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Ontology-based approach for integrating building information modeling into serious gaming environments

Schatz, Kristian ; Rüppel, Uwe (2012)
Ontology-based approach for integrating building information modeling into serious gaming environments.
International Conference on Computing in Civil and Building Engineering (ICCCBE). Moskau, Russland (27.-29. Juni 2012)
Konferenzveröffentlichung, Bibliographie

Kurzbeschreibung (Abstract)

Today the term “Serious Gaming” is found as a keyword in a wide range of publications in the field of engineering informatics. This approach combines game concepts and methods with other information technologies in serious fields of applications. Serious games are designed to achieve additional value beyond the pure entertainment use. To make sure to design realistic and valid game scenarios, domain-specific knowledge from the thematic background of the game is required. In the field of civil and building engineering one possibility to retrieve this knowledge is from the Building Information Modeling (BIM) process. The challenge is to find efficient methods for bringing BIM and serious gaming together. BIM software tools can provide the bridging technology between the real built world and the game scenario by using them for game content creation. Nowadays major BIM tools provide functionality for 3D data interchange technologies that facilitate data exchange to game content creation tools. But currently, not all information, which is required for generating game content, is explicit included in digital building model. In the domain of BIM a construction element is represented by some general attributes like geometry or material and some specific attributes depending on the element type. The formal description of an object (it’s class definition) is generally embedded into a hierarchical class model with generalization and specialization depending on the underlying data model (e.g., Industry Foundation Classes (IFC)). This makes it possible to query the building model and filter data for special use-cases. There are, for example, different classes defined for a wall or door. But in the domain of 3D modeling the formal description of a door does not differ significantly from the description of a wall. Both are represented by its pure geometry (generally as 3D-mesh). The difference is in the meaning during the game. While a wall is a static game object, a door is a dynamic game object because events and animations are connected to it in case of an interaction during the game (open, close and pass). This information must be added manually by the developer for all dynamic game objects. For this operation reasoning by the developer is required to interpret the implicit information available in digital building model correctly. This is still associated with a major effort. To solve this problem this paper introduces an ontology-based approach to automate the creation of game content directly out of the digital building model. This has the potential that serious gaming become a common engineering method for daily practice.

Typ des Eintrags: Konferenzveröffentlichung
Erschienen: 2012
Autor(en): Schatz, Kristian ; Rüppel, Uwe
Art des Eintrags: Bibliographie
Titel: Ontology-based approach for integrating building information modeling into serious gaming environments
Sprache: Englisch
Publikationsjahr: Juni 2012
Buchtitel: Proceedings of the 14th International Conference on Computing in Civil and Building Engineering
Veranstaltungstitel: International Conference on Computing in Civil and Building Engineering (ICCCBE)
Veranstaltungsort: Moskau, Russland
Veranstaltungsdatum: 27.-29. Juni 2012
URL / URN: http://www.icccbe.ru/paper_long/0111paper_long.pdf
Kurzbeschreibung (Abstract):

Today the term “Serious Gaming” is found as a keyword in a wide range of publications in the field of engineering informatics. This approach combines game concepts and methods with other information technologies in serious fields of applications. Serious games are designed to achieve additional value beyond the pure entertainment use. To make sure to design realistic and valid game scenarios, domain-specific knowledge from the thematic background of the game is required. In the field of civil and building engineering one possibility to retrieve this knowledge is from the Building Information Modeling (BIM) process. The challenge is to find efficient methods for bringing BIM and serious gaming together. BIM software tools can provide the bridging technology between the real built world and the game scenario by using them for game content creation. Nowadays major BIM tools provide functionality for 3D data interchange technologies that facilitate data exchange to game content creation tools. But currently, not all information, which is required for generating game content, is explicit included in digital building model. In the domain of BIM a construction element is represented by some general attributes like geometry or material and some specific attributes depending on the element type. The formal description of an object (it’s class definition) is generally embedded into a hierarchical class model with generalization and specialization depending on the underlying data model (e.g., Industry Foundation Classes (IFC)). This makes it possible to query the building model and filter data for special use-cases. There are, for example, different classes defined for a wall or door. But in the domain of 3D modeling the formal description of a door does not differ significantly from the description of a wall. Both are represented by its pure geometry (generally as 3D-mesh). The difference is in the meaning during the game. While a wall is a static game object, a door is a dynamic game object because events and animations are connected to it in case of an interaction during the game (open, close and pass). This information must be added manually by the developer for all dynamic game objects. For this operation reasoning by the developer is required to interpret the implicit information available in digital building model correctly. This is still associated with a major effort. To solve this problem this paper introduces an ontology-based approach to automate the creation of game content directly out of the digital building model. This has the potential that serious gaming become a common engineering method for daily practice.

Freie Schlagworte: serious gaming, building information modeling, interoperability, system integration, ontologies
Zusätzliche Informationen:

ISBN: 978-5-93093-881-4

Fachbereich(e)/-gebiet(e): 13 Fachbereich Bau- und Umweltingenieurwissenschaften
13 Fachbereich Bau- und Umweltingenieurwissenschaften > Institut für Numerische Methoden und Informatik im Bauwesen
Hinterlegungsdatum: 11 Dez 2014 15:53
Letzte Änderung: 04 Jan 2021 14:06
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