Academic literature on the topic 'Virtual Building Model'

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Journal articles on the topic "Virtual Building Model"

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Nagao, Katashi, Menglong Yang, and Yusuke Miyakawa. "Building-Scale Virtual Reality." International Journal of Multimedia Data Engineering and Management 10, no. 1 (January 2019): 1–21. http://dx.doi.org/10.4018/ijmdem.2019010101.

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A method is presented that extends the real world into all buildings. This building-scale virtual reality (VR) method differs from augmented reality (AR) in that it uses automatically generated 3D point cloud maps of building interiors. It treats an entire indoor area a pose tracking area by using data collected using an RGB-D camera mounted on a VR headset and using deep learning to build a model from the data. It modifies the VR space in accordance with its intended usage by using segmentation and replacement of the 3D point clouds. This is difficult to do with AR but is essential if VR is to be used for actual real-world applications, such as disaster simulation including simulation of fires and flooding in buildings. 3D pose tracking in the building-scale VR is more accurate than conventional RGB-D simultaneous localization and mapping.
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Barab, Sasha A., Kenneth E. Hay, Michael Barnett, and Thomas Keating. "Virtual solar system project: Building understanding through model building." Journal of Research in Science Teaching 37, no. 7 (2000): 719–56. http://dx.doi.org/10.1002/1098-2736(200009)37:7<719::aid-tea6>3.0.co;2-v.

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Salleh, Syahiirah, Uznir Ujang, and Suhaibah Azri. "Virtual 3D Campus for Universiti Teknologi Malaysia (UTM)." ISPRS International Journal of Geo-Information 10, no. 6 (May 22, 2021): 356. http://dx.doi.org/10.3390/ijgi10060356.

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University campuses consists of many buildings within a large area managed by a single organization. Like 3D city modeling, a 3D model of campuses can be utilized to provide a better foundation for planning, navigation and management of buildings. This study approaches 3D modeling of the UTM campus by utilizing data from aerial photos and site observations. The 3D models of buildings were drawn from building footprints in SketchUp and converted to CityGML using FME software. The CityGML models were imported into a geodatabase using 3DCityDB and visualized in Cesium. The resulting 3D model of buildings was in CityGML format level of detail 2, consisting of ground, wall and roof surfaces. The 3D models were positioned with real-world coordinates using the geolocation function in SketchUp. The non-spatial attributes of the 3D models were also stored in a database managed by PostgreSQL. While the methodology demonstrated in this study was found to be able to create LoD2 building models. However, issues of accuracy arose in terms of building details and positioning. Therefore, higher accuracy data, such as point cloud data, should produce higher LoD models and accurate positioning.
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Murphy, M., A. Chenaux, G. Keenaghan, V. GIbson, J. Butler, and C. Pybusr. "ARMAGH OBSERVATORY – HISTORIC BUILDING INFORMATION MODELLING FOR VIRTUAL LEARNING IN BUILDING CONSERVATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W5 (August 21, 2017): 531–38. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w5-531-2017.

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In this paper the recording and design for a Virtual Reality Immersive Model of Armagh Observatory is presented, which will replicate the historic buildings and landscape with distant meridian markers and position of its principal historic instruments within a model of the night sky showing the position of bright stars. The virtual reality model can be used for educational purposes allowing the instruments within the historic building model to be manipulated within 3D space to demonstrate how the position measurements of stars were made in the 18th century. A description is given of current student and researchers activities concerning on-site recording and surveying and the virtual modelling of the buildings and landscape. This is followed by a design for a Virtual Reality Immersive Model of Armagh Observatory use game engine and virtual learning platforms and concepts.
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He, Fan. "Restoration Design of Chu Architecture: Zhanghua Tower Based on VR Technology." Computational Intelligence and Neuroscience 2022 (July 19, 2022): 1–8. http://dx.doi.org/10.1155/2022/1310462.

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The restoration design of Chinese traditional ancient buildings by VR technology can help to form a new media of ancient building culture and promote the process of digital protection in buildings. Studying the restoration design of Chinese traditional ancient buildings under VR technology can effectively protect the ancient building culture. This paper analyzes the unique design style of Chu architecture and integrates it into VR architecture restoration design. By taking the Zhanghua tower, a representative building in Chu, as an example, this paper expounds on the realization process of restoration design of ancient buildings in Chu. In addition, through 3 ds max and Unity3D platform, the plane shape description, virtual model construction, virtual model optimization, and virtual scene construction are completed, and the virtual space experience of Chu architecture is realized by using Virtools software.
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Bruno, Silvana, Albina Scioti, Alessandra Pierucci, Rocco Rubino, Tommaso Di Noia, and Fabio Fatiguso. "VERBUM – virtual enhanced reality for building modelling (virtual technical tour in digital twins for building conservation)." Journal of Information Technology in Construction 27 (January 5, 2022): 20–47. http://dx.doi.org/10.36680/j.itcon.2022.002.

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The digital transformation of the construction sector is also involving cultural and architectural heritage conservation management to solve criticalities of information exchange in refurbishment/restoration, from the preliminary steps until the execution and monitoring of interventions. Nevertheless, time and resources required to complete digital models (point clouds, 3D meshes and HBIM model) are extensive and this can cause interruption of knowledge communication among professionals. The VERBuM project (Virtual Enhanced Reality For Building Modelling) aims at investigating how a central Virtual Technical Tour (VTT), would guarantee a continuous stream of information when other disruptive technologies are integrated in the process and their related products are linked to the VTT. The use of a VTT, based on 360° photos, may fill time and resources gaps as it is a rapid up-to-date and high-fidelityto-reality tool. The fostering of the paradigmatic change in refurbishment/restoration process requires the development of all-in-one digital environments for digital twinning of cultural and architectural heritage and its assessment, aware of potentialities and criticalities to be overcame. The research moves from stakeholders’ information requirements to implement the VERBuM process supported by the central VTT, editable via cloud-based platform (VERBuM product) to exchange digital contents, uploaded in different file format, but consulted in VR by all the involved actors via web services, without any software product installation. The tool has been evaluated via SWOT analysis supported by Task-Technology Fit (TTF) model and users’ perceptions. The results provide mitigation measures of threats related to distrust in use of VTT within working groups and fruition of point clouds, meshes and BIM models, possible via WebGL-based libraries.
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Ying, Fan, and Zhou Bo. "Building Virtual Scene Construction and Environmental Impact Analysis Based on Image Processing." Scientific Programming 2021 (December 7, 2021): 1–14. http://dx.doi.org/10.1155/2021/9979862.

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With the rapid development of computer technology, the virtual scene construction technology of image processing has gradually become a hotspot in computer research. The application of virtual scene construction technology in the construction industry is also expanding, with the intelligentization of architectural design and construction. With the rapid development of the industry, virtual technology can better provide users with diversified services and experiences. The main content of the article is as follows: (1) The article introduces image construction technology and analyzes the three-dimensional presentation of virtual technology in construction design and the diversified application of virtual technology in construction design. (2) The article introduces two virtual scene construction techniques: one is to combine the real scene obtained by taking pictures with the virtual scene by image technology processing to construct a natural virtual scene; the other is the use of geometric construction by architects. The virtual building model is drawn by the model method, and the virtual building model is thus obtained. (3) The article chooses two representative buildings as cases. The virtual platform monitors and records the movement trajectory of volunteers in the virtual environment in real time. The experimental results show that the number and shape characteristics of the escalators in the building all have a little impact on volunteers’ awareness. (4) The article sets up three control groups of normal mode, fixed skin, and variable skin. It analyzes the environmental impact of buildings from three different aspects of wind environment, thermal environment, and light environment and proposes related control measures.
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Liu, Hong Wei. "A Virtual Model for Civil Building Electric Control Based on Matlab Controller." Advanced Materials Research 433-440 (January 2012): 2361–66. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.2361.

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The purpose of this study is correct and effective model predictive control (MPC), in reduce energy demand and cost of buildings in power network and use pricing -- a demand and charges. A virtual model, for a single floor, the article commercial buildings equipped with variable air volume (VAV) based on Energyplus cooling system. Real-time data between the realization of the switch Energyplus and Matlab into building control virtual test bed (BCVTB) as a middleware. System identification technology is to realize get zone temperature and the power function model, which is used in the MPC framework. With economic target, target function is formulated as a linear programming problem and solves the problem. In the rush hour pre-cooling effect and independent cooling unloaded from building thermal mass in supply and demand can be observed during a consecutive weekly simulation. The MPC brings the cost comparison, the control strategy and other are preprogrammed baseline.
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Li, Weihong. "3D Virtual Modeling Realizations of Building Construction Scenes via Deep Learning Technique." Computational Intelligence and Neuroscience 2022 (March 31, 2022): 1–11. http://dx.doi.org/10.1155/2022/6286420.

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The architectural drawings of traditional building constructions generally require some design knowledge of the architectural plan to be understood. With the continuous development of the construction industry, the use of three-dimensional (3D) virtual models of buildings is quickly increased. Using three-dimensional models can give people a more convenient and intuitive understanding of the model of the building, and it is necessary for the painter to manually draw the 3D model. By analyzing the common design rules of architectural drawing, this project designed and realized a building three-dimensional reconstruction system that can automatically generate a stereogram (3 ds format) from a building plan (dxf format). The system extracts the building information in the dxf plan and generates a three-dimensional model (3 ds format) after identification and analysis. Three-dimensional reconstruction of architectural drawings is an important application of computer graphics in the field of architecture. The technology is based on computer vision and pattern recognition, supported by artificial intelligence, three-dimensional reconstruction, and other aspects of computer technology and engineering domain knowledge. It specializes in processing architectural engineering drawings with rich semantic information and various description forms to automatically carry out architectural drawing layouts. The high-level information with domain meanings such as the geometry and semantics/functions of graphics of the buildings can be analyzed for forming a complete and independent research system. As a new field of computer technology, the three-dimensional reconstruction drawings are appropriate for demonstrating the characteristics of architectural constructions.
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Höß, Bernadette, Michael Wasserman, and Sandra Fisher. "Building a Global Education Collaboration Model Using Experiential Learning: A Fresh Look at Developing Intercultural Competence." JOURNAL OF INTERNATIONAL BUSINESS RESEARCH AND MARKETING 5, no. 1 (2019): 7–12. http://dx.doi.org/10.18775/jibrm.1849-8558.2015.51.3001.

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Adapting to global business and interpersonal differences is a challenge in both higher education and industry. International education generally seeks to improve student intercultural competence; that is, improving an individual’s ability to work with an international mix of colleagues, customers, and suppliers. Nevertheless, there are many examples where these educational efforts fail. This paper explores virtual team projects, where team members at partner schools in Germany and the U.S. worked together on a joint project, as a mechanism to enhance international education and development of intercultural competence. Using interview and qualitative survey data, we find that these virtual projects offer the opportunity to access different perceptions of problem statements, products and procedures, and apply unique resources and knowledge. We add to the literature by exploring both tools and processes to address improved virtual team collaboration through the lens of intercultural competence. Currently, there are many tools which allow cost-effective communication and document exchange (e.g. Slack, Google Drive, Skype) and facilitate virtual projects. We explore several challenges: the geographical distance (e.g. time zones) combined with cultural distance (e.g. different norms, values, and language) make it hard to establish an intensive, trusting work environment. As global networking increases, universities can better prepare students using cross-cultural project-based learning – a process – that involve university partnerships beyond reciprocal on-campus residencies. We offer a process model and four experiential project-based learning ideas designed to develop cultural competence and virtual team skills, and that address challenges such as differences in academic calendars, student work styles, time zones, and educational norms.
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Dissertations / Theses on the topic "Virtual Building Model"

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Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
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Coon, William MacDowell. "A Computational Model for Building Relationships Between Humans and Virtual Agents." Digital WPI, 2012. https://digitalcommons.wpi.edu/etd-theses/942.

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"As artificially intelligent agents become more advanced, they will require corresponding advances in social capability. In particular, they will require an understanding of the development of relationships. This work is intended to aid in addressing this need. We have developed a model of the development of relationships, designed and implemented a planning module based on this model, and performed an evaluation study verifying the functionality of the model and implementation. This should provide a foundation for future work in developing artificially intelligent agents capable of appropriately dealing with the development of social relationships."
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Oliveira, Marina Rodrigues de. "Modelagem virtual e prototipagem rápida aplicadas em projeto de arquitetura." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/18/18141/tde-07042011-110243/.

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O presente trabalho de mestrado estuda a aplicação de tecnologias e ferramentas de modelagem virtual e prototipagem rápida em projeto de Arquitetura, abordando casos em escritórios brasileiros e instituições de ensino que utilizam laboratórios de prototipagem rápida no desenvolvimento de projeto. A partir da revisão bibliográfica abrangendo processo de projeto, projeto paramétrico, modelagem virtual, Building Information Model(ing), prototipagem rápida, buscou-se desenvolver a ligação do trabalho acadêmico desses temas com a prática e o desenvolvimento de projeto a fim de estudar as interferências, potencialidades e desdobramentos que tais tecnologias podem oferecer no desenvolvimento de projeto de arquitetura. Dois estudos de campo foram desenvolvidos para observar como as tecnologias estão influenciando a prática de projeto: através do estudo de campo descritivo junto a cinco escritórios de arquitetura do estado de São Paulo, levantaram-se os diversos usos que têm sido feitos dessas ferramentas na prática de projeto. Utilizou-se também o estudo de campo exploratório que contou com três instituições de ensino de excelência que utilizam métodos atuais com inserção de ferramentas de modelagem virtual paramétrica junto aos laboratórios de Fabricação Digital da FEC/UNICAMP, Brasil, AA, Londres, Inglaterra e UTL, Lisboa, Portugal observou-se as mudanças na prática do ensino de projeto. Conclui-se que a inserção dessas tecnologias no ensino e na prática de projeto tem um papel transformador na forma de se projetar envolvendo mudança nas práticas decisórias, simulação, experimentação, representação de projeto, geração de documentos, colaboração entre projetistas, etc. Porém, esses grupos acadêmicos, que utilizam a tecnologia em prol da concepção e produção de uma arquitetura contemporânea, não refletem a realidade da prática profissional pesquisada onde os escritórios utilizam software com conceito BIM isoladamente já que escritórios de projetos complementares não utilizam a mesma tecnologia.
This master research work studies the employment of tools like virtual modeling and rapid prototyping on architectural designs trough educational institutions and commercial offices case studies from that use Rapid Prototyping Laboratories during the design process. Based on a literature review regarding design process, parametric design, virtual modeling, Building Information Model(ing) and rapid prototyping, connection between academic knowledge and potential design were performed in order to study the potentials, interferences, and future these technologies can offer to architectural design process. Two field studies were employed to investigate how technologies are influencing the design projects. The descriptive work presents the professional practice reality in São Paulo, Brazil, through interviews with five architectural design offices that are using these tools in different ways during the design project. The exploratory study was performed at three schools of excellent: University of Campinas, Brazil, Architectural Association in London, UK and Technical University of Lisbon, Portugal where the methodology employs parametric virtual modeling technology, giving evidence of changes in design teaching using the Digital Fabrication facilities. It concludes that the use of these technologies on design project teaching and practice a hanger the way of design, involving decision-making, simulation, design drawings, documents generation and collaboration between designers. However the academic research groups that use the technology for contemporary design conception and production do not represent the professional practice reality once they are using the BIM software on an isolated way given that complementary design offices don\'t have access to the same technology.
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Hoffmann, Peter. "On virtual commissioning of manufacturing systems : proposals for a systematic VC simulation study methodology and a new simulation model building approach." Thesis, University of South Wales, 2016. https://pure.southwales.ac.uk/en/studentthesis/on-virtual-commissioning-of-manufacturing-systems(a4f3fdc4-56b5-4429-8432-b1975d09cf08).html.

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The development of manufacturing systems is faced with progressively tightening time frames, along with growing requirements on planning quality and engineering accuracy. These demands result from significant cost constraints, shortening of product life-cycles, increasing number of product variants and economic needs for rapid time-to-market. Thus, an efficient production ramp-up including the commissioning as the crucial part, becomes more and more important for engineering companies to stay profitable. Virtual Commissioning (VC) is widely considered as promising method to address the challenges associated with real commissioning, but the simulation model building necessary for VC is affiliated with considerable effort and required expertise. VC of manufacturing systems has been a research topic in academia and industry for far more than a decade. Positive results are reported from large companies e.g. from the automotive industry, which are mostly utilising the complex and costly suites of tools in the context of the Digital Factory, rarely from SMEs. However, in particular also SMEs are forced to improve their engineering and commissioning processes, but suites of tools and methodologies used in large companies are not reasonably transferable to SMEs. Rationale for the rare use of VC, besides its general complexity, are a high modelling effort to build the necessary virtual plant models and a lack of availability of methodologies for systematic implementation and reasonable execution of VC. Thus, the main goal of this research is the development of a new systematic simulation study methodology as general guideline for planning, implementation and execution of VC. It is intended to be notably beneficial for engineers from SMEs, as helpful guideline for planning, implementation and execution of VC and to facilitate the substantially high modelling effort required for VC of manufacturing systems. Besides clarifying the requirements and specifying an environment for VC, the criteria to select an appropriate simulation tool have been established. The proposed modular, component based simulation model building has been split into specified procedures for “Low-level Component Modelling”, to be conducted for the components of the decomposed real manufacturing system, and subsequent “High-level Plant Modelling” of the virtual manufacturing system. The applicability of these new approaches has been validated by planning, implementing and conducting a VC for a trackbound transportation system with self-driving transport cars on passive tracks, which is the major subsystem of the manufacturing system used as test-bed at the UASA Hannover. As one main result, a novel workflow for Low-level Component Modelling has been proposed that aims for the gradual relocation of this modelling task as far as possible to the origin of components, in the end the component manufacturers should provide together with the deliverable components their mechatronic component models. This is related to a novel proposal for exchangeable mechatronic component models and an outlined possible implementation with AutomationML.
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Rogers-Ostema, Patrick J. "Building and using a model of insurgent behavior to avoid IEDS in an online video game." Thesis, Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4112.

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Jansson, Simon, and Markus Strok. "Virtuellt byggande." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11915.

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Kostnaderna att bygga blir allt högre, man tror att byggkostnaderna väntas öka med 25 procent inom de närmaste tre åren. Mest stiger byggherrekostnaden och kostnaderna för byggmaterial och inget tyder på att detta kommer mattas av. Därför ligger det på byggföretagen att effektivisera och optimera projekteringen för att sänka kostnaderna. För att sänka produktions- och projekteringskostnaderna vill byggbranschen gå från hanteringen av traditionella 2D-ritningar till intelligenta 3D-modeller, BIM – Byggnads Informations Modell.

BIM är en metod för att lagra komplett information om en byggnad i en datormodell. Modellen integrerar all geometrisk modellinformation, de funktionella kraven och möjligheterna samt uppförandeinformationen i en enda beskrivning av ett byggnadsprojekt sett över dess livscykel.

Vid arbete med ett BIM-projekt använder man en delad projektmodell som alla inblandade parter kan ta del av och jobba med. Med hjälp av denna BIM-baserade arbetsmetod arbetar bland annat byggnadskonstruktörer, vvskonstruktörer, elkonstruktörer och fastighetsförvaltare med samma modell som arkitekten.

En av de största fördelarna med att använda BIM vid projekteringen är enkelheten att ändra objekt och dess egenskaper. Eftersom alla i projekteringen jobbar med samma modell av byggnaden ser respektive projektör ändringen. Det man strävar efter är att alla inblandade parter skall jobba med modellen från en gemensam server, för att kunna optimera projekteringen med avseende på tid, åtkomst av ritningar och förenklad korrespondens.

Syftet med vårt examensarbete är att skaffa fördjupad kunskap om BIM, både teoretiskt och praktiskt. Den praktiska delen bestod i att konstruera en BIM-modell av en byggnad. De tillämpningar vi gjort på modellen är en mängdberäkning som vi utfört i ArchiCAD, och en energiberäkning i tilläggsprogrammet Vipweb.


The costs to build is steadily increasing, one believes that the construction costs will increase with 25 percents within the next three years. The cost that will increase the most is proprietor cost and the costs for construction materials, and nothing indicates that this will weak of. Therefore it lies on the construction companies to become more effective and to optimize the project planning in order to lower their costs. To be able to lower the cost for production and project planning the construction industry have to go from the handling of traditional 2D-drawings to intelligent 3D-models, BIM - Building Information Model.

BIM is a method in order to store complete information about a building in a computer model. The computer model integrates all geometric model information, the functional requirements and possibilities and the behavior information, in only one description of a building project seen over its life cycle.

While working with a BIM-project one uses a divided project model that all involved parties can take part of and work with. With the aid of this BIM-based work method construction engineers, electrical engineers, heating- ventilation- and sanitation engineers and real estate managers are able work with the same model as the architect.

One of the biggest advantages with using BIM at project planning is the simplicity to change items and its properties. Since everyone in the project planning is working with same model of the building they can all see the changes that have been made. What one strives for is that all involved parties will work with the model from a common server, in order to optimize the project planning with the focus on time, accessibility of drawings and simplified correspondence.

The aim with this degree project is to get deepened knowledge about BIM, both theoretical and practical. The practical part consisted in designing a BIM-model of a building. We have used the model to do an amount calculation on the models building parts. This we carried out in ArchiCAD. We also made an energy calculation in the add-on program Vipweb.

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Talele, Suraj Harish. "Comparative Study of Thermal Comfort Models Using Remote-Location Data for Local Sample Campus Building as a Case Study for Scalable Energy Modeling at Urban Level Using Virtual Information Fabric Infrastructure (VIFI)." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404602/.

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The goal of this dissertation is to demonstrate that data from a remotely located building can be utilized for energy modeling of a similar type of building and to demonstrate how to use this remote data without physically moving the data from one server to another using Virtual Information Fabric Infrastructure (VIFI). In order to achieve this goal, firstly an EnergyPlus model was created for Greek Life Center, a campus building located at University of North Texas campus at Denton in Texas, USA. Three thermal comfort models of Fanger model, Pierce two-node model and KSU two-node model were compared in order to find which one of these three models is most accurate to predict occupant thermal comfort. This study shows that Fanger's model is most accurate in predicting thermal comfort. Secondly, an experimental data pertaining to lighting usage and occupancy in a single-occupancy office from Carnegie Mellon University (CMU) has been implemented in order to perform energy analysis of Greek Life Center assuming that occupants in this building's offices behave similarly as occupants in CMU. Thirdly, different data types, data formats and data sources were identified which are required in order to develop a city-scale urban building energy model (CS-UBEM). Two workflows were created, one for an individual scale building energy model and another one for CS-UBEM. A new innovative infrastructure called as Virtual Information Fabric Infrastructure (VIFI) has been introduced in this dissertation. The workflows proposed in this study will demonstrate in the future work that by using VIFI infrastructure to develop building energy models there is a potential of using data for remote servers without actually moving the data. It has been successfully demonstrated in this dissertation that data located at remote location can be used credibly to predict energy consumption of a newly built building. When the remote experimental data of both lighting and occupancy are implemented, 4.57% energy savings was achieved in the Greek Life Center energy model.
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Muminovic, Meliha, and Emira Tandirovic. "Varför används inte BIM?- Vad är det som motverkar implementeringsprocessen?" Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-68451.

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De flesta produktionsbranscher i Sverige har haft en positiv teknisk utveckling med digitaliserade verksamheter, och därmed effektivare processer. Byggbranschen är den bransch som det har tagit mycket längre tid för att implementera digitaliserade arbetssätt och metoder, och beskrivs oftast som en konservativ bransch. Denna utveckling har dock accelererat under senare år, och BIM (Buliding Information Modelling) har blivit allt mer känt inom byggindustrin.Syftet med arbetet var att undersöka hur mycket BIM egentligen används i byggbranschen, och vilka de rådande orsakerna är till varför det inte används hos alla aktörer. Metoden som har tillämpats i studien utgörs av en förstudie i form av en enkät, där olika aktörer har beskrivit hur BIM tillämpas i deras verksamhet samt vilka de verkliga problemen är för utvecklingen av BIM. Utifrån enkätsvar har en djupare studie utförts i form av intervjuer av olika aktörer.Resultatet visar att det snarare är okunskap, användarvänlighet och bristfällig samverkan som motverkar utveckling av BIM-processen. För att komma ifrån det konservativa så behöver dessa faktorer angripas, om effektivare processer ska tillföras branschen.Slutsatsen om varför BIM inte används dras av resultaten ovan. Processen används till en viss del, men inte i den utsträckning som det teoretiskt är avsett. Den sträcker sig inte ut över hela byggprocessen, och är mest utvecklad i projekteringsskedet. Processen tillämpas fram till övergången mellan de olika skedena, och beror på bristfälliga kravställningar och samarbeten mellan aktörer och beställare. En lösning är att öka BIM-kunskapen och utveckla en gemensam plattform för alla aktörer i alla skeden, där kravet på BIM ska vara en självklarhet i projekten. Detta genom en framtagen implementeringsmodell anpassad efter de svar och önskemål som förekommit i studien.
Most production sectors in Sweden have had a positive technical development with digitized operations, and thus more efficient processes. The construction industry is the industry that has taken much longer to implement digitized working methods and methods, and is usually described as a conservative industry. However, this development has accelerated in recent years, and BIM (Buliding Information Modeling) has become increasingly known in the construction industry. The purpose of the work was to investigate how much BIM is actually used in the construction industry, and what the prevailing reasons are why it is not used by all actors. The method used in the study consists of a preliminary study in the form of a survey, where different actors have described how BIM is applied in their operations and what the real problems are for the development of BIM. Based on questionnaire responses, a deeper study has been conducted in the form of interviews by different actors. The result shows that it is rather ignorance, user friendliness and inadequate collaboration that counteract the development of the BIM process. To get rid of the conservative, these factors need to be addressed if more efficient processes are to be supplied to the industry.The conclusion about why BIM is not used is deducted from the results above. The process is used to a certain extent, but not to the extent that it is theoretically intended. It does not extend throughout the entire construction process, and is most developed in the design phase. The process is applied to the transition between the different stages, and is due to insufficient demands and cooperation between actors and developer. One solution is to increase BIM knowledge and develop a common platform for all actors at all stages, where the requirement for BIM should be a matter of course in the projects. This through an implemented implementation-model adapted to the responses and wishes that have been found in the study.
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Jackson, Steven J. "Building the virtual river : numbers, models, and the politics of water in California /." Diss., Connect to a 24 p. preview or request complete full text in PDF formate. Access restricted to UC campuses, 2005. http://wwwlib.umi.com/cr/ucsd/fullcit?p3212684.

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Glander, Tassilo. "Multi-scale representations of virtual 3D city models." Phd thesis, Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2013/6411/.

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Virtual 3D city and landscape models are the main subject investigated in this thesis. They digitally represent urban space and have many applications in different domains, e.g., simulation, cadastral management, and city planning. Visualization is an elementary component of these applications. Photo-realistic visualization with an increasingly high degree of detail leads to fundamental problems for comprehensible visualization. A large number of highly detailed and textured objects within a virtual 3D city model may create visual noise and overload the users with information. Objects are subject to perspective foreshortening and may be occluded or not displayed in a meaningful way, as they are too small. In this thesis we present abstraction techniques that automatically process virtual 3D city and landscape models to derive abstracted representations. These have a reduced degree of detail, while essential characteristics are preserved. After introducing definitions for model, scale, and multi-scale representations, we discuss the fundamentals of map generalization as well as techniques for 3D generalization. The first presented technique is a cell-based generalization of virtual 3D city models. It creates abstract representations that have a highly reduced level of detail while maintaining essential structures, e.g., the infrastructure network, landmark buildings, and free spaces. The technique automatically partitions the input virtual 3D city model into cells based on the infrastructure network. The single building models contained in each cell are aggregated to abstracted cell blocks. Using weighted infrastructure elements, cell blocks can be computed on different hierarchical levels, storing the hierarchy relation between the cell blocks. Furthermore, we identify initial landmark buildings within a cell by comparing the properties of individual buildings with the aggregated properties of the cell. For each block, the identified landmark building models are subtracted using Boolean operations and integrated in a photo-realistic way. Finally, for the interactive 3D visualization we discuss the creation of the virtual 3D geometry and their appearance styling through colors, labeling, and transparency. We demonstrate the technique with example data sets. Additionally, we discuss applications of generalization lenses and transitions between abstract representations. The second technique is a real-time-rendering technique for geometric enhancement of landmark objects within a virtual 3D city model. Depending on the virtual camera distance, landmark objects are scaled to ensure their visibility within a specific distance interval while deforming their environment. First, in a preprocessing step a landmark hierarchy is computed, this is then used to derive distance intervals for the interactive rendering. At runtime, using the virtual camera distance, a scaling factor is computed and applied to each landmark. The scaling factor is interpolated smoothly at the interval boundaries using cubic Bézier splines. Non-landmark geometry that is near landmark objects is deformed with respect to a limited number of landmarks. We demonstrate the technique by applying it to a highly detailed virtual 3D city model and a generalized 3D city model. In addition we discuss an adaptation of the technique for non-linear projections and mobile devices. The third technique is a real-time rendering technique to create abstract 3D isocontour visualization of virtual 3D terrain models. The virtual 3D terrain model is visualized as a layered or stepped relief. The technique works without preprocessing and, as it is implemented using programmable graphics hardware, can be integrated with minimal changes into common terrain rendering techniques. Consequently, the computation is done in the rendering pipeline for each vertex, primitive, i.e., triangle, and fragment. For each vertex, the height is quantized to the nearest isovalue. For each triangle, the vertex configuration with respect to their isovalues is determined first. Using the configuration, the triangle is then subdivided. The subdivision forms a partial step geometry aligned with the triangle. For each fragment, the surface appearance is determined, e.g., depending on the surface texture, shading, and height-color-mapping. Flexible usage of the technique is demonstrated with applications from focus+context visualization, out-of-core terrain rendering, and information visualization. This thesis presents components for the creation of abstract representations of virtual 3D city and landscape models. Re-using visual language from cartography, the techniques enable users to build on their experience with maps when interpreting these representations. Simultaneously, characteristics of 3D geovirtual environments are taken into account by addressing and discussing, e.g., continuous scale, interaction, and perspective.
Gegenstand der Arbeit sind virtuelle 3D-Stadt- und Landschaftsmodelle, die den städtischen Raum in digitalen Repräsentationen abbilden. Sie werden in vielfältigen Anwendungen und zu unterschiedlichen Zwecken eingesetzt. Dabei ist die Visualisierung ein elementarer Bestandteil dieser Anwendungen. Durch realitätsnahe Darstellung und hohen Detailgrad entstehen jedoch zunehmend fundamentale Probleme für eine verständliche Visualisierung. So führt beispielsweise die hohe Anzahl von detailliert ausmodellierten und texturierten Objekten eines virtuellen 3D-Stadtmodells zu Informationsüberflutung beim Betrachter. In dieser Arbeit werden Abstraktionsverfahren vorgestellt, die diese Probleme behandeln. Ziel der Verfahren ist die automatische Transformation virtueller 3D-Stadt- und Landschaftsmodelle in abstrakte Repräsentationen, die bei reduziertem Detailgrad wichtige Charakteristika erhalten. Nach der Einführung von Grundbegriffen zu Modell, Maßstab und Mehrfachrepräsentationen werden theoretische Grundlagen zur Generalisierung von Karten sowie Verfahren zur 3D-Generalisierung betrachtet. Das erste vorgestellte Verfahren beschreibt die zellbasierte Generalisierung von virtuellen 3DStadtmodellen. Es erzeugt abstrakte Repräsentationen, die drastisch im Detailgrad reduziert sind, erhält dabei jedoch die wichtigsten Strukturen, z.B. das Infrastrukturnetz, Landmarkengebäude und Freiflächen. Dazu wird in einem vollautomatischen Verfahren das Eingabestadtmodell mithilfe des Infrastrukturnetzes in Zellen zerlegt. Pro Zelle wird abstrakte Gebäudegeometrie erzeugt, indem die enthaltenen Einzelgebäude mit ihren Eigenschaften aggregiert werden. Durch Berücksichtigung gewichteter Elemente des Infrastrukturnetzes können Zellblöcke auf verschiedenen Hierarchieebenen berechnet werden. Weiterhin werden Landmarken gesondert berücksichtigt: Anhand statistischer Abweichungen der Eigenschaften der Einzelgebäudes von den aggregierten Eigenschaften der Zelle werden Gebäude gegebenenfalls als initiale Landmarken identifiziert. Schließlich werden die Landmarkengebäude aus den generalisierten Blöcken mit Booleschen Operationen ausgeschnitten und realitätsnah dargestellt. Die Ergebnisse des Verfahrens lassen sich in interaktiver 3D-Darstellung einsetzen. Das Verfahren wird beispielhaft an verschiedenen Datensätzen demonstriert und bezüglich der Erweiterbarkeit diskutiert. Das zweite vorgestellte Verfahren ist ein Echtzeit-Rendering-Verfahren für geometrische Hervorhebung von Landmarken innerhalb eines virtuellen 3D-Stadtmodells: Landmarkenmodelle werden abhängig von der virtuellen Kameradistanz vergrößert, so dass sie innerhalb eines spezifischen Entfernungsintervalls sichtbar bleiben; dabei wird ihre Umgebung deformiert. In einem Vorverarbeitungsschritt wird eine Landmarkenhierarchie bestimmt, aus der die Entfernungsintervalle für die interaktive Darstellung abgeleitet werden. Zur Laufzeit wird anhand der virtuellen Kameraentfernung je Landmarke ein dynamischer Skalierungsfaktor bestimmt, der das Landmarkenmodell auf eine sichtbare Größe skaliert. Dabei wird der Skalierungsfaktor an den Intervallgrenzen durch kubisch interpoliert. Für Nicht-Landmarkengeometrie in der Umgebung wird die Deformation bezüglich einer begrenzten Menge von Landmarken berechnet. Die Eignung des Verfahrens wird beispielhaft anhand verschiedener Datensätze demonstriert und bezüglich der Erweiterbarkeit diskutiert. Das dritte vorgestellte Verfahren ist ein Echtzeit-Rendering-Verfahren, das eine abstrakte 3D-Isokonturen-Darstellung von virtuellen 3D-Geländemodellen erzeugt. Für das Geländemodell wird eine Stufenreliefdarstellung für eine Menge von nutzergewählten Höhenwerten erzeugt. Das Verfahren arbeitet ohne Vorverarbeitung auf Basis programmierbarer Grafikkarten-Hardware. Entsprechend erfolgt die Verarbeitung in der Prozesskette pro Geometrieknoten, pro Dreieck, und pro Bildfragment. Pro Geometrieknoten wird zunächst die Höhe auf den nächstliegenden Isowert quantisiert. Pro Dreieck wird dann die Konfiguration bezüglich der Isowerte der drei Geometrieknoten bestimmt. Anhand der Konfiguration wird eine geometrische Unterteilung vorgenommen, so dass ein Stufenausschnitt entsteht, der dem aktuellen Dreieck entspricht. Pro Bildfragment wird schließlich die finale Erscheinung definiert, z.B. anhand von Oberflächentextur, durch Schattierung und Höheneinfärbung. Die vielfältigen Einsatzmöglichkeiten werden mit verschiedenen Anwendungen demonstriert. Die Arbeit stellt Bausteine für die Erzeugung abstrakter Darstellungen von virtuellen 3D-Stadt und Landschaftsmodellen vor. Durch die Orientierung an kartographischer Bildsprache können die Nutzer auf bestehende Erfahrungen bei der Interpretation zurückgreifen. Dabei werden die charakteristischen Eigenschaften 3D geovirtueller Umgebungen berücksichtigt, indem z.B. kontinuierlicher Maßstab, Interaktion und Perspektive behandelt und diskutiert werden.
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Books on the topic "Virtual Building Model"

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1953-, Fisher Bob, Dawson-Howe K, O'Sullivan Carol 1965-, and International Symposium on Virtual and Augmented Architecture (2001 : Dublin, Ireland), eds. Virtual and augmented architecture (VAA'01): Proceedings of the International Symposium on Virtual and Augmented Architecture (VAA'01), Trinity College, Dublin, 21-22 June 2001. London: Springer, 2001.

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Weinel, Jonathan. Virtual Unreality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0008.

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This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.
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Building with virtual LEGO: Getting started with LEGO Digital Designer, Ldraw, and Mecabricks. McGraw Hill Education, 2017.

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undifferentiated, Bob Fisher, Kenneth Dawson-Howe, and Carol O'Sullivan. Virtual and Augmented Architecture (VAA'01): Proceedings of the International Symposium on Virtual and Augmented Architecture (VAA01), Trinity College, Dublin 21-22 June 2001. Springer, 2001.

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Chirimuuta, Mazviita. The Development and Application of Efficient Coding Explanation in Neuroscience. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198777946.003.0009.

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In the philosophy of neuroscience, much attention has been paid to mechanistic causal explanations, both in terms of their theoretical virtues, and their application in potential therapeutic interventions. Non-mechanistic, non-causal explanatory models, it is often assumed, would have no role to play in any practical endeavors. This assumption ignores the fact that many of the non-mechanistic explanatory models which have been successfully employed in neuroscience have their origins in engineering and applied sciences, and are central to many new neuro-technologies. This chapter examines the development of explanations of lateral inhibition in the early visual system as implementing an efficient code for converting photoreceptor input into a data-compressed output from the eye to the brain. Two applications of the efficient coding approach are considered: in streamlining the vast datasets of current neuroscience by offering unifying principles, and in building artificial systems that replicate vision and other cognitive functions.
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Voparil, Chris. Reconstructing Pragmatism. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197605721.001.0001.

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The figure of Richard Rorty stands in complex relation to the tradition of American pragmatism. On the one hand, his intellectual creativity, lively prose, and bridge-building fueled the contemporary resurgence of pragmatism. On the other, his polemical claims and selective interpretations function as a negative, fixed pole against which thinkers of all stripes define themselves. Virtually all pragmatists on the contemporary scene, whether classical or “new,” Deweyan, Jamesian, or Peircean, use Rorty as a foil to justify their positions. The resulting divisions and internecine quarrels threaten to thwart and fragment the tradition’s creative potential. More caricatured than understood, the specter of Rorty is blocking the road of inquiry and future development of pragmatism. Reconstructing Pragmatism moves beyond the Rortyan impasse by providing what has been missing for decades: a constructive, nonpolemical account of Rorty’s relation to classical pragmatism. The first book-length treatment of Rorty’s intellectual debt to the early pragmatists, it establishes his selective appropriations not as misunderstandings or distortions but as a sustained, intentional effort to reconstruct their thinking. Featuring chapters devoted to five key pragmatist thinkers—Charles Sanders Peirce, William James, John Dewey, Josiah Royce, and Jane Addams—the book draws on archival sources and the full scope of Rorty’s writings to challenge prevailing misconceptions and caricatures. By illuminating the critical resources, still largely untapped, that Rorty offers for articulating classical pragmatism’s ongoing relevance, the book reveals limitations in received images of the classical pragmatists and opens up new modes of understanding pragmatism and why it matters today.
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Stone Sweet, Alec, and Jud Mathews. Proportionality Balancing and Constitutional Governance. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198841395.001.0001.

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This book focuses on the law and politics of rights protection in democracies, and in human rights regimes in Europe, the Americas, and Africa. After introducing the basic features of modern constitutions, with their emphasis on rights and judicial review, the authors present a theory of proportionality that explains why constitutional judges embraced it. Proportionality analysis is a highly intrusive mode of judicial supervision: it permits state officials to limit rights, but only when necessary to achieve a sufficiently important public interest. Since the 1950s, virtually every powerful domestic and international court has adopted proportionality as the central method for protecting rights. In doing so, judges positioned themselves to review all important legislative and administrative decisions, and to invalidate them as unconstitutional when they fail the proportionality test. The result has been a massive—and global—transformation of law and politics. The book explicates the concepts of “trusteeship,” the “system of constitutional justice,” the “effectiveness” of rights adjudication, and the “zone of proportionality.” A wide range of case studies analyze: how proportionality has spread, and variation in how it is deployed; the extent to which the U.S. Supreme Court has evolved and resisted similar doctrines; the role of proportionality in building ongoing “constitutional dialogues” with the other branches of government; and the importance of the principle to the courts of regional human rights regimes. While there is variance in the intensity of proportionality-based dialogues, such interactions are today at the heart of governance in the modern constitutional state and beyond.
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Book chapters on the topic "Virtual Building Model"

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Wee, Juan Dee, and Chee-Kit Looi. "A Model for Analyzing Math Knowledge Building in VMT." In Studying Virtual Math Teams, 475–97. Boston, MA: Springer US, 2009. http://dx.doi.org/10.1007/978-1-4419-0228-3_25.

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Corigliano, Magda Antonioli, and Rodolfo Baggio. "Italian Tourism Virtual Communities: Empirical Research and Model Building." In Information and Communication Technologies in Tourism 2003, 86–95. Vienna: Springer Vienna, 2003. http://dx.doi.org/10.1007/978-3-7091-6027-5_10.

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Partington, Mike, and Christopher Jaynes. "A Hybrid Image and Model Based Approach to Photorealistic Building Reconstruction." In Virtual and Augmented Architecture (VAA’01), 243–54. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0337-0_25.

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Nikolaou, Triantafyllia, Dionysia Kolokotsa, George Stavrakakis, Apostolos Apostolou, and Corneliu Munteanu. "Detailed Audit and Detailed Case-Study Building Model: Virtual Building Dataset (VBD) for Benchmarking and Classification of Office Buildings." In Managing Indoor Environments and Energy in Buildings with Integrated Intelligent Systems, 51–141. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21798-7_4.

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Bittmann, Sebastian, and Oliver Thomas. "An Argumentative Approach of Conceptual Modelling and Model Validation through Theory Building." In Design Science at the Intersection of Physical and Virtual Design, 242–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38827-9_17.

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Sullivan, Elaine, and Willeke Wendrich. "An Offering To Amun - Ra : Building A Virtual Reality Model Of Karnak." In Information Technology and Egyptology in 2008, edited by Nigel Strudwick, 109–28. Piscataway, NJ, USA: Gorgias Press, 2009. http://dx.doi.org/10.31826/9781463216269-009.

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De Boeck, Joan, Chris Raymaekers, and Karin Coninx. "CoGenIVE: Building 3D Virtual Environments Using a Model Based User Interface Design Approach." In Communications in Computer and Information Science, 83–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10226-4_7.

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Lin, Jing, and Nan Li. "Towards a Framework to Model Intelligent Avatars in Immersive Virtual Environments for Studying Human Behavior in Building Fire Emergencies." In Virtual, Augmented and Mixed Reality. Multimodal Interaction, 349–60. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_27.

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Bolognesi, Cecilia Maria, Eva-Lotta Kurkinen, and Per Andersson. "Digital Tools for Fast Mapping of Buildings." In Innovative Tools and Methods Using BIM for an Efficient Renovation in Buildings, 51–62. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04670-4_4.

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AbstractWhile the construction sector embraces digitalization, new technologies related to it are spreading benefits. The need of creating a 3D model of a building, a digital copy of something existing, is not new. Mediated by the advent of photographic and laser instrumentation, the construction of a digital model has crossed the fields of surveying with increasing accuracy and precision, imposing standards of capturing the existing first and modelling then ever higher. But while the Building Information Modelling allows a virtual representation of the existing asset enriching its geometry with precious and significant information related to its properties, advanced survey has always faced the impossibility to break the surface of the building, surveying what is inside walls, thus excluding what necessary should be contained within a BIM model. Also, BIM models do not consider the real-time component and do not report the real-time behaviour of the building. In this chapter we will investigate several technologies and instruments exploited till now for the surveying and positioning of existing buildings, plants included, and a new toolkit based on AR that, coupled with sensors and visualisation tools developed by BIM4EEB, offers many advantages when surveying the whole building.
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Lu, Xinzheng, Zhebiao Yang, Zhen Xu, and Chen Xiong. "Scenario Simulation of Indoor Post-earthquake Fire Rescue Based on Building Information Model and Virtual Reality." In Lecture Notes in Civil Engineering, 1217–26. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51295-8_85.

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Conference papers on the topic "Virtual Building Model"

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Goyette, R., and A. Karmouch. "A dynamic model building process for virtual network security assessment." In 2011 IEEE Pacific Rim Conference on Communications, Computers and Signal Processing (PacRim). IEEE, 2011. http://dx.doi.org/10.1109/pacrim.2011.6032941.

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Han, Litao, Qiaoli Kong, Bing Liu, and Zhiqiang Li. "Building cognitive model of intelligent agent in Virtual Geographical Environment." In 2011 IEEE International Conference on Computer Science and Automation Engineering (CSAE). IEEE, 2011. http://dx.doi.org/10.1109/csae.2011.5952762.

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Qi Shu, Yunjing Cui, and Yaoguang Qi. "Study of building virtual human body model based on SolidWorks." In 2009 IEEE 10th International Conference on Computer-Aided Industrial Design & Conceptual Design. IEEE, 2009. http://dx.doi.org/10.1109/caidcd.2009.5375090.

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Sterling, Raymond, Jesús Febres, Andrea Costa, Adeleh Mohammadi, Rafael E. Carrillo, Baptiste Schubnel, Yves Stauffer, Pietro De Cinque, Krzysztof Klobut, and Marcus M. Keane. "A virtual test-bed for building Model Predictive Control developments." In The 13th International Modelica Conference, Regensburg, Germany, March 4–6, 2019. Linköing University Electronic Press, 2019. http://dx.doi.org/10.3384/ecp1915717.

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Tenedório, José António, Rossana Estanqueiro, Ana Matos Lima, and João Marques. "Remote sensing from unmanned aerial vehicles for 3D urban modelling: case study of Loulé, Portugal." In Virtual City and Territory. Barcelona: Centre de Política de Sòl i Valoracions, 2016. http://dx.doi.org/10.5821/ctv.8147.

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Data acquisition using Unmanned Aerial Vehicles (UAVs) is currently a fast and low-cost Remote Sensing approach. UAVs have become standard platforms for applications in photogrammetric data capture. This capture is still only feasible for small areas, around dozens of hectares. In view of our description, we can say that the data obtained using UAVs are useful for 3D urban modelling, i.e., buildings and urban areas, with a view to support large scale urbanism and urban planning studies. The data were gathered from RGB UAV imagery at a height of 100 meters covering the city centre of Loulé, Portugal. To conduct the UAV survey the following steps were followed from data acquisition through processing 3D urban models: a) establishing flight plan parameters (height, overlapping, time, focal distance, camera data, spatial resolution) and collecting data survey (regarding preparation aspects such as safety, interferences, and calibration); b) loading photos; inspecting loaded images and removing unnecessary images; c) aligning photos; d) building dense point clouds; e) building a mesh; building a 3D polygonal model; f) texturing the 3D model; g) calculating DEM and DTM; h) creating an orthoimage; and i) exporting results. After processing the data, we arrived at two highly accurate 3D urban models. Taking these results into consideration, we have integrated them into urban plans in order to show their usability in the planning process of a city.
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Aguacil Moreno, Sergi, Sebastian Duque Mahecha, Alexandre Dennis Stoll, Tiago De Sousa Pereira, and Laurent Deschamps. "Virtual reality enabled building-data management through the combination of a fully integrated IFC-BIM model and an IoT-based building management system." In 2021 Building Simulation Conference. KU Leuven, 2021. http://dx.doi.org/10.26868/25222708.2021.30783.

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Anderson, Anne, and Carrie Sturts Dossick. "Avatar-Model Interaction in Virtual Worlds Improves Distributed Team Collaboration through Issue Discovery." In 2014 International Conference on Computing in Civil and Building Engineering. Reston, VA: American Society of Civil Engineers, 2014. http://dx.doi.org/10.1061/9780784413616.099.

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Yang, Jianlin, Jianyong Ding, Haiqun Wang, Ran Lyu, Shen Ren, and Ciwei Gao. "Virtual Power Generation Optimization Model of Office Building in Virtual Power Plant Based on Comfort Loss." In 2020 IEEE/IAS Industrial and Commercial Power System Asia (I&CPS Asia). IEEE, 2020. http://dx.doi.org/10.1109/icpsasia48933.2020.9208554.

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Lucchini, Marco, and Gaspar Jaen y Urban. "Barcelona and Milan: two cities one architecture: typological similarities in residential architecture from the 1950’s - 60’s." In Virtual City and Territory. Barcelona: Centre de Política de Sòl i Valoracions, 2016. http://dx.doi.org/10.5821/ctv.8050.

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The paper deals with mutual relationship between Barcelona and Milan concerning modernist architectural and urban design. Barcelona and Milano despite their different cities morphology and urban history, have similar characteristics. They can be easily recognized as they relates to many pieces of modern architecture constructed from the early fifties of the twentieth century, when the most significant architects of both cities entered into a friendly, intense and continuous contact. One could speak of a reciprocal fascination between architectural cultures of the two cities, especially as concerns the relationship between architectural design and urban morphology. This relationship was accomplished by means of three remarkable factors: the way a building is located in the urban space, the arrangement of the plan layout of each floor, and the aspects of the building referred to tectonic. The second one is a recognizable only through a carefully study of plans. Nevertheless it affects the identity of the two cities as involves the people way of living. We can identifiy typological analogies and organisational similarities in many exemplary residential buildings like Antonio Coderch’s ISM house in Barcelona or several house designed by Ignazio Gardella in Milan. The most remarkable topics about housing types are related to the H model plan, and double winged plan. These types are well-known in some small Italian residential building called palazzine, usually in central Italy but they are recognizable even in several housing building in Milan.
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10

Ying, Pengcheng. "Construction quality management method of green building engineering structure based on BIM model." In 2020 International Conference on Virtual Reality and Intelligent Systems (ICVRIS). IEEE, 2020. http://dx.doi.org/10.1109/icvris51417.2020.00013.

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Reports on the topic "Virtual Building Model"

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Cranford, Ted W., and Jim Christmann. Building a Virtual Model of a Baleen Whale. Fort Belvoir, VA: Defense Technical Information Center, September 2011. http://dx.doi.org/10.21236/ada602637.

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Cranford, Ted W. Building a Virtual Model of a Baleen Whale: Phase 2. Fort Belvoir, VA: Defense Technical Information Center, September 2012. http://dx.doi.org/10.21236/ada573470.

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Cranford, Ted W. Building a Virtual Model of a Baleen Whale: Phase 2. Fort Belvoir, VA: Defense Technical Information Center, September 2013. http://dx.doi.org/10.21236/ada604989.

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Park, Cheol, Paul A. Reneke, Michael A. Galler, Steven T. Bushby, and William D. Davis. Enhancement of the virtual cybernetic building testbed to include a zone fire model with HVAC components. Gaithersburg, MD: National Institute of Standards and Technology, 2007. http://dx.doi.org/10.6028/nist.ir.7414.

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5

Zhylenko, Tetyana I., Ivan S. Koziy, Vladyslav S. Bozhenko, and Irina A. Shuda. Using a web application to realize the effect of AR in assessing the environmental impact of emissions source. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4408.

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Revolutionary technologies of nowadays are virtual and augmented reality. Humanity's concern for nature may be affected by their ability to combine reality with the simulated effects of human impact on the environment. An urgent task today is creating software applications to assess the impact of human activities on the environment. Recently, most scientists have been trying to model the impact of various factors on environmental change today and for decades using information technology. Visual models are very impressive and they also make a deep impression on the psychological state of the person. This forces people to use natural resources wisely. In this article we have considered the sequential process of building and implementing models for assessing the impact of pollutants from a stationary emission source. We have created a software product that helps to show visually how the emissions of a chemical plant are spreading to the surrounding city. The harmfulness to the city of the cloud into which emissions are converted can also be calculated by the program. We have implemented a number of functions responsible for emission modeling, taking into account different conditions.
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