1 / 21

Towards Development of Behavioral-Based Simulation For Architectural Design Assessment

Towards Development of Behavioral-Based Simulation For Architectural Design Assessment. Supervisor Dr.Michihiko Shinozaki Urban Design Science Lab Department of Architecture and Environment System Shibaura Institute of Technology. Aswin Indraprastha Urban Design Science Lab

deana
Download Presentation

Towards Development of Behavioral-Based Simulation For Architectural Design Assessment

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Towards Development of Behavioral-Based Simulation For Architectural Design Assessment Supervisor Dr.Michihiko Shinozaki Urban Design Science Lab Department of Architecture and Environment System Shibaura Institute of Technology Aswin Indraprastha Urban Design Science Lab Department of Architecture and Environment System Shibaura Institute of Technology

  2. Background • Computer will be more involved in design process : • Form generation/form development • Functions and spaces allocation • Engineering problem-solver • Visual and building-related science simulation (i.e. energy, lighting, wind flow) But, how about human-related simulation? How architecture design impact and give behavior patterns to its inhabitants? Do we need design that has more attachment to the human behaviors or, more, how can we simulate this behaviors to become design considerations?

  3. Background • At the modeling hierarchy (Terzopoulus,1999; Funge et.al., 1999), the lowest level is geometric modeling including character and static environment. At the highest level, knowledge representation, reasoning and planning are encapsulated in a cognitive model which provide character with deliberate intelligence and “free will”. • Architecture practices and schools nowadays still remain on the first and second grade on the pyramid by the usage of computer in architecture design • There are opportunities to employ computer as a design partner by look at what computer can do with AI (Artificial Intelligence)

  4. Introduction Simulation of Human Behaviors -mainly but not limited for safety analysis and dynamic visualization -the other uncultivated area is for design strategy -involves area of artificial intelligence in computer science, environment behavior s as well as architecture design -architecture scholars begun studied on this simulation in late nineties Simulation of Human Behaviors evaluation of the quality of architectural design, focusing on space design State of the Art

  5. Introduction Behavior-based simulation examples -Crowd simulation originally developed for game and entertainment industries. -Following the speed of the computer processor and large amount storage data hold in memories, AI based crowd simulation begins to be employed as agent based simulation

  6. Previous Works An agent-based models for spatial design strategy (Narahara,T, 2007, Harvard Graduate School of Design) -to evaluate spatial relationship between agents and physical space -the behavior system developed with agent-based environment simulator. 3D environment to be used for render and simulation. -Only reactive behaviors involved: collision detection and avoidances -Only 2D environment with limited architectural elements and scale

  7. Previous Works Crowd simulation for communication purposes in architecture design (Burkard,et.al 2008, TU Vienna) -using Massive software to investigate the potentiality of crowd simulation -not develop new behaviors based on the architecture/environmental human behavior patterns.

  8. Methodology GOAL : -To develop AI-based architectural crowd simulation AI : -Based on the path-finding and obstacle avoidance algorithm -Avoid to use reactive behaviors (flocks) as main behavior -Develop new AIs for the agents which can perceived space qualities and behave accordingly -Purpose: Physical constraints and functional constraints in Architecture design Motion Synthesis : -Using Hierarchical Finite State Machine method by AI engine/ Behavioral engine

  9. Architecture Challenges Based on the ancient architecture dogma by Vitruvius (70 BC) : durable, useful, beautiful or has a build quality, functionality and impact quality Functionality can be regarded as space design whereas impact quality can be regarded as tacit experiences by design (harmony, proportion) How to quantify quality? At the principle, functionalities can be derived into several conditions as a space within physical constrains. AI can identifies constraints by using seeking algorithm (A*) Impact quality has to be quantified as mathematical proportion in order to be recognized by AI How AI can asserts design quality?

  10. AI Ideas Steering behavior and goal-seeking behavior can be used to find convenience space , i.e for work as well as avoid inconvenience ones. Reactive behavior can be used to react from the environmental stimuli using agent’s perception method, i.e large open space versus small open space will have different human behavior pattern.

  11. Concept Scheme

  12. The AI-Based Behaviors Recently, there are three approaches to generate and implement behavioral-based simulation into real-time virtual environment: 1. Using AI engines package such as Kynapse (Autodesk), AI Implant : very expensive, proprietary 2. Using behavior-generator as plug-in for 3D application : development phase, limited customization 3. Script-based library as behavioral engine : open architecture, customizable. As for the purpose of this research, we are looking for method to develop new behaviors in the context of spatial awareness – design context

  13. The Complexity • The second challenge is development of new behaviors based on existing algorithm • The major issues : • Perception • Path following • Collision detection and avoidance • etc 3D Models Motion clips 3D Models Motion clips 3D Models Motion clips Libraries Behavioral engines Simulation • The first challenge is that most of the behavioral libraries are lack of compatibility with 3D application scripting languages • Therefore we need to find way to bridge this situation • The major issues : Motion synthesis : blending motion/action between behavior states

  14. OpenSteer • A C++ library for developing steering behaviors • Plug-in Architecture : one behavior-one module • A window for displaying crowds • One can write their own plug-in for customized behavior • 2D – diagrammatic simulation with annotations

  15. OpenSteer Abstraction protocol Implementation protocol Class of environment components and underlying rules Header Source Components Plug-in/ customizable class Agent/vehicle Agent/vehicle Behaviors Behaviors Behaviors Resource Source Location/Vect3 Location/Vect3 Compiling Process Camera Camera Etc Etc EXE file Interactive parameter New behavior Run Simulation

  16. OpenSteer • Writing and compiling using MSVC++ 2008 Express edition • Using OpenGL library • There are 7 samples behaviors • Code can be use as behavior generator and vehicle can be represented as human in other 3D application (not tested yet) • Pedestrian behavior consist of two AIs : path following and collision detection : static and other agents • Building static environment in Open Steer is hardly effective.

  17. NetLogo Based on Logo language, library for simulating dynamic environment One behavior, one module/model Integrated editor for editing/customizing behavior 2D diagrammatic simulation Tool for analysis based on simulation

  18. NetLogo Abstraction protocol Implementation protocol Model Library Procedures Interface Simulation window Agent/turtle patch Parameters Plot analysis New Behavior Applet Scheme

  19. NetLogo • Application packed with Logo editor and compiler • There are many sample dynamic simulation not limited to behavioral-based • Procedure for AI lied on the LOGO built-in script • Can import simple image and its component can be treated as collision object based on the color differences • 2D based environment • Static observer camera • LOGO language is less established and less powerful than C++

  20. Concluding Remarks • Development of behavioral-based simulation for architecture design has to focus on the development of spatial-awareness agents based on the AI (Artificial Intelligence) • An appropriate approach is to develop new AIs based on the steering behaviors algorithm such as goal seeking and collision avoidance. • The architecture design quality must be quantified i.e. using parameters to define quality. • The complexity of spatial quality can be quantified using several methods : perception, gestalt and others • The AI must help agents to prioritize action based on the i.e. safety over amenity

  21. THANK YOU FOR YOUR ATTENTION Any further discussion please contact me at: aswinindra@gmail.com

More Related