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Advanced Building Simulation

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Chapter 9<br />

Immersive building simulation<br />

Ali M. Malkawi<br />

9.1 Introduction<br />

Advancements in visualization led to new developments in simulation. Different<br />

technologies made it possible to create environments that are virtual or augmented.<br />

Immersive simulation is the representation of the behavior or characteristics of the<br />

physical environment through the use of computer-generated environment with and<br />

within which people can interact. These environments support variety of applications<br />

including building simulation. The advantage of this simulation is that it can immerse<br />

people in an environment that would normally be unavailable due to cost, safety, or<br />

perception restrictions. It offers users immersion, navigation, and manipulation.<br />

Sensors attached to the participant (e.g. gloves, bodysuit, footwear) pass on his or her<br />

movements to the computer, which changes the graphics accordingly to give the<br />

participant the feeling of movement through the scene.<br />

This chapter introduces a newly defined area of research we termed “immersive<br />

building simulation” and discusses the different techniques available and their applications.<br />

It illustrates how this emerging area is benefiting from the more established<br />

immersive simulation field. It begins by describing its background, which is rooted in<br />

virtual and augmented reality, and describes the application of these techniques used<br />

in different fields. It defines the essential components of immersive building simulation<br />

with a focus on data representation and interaction regarding building performance.<br />

Two example cases and recent work in this area will be discussed.<br />

In this chapter, the term immersive building simulation is used to illustrate a specific<br />

type of simulation that uses immersive virtual or augmented reality environments.<br />

Although the term virtual reality (VR) was originally coined by Jaron Lanier, the<br />

founder of VPL Research in 1985, the concept of virtual reality can be linked to the<br />

development of calculating machines and mechanical devices (Schroeder 1993). Its<br />

modern roots can be associated with Edwin Link who developed the flight simulator<br />

in order to reduce pilot training time and cost in the early 1940s. The early 1960s<br />

show milestone developments in the field of virtual and augmented environments. In<br />

1965, Ivan Sutherland published a paper “The Ultimate Display” (Sutherland 1965)<br />

in which he provided an argument to utilize the computer screen as a window through<br />

which one beholds a virtual world. The same year, Sutherland built the first seethrough<br />

head mounted display and used it to show a wire frame cube overlaid on the<br />

real world, thereby creating the first Augmented Reality Interface. In addition, video<br />

mapping was introduced around the same time in a publication written by Myron<br />

Krueger in the early 1960s (Krueger 1985).

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