TY - GEN
T1 - Using game-like narrative to simulate human behaviour in built environments
AU - Simeone, Davide
AU - Kalay, Yehuda E.
AU - Schaumann, Davide
PY - 2013
Y1 - 2013
N2 - Predicting future users' behaviour and their activities in a building is a highly complex task that designers have to face during the design process. Despite its importance, few methods exist that can predict and help evaluate this type of building performance during the design process itself. Simulative approaches are gradually overcoming this shortcoming, but at present their application is limited to the representation of specific occurrences and behavioural performance aspects, such as emergency egress. Based on current developments in the video game industry, our research aims to establish a new approach to human behaviour simulation in built environments, based on a clear and reliable representation of the use processes occurring in a building. At its core is simulation based on the notion of events, defined as active entities on their own, comprised of space, people, and activities. These events entities are structured into collections called narratives, which represent and allow the simulation of the step-by-step performing of activities by users in a built environment.
AB - Predicting future users' behaviour and their activities in a building is a highly complex task that designers have to face during the design process. Despite its importance, few methods exist that can predict and help evaluate this type of building performance during the design process itself. Simulative approaches are gradually overcoming this shortcoming, but at present their application is limited to the representation of specific occurrences and behavioural performance aspects, such as emergency egress. Based on current developments in the video game industry, our research aims to establish a new approach to human behaviour simulation in built environments, based on a clear and reliable representation of the use processes occurring in a building. At its core is simulation based on the notion of events, defined as active entities on their own, comprised of space, people, and activities. These events entities are structured into collections called narratives, which represent and allow the simulation of the step-by-step performing of activities by users in a built environment.
KW - Building-user interaction
KW - Event model
KW - Game narrative
KW - Human behaviour simulation
KW - Prediction and evaluation
UR - http://www.scopus.com/inward/record.url?scp=84894131907&partnerID=8YFLogxK
U2 - https://doi.org/10.52842/conf.caadria.2013.199
DO - https://doi.org/10.52842/conf.caadria.2013.199
M3 - منشور من مؤتمر
SN - 9789881902641
T3 - Open Systems - Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2013
SP - 199
EP - 208
BT - Open Systems - Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2013
PB - The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA)
T2 - 18th International Conference on Computer-Aided Architectural Design Research in Asia: Open Systems, CAADRIA 2013
Y2 - 15 May 2013 through 18 May 2013
ER -