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Generation of serious games environments from BIM for a virtual reality crisis-management system

Wagner, Anna ; Rüppel, Uwe
Christodoulou, Symeon E. ; Scherer, Raimar (eds.) :

Generation of serious games environments from BIM for a virtual reality crisis-management system.
In: European Conference on Product and Process Modelling (ECPPM), 07.-09. September 2016, Limassol, Cyprus. In: Proceedings of the 11th European Conference on Product and Process Modelling , 11 . Taylor & Francis Group , London, UK
[Konferenz- oder Workshop-Beitrag], (2016)

Kurzbeschreibung (Abstract)

The presentation of building information as game content enjoys an increasing interest from various fields throughout the civil-engineering sector. The application of serious games or virtual reality visualisations for cli-ents are just two examples. With this work, we present a concept for a translation from building models to a game environment. For this purpose, city and building models are merged and the resulting geometries retrieved. The geometry then is used to define a map in the game environment. To achieve realistic results, an ontology maps defined building materials to textures existing in the game content. The demonstrator can be modified to work with other game engines and offers an easy and forward way of automatically generating a gaming map from building information models.

Typ des Eintrags: Konferenz- oder Workshop-Beitrag (Keine Angabe)
Erschienen: 2016
Herausgeber: Christodoulou, Symeon E. ; Scherer, Raimar
Autor(en): Wagner, Anna ; Rüppel, Uwe
Titel: Generation of serious games environments from BIM for a virtual reality crisis-management system
Sprache: Englisch
Kurzbeschreibung (Abstract):

The presentation of building information as game content enjoys an increasing interest from various fields throughout the civil-engineering sector. The application of serious games or virtual reality visualisations for cli-ents are just two examples. With this work, we present a concept for a translation from building models to a game environment. For this purpose, city and building models are merged and the resulting geometries retrieved. The geometry then is used to define a map in the game environment. To achieve realistic results, an ontology maps defined building materials to textures existing in the game content. The demonstrator can be modified to work with other game engines and offers an easy and forward way of automatically generating a gaming map from building information models.

Buchtitel: eWork and eBusiness in Architecture, Engineering and Construction
Reihe: Proceedings of the 11th European Conference on Product and Process Modelling
Band: 11
Ort: London, UK
Verlag: Taylor & Francis Group
Freie Schlagworte: BIM, CityGML, IFC, Serious Games, virtual reality
Fachbereich(e)/-gebiet(e): 13 Fachbereich Bau- und Umweltingenieurwissenschaften > Institut für Numerische Methoden und Informatik im Bauwesen
Veranstaltungstitel: European Conference on Product and Process Modelling (ECPPM)
Veranstaltungsort: Limassol, Cyprus
Veranstaltungsdatum: 07.-09. September 2016
Hinterlegungsdatum: 13 Sep 2016 14:11
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