indoor path planning. Finally, we integrated the above technologies and built an indoor pedestrian navigation system based on BIM and AR technologies. Experiments in specific scenarios show that our system ensures navigation stability while obtaining results that are more relevant to the needs of pedestrians.
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    Sensory quality of upcycled legume water: Expectation vs. reality
    (Frontiers Media S.A., 2023-04-12) Hippolite LR; Feng Z; Zhang Y; Lee SJ; Serventi L
    Aquafaba and liluva are names used to define the processing water of food legumes. Large volumes of liluva are generated by frozen pea manufacturers (blanching water) and tofu producers (tofu whey). Studies have shown the potential of aquafaba and liluva in food applications as texture improvers and sources of bioactive substances and prebiotics. Nonetheless, no information on consumer perception of these new food ingredients is available. Therefore, this study investigated consumer expectations of steam blanching pea water (SBPW) and tofu whey (TW), correlating it with their actual sensory qualities and functional properties. Specifically, liluva was used as a source of prebiotics and hydrocolloids in 3D-printed mashed potatoes to enhance their rheology and printability. A preliminary survey showed a limited understanding of SBPW and TW as food ingredients, with only 43% and 38% of subjects willing to try TW and SBPW, respectively, with most subjects unsure on whether they wanted to or not (34% tofu whey and 49% liluva). Once the actual sensory test was conducted, TW-added mashed potato received favorable scores for all sensory attributes (appearance, aroma, taste, and texture). In contrast, SBPW-added mashed potato had a negative score on the color, as all nine focus group subjects described the color as gray. Overall, TW enhanced the printability of mashed potatoes due to its emulsifying ability and possibly coagulants derived from tofu making, and it was more appreciated sensory-wise, resulting in being the most preferred out of three samples (SBPW, TW, and control). Therefore, emphasizing consumer education may be key when expanding these innovative food ingredients to other food areas.
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    Gamification for air quality education: A systematic literature review
    (Elsevier B.V., 2025-01-09) Daemei AB; Lovreglio R; Feng Z; Paes D; Miller C
    Air quality is crucial to our health and well-being, as poor air quality can lead to serious health problems such as asthma, allergies, and other respiratory conditions. Educating people about air quality is key to improving awareness and taking action to reduce its negative effects. Gamification offers a creative and engaging way to deliver educational content by incorporating game elements into the learning experience. However, despite its potential, there has been no review of how gamification has been used for air quality education. Thus, this review aims to fill that gap by systematically examining how gamification is applied to air quality education in the built environment. We explored a range of games and applications used to educate the public on air quality. To guide our analysis, we used the Octalysis framework, which focuses on game elements that motivate and engage users. Following the PRISMA guidelines for systematic reviews, we identified 19 relevant papers published between 2009 and 2023. From these, we developed 8 research questions to guide the review process and analyzed the game elements using the Octalysis framework. Our findings show that most studies focus on residential buildings, with a key focus on raising awareness of the health impacts of air pollution and managing asthma. Notably, many of these studies target children, who are more vulnerable to air pollution. We also introduce the first taxonomy for gamification in air quality education, providing a clear structure for future game development in this area. Finally, the review highlights the need to explore other educational topics that could benefit from gamification, and how this approach could improve both indoor and urban air quality, as well as reduce energy consumption.