Advanced Building Simulation
Advanced Building Simulation
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