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Linking a Game Engine Environment to Architectural Information on the Semantic Web 被引量:2
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作者 Pieter Pauwels Ronald De Meyer Jan Van Campenhout 《Journal of Civil Engineering and Architecture》 2011年第9期787-798,共12页
Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualization technology and information management technolo... Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualization technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. Virtual environments, however, tend not to make this information available. The sparse number of applications that present additional information furthermore tend to limit their scope to pure construction information and do not incorporate information from loosely related knowledge domains, such as cultural heritage or architectural history information. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualization for architectural design and construction. 展开更多
关键词 3D BIM construction industry game engines INFORMATION semantic web virtual environments visualization.
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Physics-based modeling of crowd evacuation in the Unity game engine
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作者 Walter Alan Cantrell Mikel D.Petty +1 位作者 Samantha L.Knight Whitney K.Schueler 《International Journal of Modeling, Simulation, and Scientific Computing》 EI 2018年第4期108-138,共31页
Crowds of people are often found in enclosed or constricted spaces.Evacuation in such situations is usually conducted calmly,but real or perceived danger may trigger panic.In panicked crowds,the interpersonal distance... Crowds of people are often found in enclosed or constricted spaces.Evacuation in such situations is usually conducted calmly,but real or perceived danger may trigger panic.In panicked crowds,the interpersonal distance crowd members normally observe is often overwhelmed by the physical pressure of crowd members pushing against each other.That pressure can both slow evacuation and lead to injury or death.Models have been developed to study crowd evacuation in a range of situations.This paper describes the implementation,testing,and validation of a crowd evacuation model using Unity,a commercial computer game engine.A realistic physics-based model of crowd movement that calculates and considers the physical pressure crowd members exert on each other was implemented in Unity.The implemented model was tested under both nonpanicked and panicked scenarios;those tests exhibited known qualitative characteristics of such scenarios.The model was then quantitatively validated by comparing its results to the outcome of an actual evacuation event,the 2003 fire at The Station nightclub in Rhode Island.The implementation and validation show that Unity can be an effective tool for evacuation modeling. 展开更多
关键词 Crowd modeling crowd movement evacuation modeling game engines Unity.
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Integrating Virtual Reality and Energy Analysis with BIM to Optimize Window-to-Wall Ratio and Building’s Orientation for Age-in-Place Design at the Conceptual Stage
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作者 Vafa Rostamiasl Ahmad Jrade 《Open Journal of Civil Engineering》 2024年第3期305-333,共29页
This study unfolds an innovative approach aiming to address the critical role of building design in global energy consumption, focusing on optimizing the Window-to-Wall Ratio (WWR), since buildings account for approxi... This study unfolds an innovative approach aiming to address the critical role of building design in global energy consumption, focusing on optimizing the Window-to-Wall Ratio (WWR), since buildings account for approximately 30% of total energy consumed worldwide. The greatest contributors to energy expenditure in buildings are internal artificial lighting and heating and cooling systems. The WWR, determined by the proportion of the building’s glazed area to its wall area, is a significant factor influencing energy efficiency and minimizing energy load. This study introduces the development of a semi-automated computer model designed to offer a real-time, interactive simulation environment, fostering improving communication and engagement between designers and owners. The said model serves to optimize both the WWR and building orientation to align with occupants’ needs and expectations, subsequently reducing annual energy consumption and enhancing the overall building energy performance. The integrated model incorporates Building Information Modeling (BIM), Virtual Reality (VR), and Energy Analysis tools deployed at the conceptual design stage, allowing for the amalgamation of owners’ inputs in the design process and facilitating the creation of more realistic and effective design strategies. 展开更多
关键词 Building Information Modeling (BIM) Virtual Reality (VR) game engine Energy Analysis Window-to-Wall Ratio Building Orientation Computer Integration and Automation
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Design and implementation of somatosensory interactive game based on Leap Motion 被引量:2
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作者 Lu Ming Tan Xin Zhao Dongfeng 《Computer Aided Drafting,Design and Manufacturing》 2016年第4期37-40,共4页
Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring ... Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring users senses of immersion efficiently. This paper studies a interactive somatosensory game model based on Leap Motion and implemented with Unity. Based on the two core technology philosophy of Leap Motion, i.e., virtual reality technology and body sense of interactive technology, the design implementation of each sub module of the system and Leap Motion game algorithm are thoroughly addressed. This paper has certain significance for future application of Leap Motion in film, television, and interactive games. 展开更多
关键词 virtual reality technology unity3D game engine Leap Motion UI design
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On engineering game theory with its application in power systems 被引量:8
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作者 Shengwei MEI Wei WEI Feng LIU 《Control Theory and Technology》 EI CSCD 2017年第1期1-12,共12页
Due to its capability of solving decision-making problems involving multiple entities and objectives, as well as complex action sequences, game theory has been a basic mathematical tool of economists, politicians, and... Due to its capability of solving decision-making problems involving multiple entities and objectives, as well as complex action sequences, game theory has been a basic mathematical tool of economists, politicians, and sociologists for decades. It helps them understand how strategic interactions impact rational decisions of individual players in competitive and uncertain environment, if each player aims to get the best payoff. This situation is ubiquitous in engineering practices. This paper streamlines the foundations of engineering game theory, which uses concepts, theories and methodologies to guide the resolution of engineering design, operation, and control problems in a more canonical and systematic way. An overview of its application in smart grid technologies and power systems related topics is presented, and intriguing research directions are also envisioned. 展开更多
关键词 Decision making engineering game theory power system smart grid technology
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Paving the Way to Smart Micro Energy Grid:Concepts,Design Principles,and Engineering Practices 被引量:14
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作者 Shengwei Mei Rui Li +6 位作者 Xiaodai Xue Ying Chen Qiang Lu Xiaotao Chen Carsten D.Ahrens Ruomei Li Laijun Chen 《CSEE Journal of Power and Energy Systems》 SCIE 2017年第4期440-449,共10页
The interconnection between initially independent energy infrastructures offers additional system flexibility and efficiency.The integration at distribution level simplifies the implementation of the integrated energy... The interconnection between initially independent energy infrastructures offers additional system flexibility and efficiency.The integration at distribution level simplifies the implementation of the integrated energy system functionalities.This paper proposes concepts and design principles of a smart micro energy grid(MEG)for accommodating micro-grids,distributed poly-generation systems,energy storage facilities,and associated energy distribution infrastructures.The energy management system is responsible for the smart operation of the MEG while supporting multiple criteria,such as safety,economy,and environmental protection.To realize the vision of the smart MEG,an engineering game theory based energy management system with self-approaching-optimum capability is investigated.Based on the proposed concepts,design principles,and energy management system,this paper presents a prototype of China’s first conceptual solar-based smart MEG,established in Qinghai University. 展开更多
关键词 Energy management engineering game theory self-approaching-optimum smart micro energy grid solar-based conceptual prototype
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An interactive approach to investigate brightness perception of daylighting in Immersive Virtual Environments:Comparing subjective responses and quantitative metrics 被引量:4
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作者 Muhammad Hegazy Kensuke Yasufuku Hirokazu Abe 《Building Simulation》 SCIE EI CSCD 2022年第1期41-68,共28页
Daylighting plays an eminent role in the performance of indoor environments and their occupants,thus necessitating the need to investigate daylight perception of potential occupants at early design stages.The present ... Daylighting plays an eminent role in the performance of indoor environments and their occupants,thus necessitating the need to investigate daylight perception of potential occupants at early design stages.The present study introduces an interactive approach to collect and visualize brightness perception of daylighting in a large-scale immersive virtual environment using a game engine as a daylight simulation tool.The developed system allows users to explore building models freely at different day times set in virtual reality and report their perceptions in real time.Following a validation study(N=36)to investigate the consistency of brightness perceptions in a real environment and its virtual replica,a set of 24 participants were recruited to use the system to report their brightness perception in a virtual model of a daylit art museum,through snapshotting the scenes where they perceive as one of the following in terms of daylighting:(very dark,dark,bright,or very bright).Using an output of 419 snapshots,a"Perceptual Light Map"(PLM)was developed to visualize the collective brightness perception of participants as a heat map.Subjective responses were found to be positively correlated with four daylight metrics,with the highest correlation to mean luminance and the lowest to luminance ratio.The findings of this exploratory study represent a step towards a user-oriented supplement tool to the existing quantitative daylight metrics,validating game engines’adequacy as a daylight simulation tool,and illustrating the potentials of immersion and interaction principles for the perception of daylit spaces in virtual reality. 展开更多
关键词 immersive virtual environment DAYLIGHTING game engine human perception mean luminance
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