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

Wagner, Anna and Rüppel, Uwe
Christodoulou, Symeon E. and Scherer, Raimar (eds.) (2016):
Generation of serious games environments from BIM for a virtual reality crisis-management system.
In: eWork and eBusiness in Architecture, Engineering and Construction, London, UK, Taylor & Francis Group, In: European Conference on Product and Process Modelling (ECPPM), Limassol, Cyprus, 07.-09. September 2016, In: Proceedings of the 11th European Conference on Product and Process Modelling, 11, ISBN 987-1-138-03280-4,
[Conference or Workshop Item]

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.

Item Type: Conference or Workshop Item
Erschienen: 2016
Editors: Christodoulou, Symeon E. and Scherer, Raimar
Creators: Wagner, Anna and Rüppel, Uwe
Title: Generation of serious games environments from BIM for a virtual reality crisis-management system
Language: English
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.

Title of Book: eWork and eBusiness in Architecture, Engineering and Construction
Series Name: Proceedings of the 11th European Conference on Product and Process Modelling
Volume: 11
Place of Publication: London, UK
Publisher: Taylor & Francis Group
ISBN: 987-1-138-03280-4
Uncontrolled Keywords: BIM, CityGML, IFC, Serious Games, virtual reality
Divisions: 13 Department of Civil and Environmental Engineering Sciences > Institute of Numerical Methods and Informatics in Civil Engineering
13 Department of Civil and Environmental Engineering Sciences
Event Title: European Conference on Product and Process Modelling (ECPPM)
Event Location: Limassol, Cyprus
Event Dates: 07.-09. September 2016
Date Deposited: 13 Sep 2016 14:11
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