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Advanced Building Simulation

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Immersive building simulation 221<br />

Environments have been used in a variety of areas in relation to buildings. This<br />

includes the extension of visual perception by enabling the user to see through or into<br />

objects (Klinker et al. 1998) such as maintenance support for visualizing electrical<br />

wires in a wall or construction grids (Retik et al. 1998). Other applications include<br />

structural system visualization (Fiener et al. 1995), augmented outdoor visualization<br />

(Berger et al. 1999), collaborative design process (Frost and Warren 2000), and client<br />

servicing (Neil 1996). The visualization of some of these applications becomes more<br />

useful when these environments are associated with other techniques that increase<br />

their efficiency such as knowledge-based systems (Stalker and Smith 1998).<br />

For immersive building simulation, only a few projects have been developed—some<br />

of which are related to the post-processing of Computational Fluid Dynamics (CFD)<br />

data (Shahnawaz et al. 1999; Malkawi and Primikiri 2002) augmented simulations<br />

(Malkawi and Choudhary 1999); building and data representation (Pilgrim et al. 2001);<br />

building performance visualization (Linden et al. 2001; Malkawi and Choudhary 1999)<br />

and immersive visualization for structural analysis (Rangaraju and Tek 2001; Impelluso<br />

1996). Most of the available tools provide a one- or two-dimensional representation of<br />

the data derived from a building performance simulation. This has always been an<br />

important challenge as only experts can precisely understand the data and hence are<br />

always required to interpret them. Consequently, this introduces the problems of time<br />

and cost, not only in terms of hiring these experts, but also in establishing communication<br />

among the participants. This communication is not only dependent on their<br />

physical presence. It also involves issues of representation as well as of semantics.<br />

Immersive building simulation requires specialty hardware and software (Figure 9.1).<br />

The hardware includes the display, tracking and interaction devices. For display, immersive<br />

simulation requires a Head-Mounted Display (HMD), a Binocular Omni-<br />

Orientation Monitor (BOOM), or other peripheral hardware that allow user<br />

interaction and perception to be altered using the synthetic environment. The HMD is<br />

a helmet or partial helmet that holds the visual and auditory systems. Other immersive<br />

systems use multiple projection displays to create a room that will allow many users to<br />

interact in the virtual world. Several technologies are used for the tracking—such as<br />

mechanical, electromagnetic, ultrasonic, inertial, and optical. The interaction can be<br />

View<br />

Render geometry<br />

Interaction<br />

Tracker data & location<br />

<strong>Simulation</strong><br />

Thermal, lighting, etc.<br />

Display<br />

HMD, BOOM, CAVE, etc.<br />

Trackers<br />

Magnetic, acoustics, etc.<br />

Interaction devices<br />

Cyberglove, etc.<br />

Software Hardware<br />

Figure 9.1 Immersive building simulation—hardware and software dependencies.<br />

Space

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