Virtual reality (VR) is becoming common in the AEC/FM industry, closely linked to BIM implementation. VR tools can be used to anticipate operational issues, simulating them in a virtual prototype since early design. The paper investigates such a topic in relation to access, space and use performance of an existing hospital facility. A case study has been developed considering a pavilion where both medical and food spaces are located, causing a clash between flows of end-users in critical time-slots. Crowd simulations and immersive virtual environments have been tested as occupancy evaluation tools. Post-occupancy evaluation (POE) data have been translated into a dynamic simulation of the existing occupancy conditions within the BIModel of the pavilion and considering various profiles of end-users. Subsequently, both the BIModel and the crowd simulation have been imported into a game engine to be visualised and experienced in a VR-headset, switching from the analysis of flows to the perspective of end-users (i.e. able-bodied users, person in a wheelchair, visually-impaired person). The use of VR enables a clear visualisation and communication of the existing conditions. Moreover, POE data translated into a dynamic simulation of the building use scenario could be applied for the pre-occupancy evaluation of internal layout reconfigurations. Finally, the combined use of crowd simulation and immersive VR enables the users to perceive crowding in the occupancy evaluation and adds the user experience as design input, representing an innovative approach that goes beyond traditional resources such as personal experience and regulations.

Evaluation of building use scenarios by crowd simulations and immersive virtual environments: A case study

Oliveri, E.;
2018

Abstract

Virtual reality (VR) is becoming common in the AEC/FM industry, closely linked to BIM implementation. VR tools can be used to anticipate operational issues, simulating them in a virtual prototype since early design. The paper investigates such a topic in relation to access, space and use performance of an existing hospital facility. A case study has been developed considering a pavilion where both medical and food spaces are located, causing a clash between flows of end-users in critical time-slots. Crowd simulations and immersive virtual environments have been tested as occupancy evaluation tools. Post-occupancy evaluation (POE) data have been translated into a dynamic simulation of the existing occupancy conditions within the BIModel of the pavilion and considering various profiles of end-users. Subsequently, both the BIModel and the crowd simulation have been imported into a game engine to be visualised and experienced in a VR-headset, switching from the analysis of flows to the perspective of end-users (i.e. able-bodied users, person in a wheelchair, visually-impaired person). The use of VR enables a clear visualisation and communication of the existing conditions. Moreover, POE data translated into a dynamic simulation of the building use scenario could be applied for the pre-occupancy evaluation of internal layout reconfigurations. Finally, the combined use of crowd simulation and immersive VR enables the users to perceive crowding in the occupancy evaluation and adds the user experience as design input, representing an innovative approach that goes beyond traditional resources such as personal experience and regulations.
2018
Istituto per le Tecnologie della Costruzione - ITC
Occupancy evaluation; Virtual reality; Crowd simulation; Immersive virtual environment; Building performance
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/517757
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