@article {10.3844/jcssp.2024.1231.1242, article_type = {journal}, title = {Swot Analysis of Virtual Reality Application in Architecture and Construction}, author = {Veble, Genoveva and Bernik, Andrija and Čep, Andrej}, volume = {20}, number = {10}, year = {2024}, month = {Aug}, pages = {1231-1242}, doi = {10.3844/jcssp.2024.1231.1242}, url = {https://thescipub.com/abstract/jcssp.2024.1231.1242}, abstract = {Virtual reality has become more and more recognized and applied in architecture and construction during the past decade. Its ability to create simulated 3-dimensional environments significantly facilitates design, construction and construction management. Despite its numerous advantages, VR faces a number of challenges that limit the integration of VR technology into the architecture and construction sector. Issues such as motion sickness, high investment costs and difficulty of use significantly hinder the adoption of VR technology in this industry. The aim of this study is to explore in detail the advantages and challenges of applying virtual reality in the field of architecture and construction through six typical use cases: Stakeholder engagement, design support, design review, construction support, management and marketing and education and training. Each of these categories is treated in detail through the relevant scientific literature, in order to highlight specific examples of use and to identify challenges. A total of 39 articles from the "Google Scholar" were reviewed. Through the review of scientific papers, the various implications of the virtual reality application in architecture and construction were clearly formed and these implications were systematically analyzed through SWOT analysis. In order to achieve a wider adoption of VR technology in the field of architecture and construction, it is necessary to implement research programs aimed at overcoming the numerous challenges that this technology faces. Therefore, the purpose of this study is to identify and highlight obstacles so that they can be solved through research programs, in order to facilitate the adoption of VR technology in the AEC sector}, journal = {Journal of Computer Science}, publisher = {Science Publications} }