https://doi.org/10.24928/2020/0058

Accelerating the Last Planner System® (LPS) Uptake Using Virtual Reality and Serious Games: A Sociotechnical Conceptual Framework

Canlong Liu1, Vicente A. González2, Jiamou Liu3, Zofia Rybkowski4, Annett Schöttle5, Claudio Mourgues Álvarez6 & Ignacio Pavez7

1 1 PhD Student, Department of Civil and Environmental Engineering, The University of Auckland, Auckland, New Zealand, [email protected], orcid.org/0000-0001-6653-9920
2PhD, Senior Lecturer, Department of Civil and Environmental Engineering, The University of Auckland, Auckland, New Zealand, [email protected], orcid.org/0000-0003-3408-3863
3PhD, Senior Lecturer, Department of Computer Science, The University of Auckland, Auckland, New Zealand, [email protected], orcid.org/0000-0002-0824-0899
4PhD, Associate Professor, Department of Construction Science of the College of Architecture, Texas A&M University, Texas, USA, [email protected], orcid.org/0000-0002-0683-5004
5Senior Consultant, Refine Projects AG, Stuttgart Area, Germany, [email protected], orcid.org/0000-0001-6001-7320
6PhD, Associate Professor, Dept. of Construction Engineering and Management, Pontificia Universidad Católica de Chile, Santiago, Chile, [email protected], orcid.org/0000-0001-6706-2255
7PhD, Assistant Professor, School of Business and Economics, Universidad del Desarrollo, Santiago, Chile, [email protected], orcid.org/0000-0001-5257-5330

Abstract

The Last Planner System® (LPS) use in projects faces both social and technical challenges associated with the nature of its planning and control structure, and the way it is implemented on-site. Thus, the social dynamics inherent with the LPS implementation within construction organisations should be shaped appropriately to harmonically match its technical components and vice versa. Although recent research has revealed that a successful implementation of the LPS is highly dependent upon how its social and technical aspects are managed and interrelated, there are still problems with the LPS implementation in the design phase and on-site. Some simulation games have been used for LPS training, but they do not seem to meet the demands of the industry to accelerate LPS adoption. This paper finds that Virtual Reality (VR) and Serious Games (SG) could be more effective in spreading LPS by mitigating critical barriers than conventional approaches. We also discuss how the capabilities of VR/SG technology can assist in tackling some of LPS adoption barriers that relate back to the social dynamics that are engendered and the technical knowledge that is required to implement the LPS smoothly. We also propose a conceptual framework to study the socio-technical dynamics of the LPS and identified six questions to be addressed in future research.

Keywords

Socio-technical Dynamics, Virtual Reality Serious Game, Last Planner® System, Language Action Perspectives, Collaboration.

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Reference

Liu, C. , González, V. A. , Liu, J. , Rybkowski, Z. , Schöttle, A. , Mourgues Álvarez, C. & Pavez, I. 2020. Accelerating the Last Planner System® (LPS) Uptake Using Virtual Reality and Serious Games: A Sociotechnical Conceptual Framework , Proc. 28th Annual Conference of the International Group for Lean Construction (IGLC) , 481-492. doi.org/10.24928/2020/0058

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