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Advanced Engineering Informatics 25 (2011) 600611

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Advanced Engineering Informatics


journal homepage: www.elsevier.com/locate/aei

Designing a BIM-based serious game for re safety evacuation simulations


Uwe Rppel, Kristian Schatz
Institute of Numerical Methods and Informatics in Civil Engineering, Technische Universitt Darmstadt (TUD), Petersenstrae 13, 64287 Darmstadt, Germany

a r t i c l e i n f o a b s t r a c t

Article history: This paper presents results of the rst phase of the research project Serious Human Rescue Game at
Available online 30 August 2011 Technische Universitt Darmstadt. It presents a new serious gaming approach based on Building Informa-
tion Modeling (BIM) for the exploration of the effect of building condition on human behavior during the
Keywords: evacuation process. In reality it is impossible to conduct rescue tests in burning buildings to study the
Serious gaming human behavior. Therefore, the current methods of data-collecting for existing evacuation simulation
Game design models have limitations regarding the individual human factors. To overcome these limitations the
Building Information Modeling (BIM)
research hypothesis is that the human behavior can be explored with a serious computer game: The deci-
Fire safety engineering
Evacuation simulation
sions of a person during the game should be comparable to decisions during an extreme situation in the
real world. To verify this hypothesis, this paper introduces a serious gaming approach for analyzing the
human behavior in extreme situations. To implement a serious game, developers generally make use of
3D-modeling software to generate the game content. After this, the game logic needs to be added to the
content with special software development kits for computer games. Every new game scenario has to be
built manually from scratch. This is time-consuming and a great share of modeling work needs to be exe-
cuted twice (e.g., 3D-modeling), at rst by the architect for the parametric building model and the second
time by the game designer for the 3D-game content. The key idea of the presented approach is to use the
capabilities of BIM together with engineering simulations (re, smoke) to build realistic serious game
scenarios in a new and efcient way. This paper presents the rst phase results of the research project
mainly focusing on the conceptual design of the serious game prototype. The validation concept is also
presented. The inter-operability between building information modeling applications and serious gaming
platforms should allow different stakeholders to simulate building-related scenarios in a new, interactive
and efcient way.
2011 Elsevier Ltd. All rights reserved.

1. Introduction new buildings and refurbishments, indicates that in Germany the


building stock is slowly being renovated. For this reason, the aver-
During the last decade, the signicance of emergency manage- age building age is getting increasingly old. Moreover, statistics in
ment in public infrastructures has increased due to changed secu- Germany show that the number of deaths due to re and smoke is
rity conditions worldwide, which has led to the necessity of re-increasing since 2007 [1]. It is difcult to say whether there is a
computer-aided emergency assessment process for extreme situa- correlation between building age and death rate in case of building
tions. Nearly every day natural as well as re disasters or terrorist re. However, according to interviews we conducted with re
attacks are reported in the news and show the importance of mak- ghters in the context of this research, most of these people died
ing the built environment as secure as possible. Especially, in the in older residential buildings. This fact underlines the assumption
eld of Fire Safety Engineering (FSE) engineers have to face many that there is deferred maintenance, particularly for re protection,
challenges. The population growth leads to urbanization and re- which prevents the safety level of existing buildings from being as
sults in mega-cities with densely populated areas. In such areas a high as it could be according to the state of the art. The challenge
wide spread of building types and ages are present: high-rise for civil engineers is no more to build new buildings; whereas
buildings, architectural and historical monuments, airports, rail- more and more existing buildings are being refurbished and
way stations and shopping malls only to address a few standing redeveloped. This new work focus is characterized by uncertainty,
side by side. The decreasing number of building permits, counted complexity and is conict-ridden. During the re safety design pro-
by the German Federal Statistical Ofce (DESTATIS) [1] for both, cess, re safety engineers have to consider a lot of prescriptive
codes. This often results in the use of unnecessarily large safety
factors and overly expensive costs to the building owner in case
Corresponding author. Tel.: +49 6151 16 67 45; fax: +49 6151 16 55 52. of refurbishments. For this reason, necessary refurbishments, espe-
E-mail address: schatz@iib.tu-darmstadt.de (K. Schatz). cially to improve the safety level, run the risk of being deferred.

1474-0346/$ - see front matter 2011 Elsevier Ltd. All rights reserved.
doi:10.1016/j.aei.2011.08.001
U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611 601

The next section gives a brief introduction to an alternative to pre- that every modeling approach has its strengths and weaknesses.
scriptive codes: the performance-based re protection design. The next section focuses on the question of how to collect data
for the human behavior models. Most current evacuation simula-
1.1. Performance-based re protection design tion models follow the agent-based approach. An agent is a soft-
ware instance which represents a virtual person during the
Today, re safety engineers have an alternative to the use of simulation runtime. To nd out the human factors scientists use
prescriptive codes. Since a few years ago, a new way to reach re different methods like interviews, (online) questionnaires, map
safety design decisions is just being established: the perfor- exercises, experimentation or the analysis of past emergency situ-
mance-based approach. This process started at the beginning of ations using interviews of survivors or CCTV recordings. The focus
the last decade driven by the ISO [2]. Many countries follow this of the data-collecting efforts in the past was more to nd out clin-
strategy in redesigning their re safety code systems with two ical mobility parameters, for example, motion speed or required
parallel tracks to include performance-based as well as prescrip- space of the people according to their age or gender. These param-
tive regulations. In the German re safety community a lot of eters were then used for statistical assumptions to describe the
work is still in progress in this particular eld. With applying agents movement during the evacuation simulation. Nowadays,
the performance-based approach for re protection design deci- re safety engineers are in agreement that these parameters are
sions the focus is rather on demonstrating the safe performance insufcient to describe the complex process of decision making
of a building as a whole than meeting the detailed code require- of people during evacuations and to cover all dimensions of an
ments (e.g., height and area limits, re-resistance ratings, egress, evacuation simulation as mentioned in the previous section. These
separations). For this purpose, it is important to understand the human factors must be considered in a more holistic manner, espe-
performance of the building and the behavior of endangered peo- cially regarding the interaction with the actual building status quo.
ple in this building under re exposure. During a re event struc- The results from the Society of Fire Protection Engineers Sur-
tural systems have to meet different functions (e.g., load-bearing vey (SFPE) [8], for example, show that people often come to unex-
and barrier). The load-bearing function on the one hand is impor- pected decisions if they are asked what they would do if they
tant to avoid the collapse of the structural system, on the other were exposed to a threatening re. The SFPE survey concludes
hand the barrier function has to prevent the expansion of re that some kind of behavior like ghting the re or trying to gath-
and smoke. To provide safe and smoke-free escape routes both er belongings often results in delays before people decide to evac-
functions must be fullled by the structural system. Johann uate. So these delays could lead to dangerous situations, because
et al. [3] describe an approach to integrate performance-based re and smoke spread very quickly through a building. Such
re protection into the design process for structural framing sys- behaviors are based on individual decisions and it is not quite
tems. Johann et al. mention that it is necessary to integrate theo- clear why some people decide this way while others decide to
retical knowledge, empirical information, analytical capability evacuate immediately. Furthermore, the SFPE survey mentions
and technology that has been developed by re safety engineers that human factors, which are based on individual decisions
into the design process. To carry out these tasks re safety engi- and risk assessment, should be considered by re safety engineers
neers make use of computer models and simulations for the to reach better design decisions.
description of expected spread of re and smoke, the safety evac- During the research work, several software systems for evacua-
uation and the analysis of the overall safe performance of a build- tion simulation were evaluated. As a result, the state of the art
ing [4]. Especially, to estimate the behavior of endangered people evacuation simulation software buildingEXODUS [9], developed
is an essential purpose for analyzing the safety evacuation of a by the Fire-Safety Engineering Group (FSEG) at the University
building, since the protection of human life is the primary aim Greenwich, UK, was chosen for further consideration. BuildingEX-
of the performance-based approach. Beyond the peoples behavior ODUS makes use of agent-based modeling and according to the
and the corresponding human factors, the rescue mission is inu- developers it incorporates a wide range of sociological attributes
enced by other factors like alarm systems, building elements and and characteristics. These human factors data are collected over
the spread of re and smoke. In particular to map the human fac- years as a result of different research activities in this eld. Differ-
tors onto computer models is a challenge, because each persons ent methods, which were documented by various publications,
singular behavior is based on individual decisions and parameters were used for data acquisition. One example is an online survey
and is not deterministic like the spread of re and smoke, which published by Kinsey et al. [10]. In this survey, the scientists of
can be modeled and simulated based on natural principles. So, the FSEG wanted to nd out the key factors, which inuence hu-
according to Santos and Aguirre [5], for an evacuation simulation, man behavior during an evacuation of a high rise building regard-
three analytical dimensions need to be considered: Firstly, the ing the question to select the lift or the stairways. The Survey
built environment (physical location), secondly, the management participants were presented with a series of hypothetical situa-
of this environment (signage, escape routes), and thirdly, social tions and asked how they would behave. Further within the UK
psychological and social organizational characteristics of the High-Rise Evacuation Evaluation Database (HEED) study [11], sci-
occupants. Tavares [6] mentioned that an evacuation simulation entists make use of interviews to collect and classify the experi-
model must consider four interactions: occupantsstructure; ences and behaviors of WTC evacuees in a database. The aim of
occupantsoccupants; occupantsre (in case of re events) and other research methods is to improve the underlying agent-based
restructure (for this purpose, a re model should be used). model of buildingEXODUS by integrating waynding processes
The next section gives a brief overview of evacuation simulation [12], the inuence of signage [13] or to introduce a prototype emo-
with the focus on data-collecting efforts to model the human tion model into an agent based circulation simulation [14]. It is
behavior. important to take all of this into account in agent-based simula-
tions, because in reality human behavior in complex environments
1.2. Evacuation simulation is dynamic and xed plans are often changed and adjusted accord-
ing to the persons individual interpretation of the emergent condi-
As mentioned in Section 1.1, considering the human factors is a tions. For the visualization of the simulation results of
big challenge for re safety engineers in the performance-based buildingEXODUS the add-on vrEXODUS is available. vrEXODUS
re protection design process. There are different reviews of exist- can be used to generate 3D visualizations of the evacuation simu-
ing evacuation models published in the last years [5,7] showing lations in virtual reality.
602 U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611

As a further result of the analysis of software systems for evac- ment, and maintenance. It was documented by Woksepp and
uation simulations, the agent-based simulation software FDS+Evac Olofsson that the VR models helped to detect clashes between
[15] was chosen as well for further consideration. FDS+Evac is the different design disciplines that minimized the risk of misinter-
based on the NIST Fire Dynamics Simulator [16] and uses Smoke- pretation. However, one great advantage they found out was the
view for 3D output. For the validation of FDS+Evac an observation increased understanding of the overall design and the multidisci-
of evacuation drills with video cameras and persons with Radio plinary consequences of a decision. Several respondents argued
Frequency Identication (RFID) tags was documented [17]. that the use of VR would probably increase in future projects and
The described research work above is only focused on the ef- that more built-in intelligence in the VR Model would extend
forts for collecting data, which can be used to model the human its use in designing, planning and process simulation [19].
behavior in evacuation simulation. Yet, a problem with the col- However, some concerns are related to the time and expenses
lected data is the question whether these data are resilient enough to convert the 3D CAD Model into the VR Model and keep the VR
to model the complex human behavior. Santos and Aguirre [5] ar- model up to date. Trenholme and Smith [20] published the idea
gue that appropriate methods for validation of the human behavior of using computer game technology to build virtual worlds in order
model are not available. So they state that proper validation tools to solve this problem and to minimize time effort and expenses in
have to be developed and that multidisciplinary collaboration is the complex process of building realistic virtual environments.
needed. However, according to them, there is one particular aspect They examined and compared different computer game engines
that is missing from computer evacuation models: the ability to regarding their ability for developing rst-person virtual environ-
accurately and comprehensively simulate human behavior in re ments. Based on this idea, Smith and Trenholme explore the rapid
[5]. Kuligowski and Gwynne [18] have taken up this criticism prototyping of virtual environments with computer game technol-
and suggest a new approach to model the human behavior in re ogy [21]. A study conducted in this research context documented
evacuation simulations. According to them, current evacuation that a single developer needed around three weeks for building a
models often have the problem that the behavior simulated in realistic model of a real world building. In such a virtual building
the scenario is actually prescribed by the user (with probabilistic re drill evacuation scenarios could be simulated. One result of a
assumptions based on collected data) rather than predicted by user study conducted in this context was that participants felt
the model and that the current models are only simulating sepa- the simulated environment as realistic so that it can be assumed
rated behavioral facts. They list the following behavioral facts: that virtual environments can support the training and observation
(1) Peoples rst instinct is to feel safe in their environment; (2) People of re evacuee behaviors in 3D virtual buildings.
will engage in information seeking actions; (3) People act rationally
and altruistically; (4) People are likely to engage in preparation activ- 1.4. Summary
ities before beginning their evacuation response; and (5) People move
to the familiar. In the performance-based re protection design process, re
But the problem pointed out by Kuligowski and Gwynne is that safety engineers make use of computer models and simulations
there is little or no understanding why these behaviors occur. Be- for the analysis of the overall safe performance of a building. In
cause of these facts they suggest to develop a complete, compre- particular, considering the human factors for evacuation simula-
hensive conceptual model concerning human behavior in re tion models is a great challenge. To examine the human factors dif-
evacuations. Tavares [6] points out that difculties occur, because ferent methods like interviews of survivors, online questionnaires,
re safety engineers did not understand the phenomenon itself as a map exercises or experimentations are used. These methods often
whole within all dimensions of an evacuation. However, all this cover only singular aspects of human behavior and studies are car-
shows there is need for a new approach to validate existing human ried out independent from each other. Another problem is that
behavior models. To execute this, it is necessary to nd new meth- interviewees mostly know that they are not in a dangerous situa-
ods for analyzing human behavior in extreme building evacuation tion and therefore feel no cognitive emergency stress. Thus, this
situations. With the presented research hypothesis it is assumed answering content for a questionnaire is not exactly useful to ana-
that the use of serious gaming, augmented and virtual reality could lyze human behavior in emergency situations. However, it was
offer new possibilities to solve these problems. found out that in the FSE community there are some discussions
about the point what human factors are and how they are consid-
1.3. Virtual reality for re safety application ered in evacuation models and what proper solutions to validate
the human behavior model might be. Some human factors are
Advances in the simulation and automation include the use of known, but there is only little understanding why they occur. Espe-
technologies such as augmented and virtual reality for a more real- cially, to consider the interactions between occupants and building
istic visualization of the planned environment. In a study [19], structure as well as the question how the destruction due to explo-
Woksepp and Olofsson analyzed the credibility and applicability sion or building re inuences the egress route and the corre-
of virtual reality (VR) models for design and planning teams and sponding decision making have only been under little
for the construction site. Within their study a, 3D CAD Model, examination so far. Real world experimentation cannot be con-
which consists of 3D objects with attributes like volume, weight ducted, due to the fact that it is simply too complex, expensive
and material, was manually converted into a VR model. It is docu- and dangerous for the participants. Virtual reality technologies
mented in Ref. [19] that the differences in the denition and repre- can be used for a more realistic visualization of the parametric
sentation of objects in CAD and VR system currently limit a direct building model and help the design and planning teams to feel
visualization of 3D CAD Models with VR systems. This is the result more inside the building and helped them to get a better under-
of an interoperability bottleneck when passing data between CAD standing about it. But inside the static VR model the interactive
and VR applications. It has been demonstrated that the respon- and dynamic aspects were missing. Hence, a singular VR-Model
dents who use the VR models at the building site considered them is not suitable for putting people inside a 3D-scenario. Computer
to be useful and could imagine using them in their daily work par- game technology can close this gap. But creating realistic game
ticularly for the handling unfamiliar tasks. The second target group scenarios is still time-consuming, because of the large amount of
of this study were design and planning teams. In team meetings modeling work that is to be executed twice (e.g., 3D-modeling),
the VR models were used to examine design solutions from the dif- at rst by the architect for the parametric building model as part
ferent perspectives and requirements on function, work environ- of the traditional building planning, and the second time by the
U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611 603

game artist for the 3D-game content. This indicates that further re- prepare themselves for incidents in a virtual environment. Many
search work is required: Firstly, to develop an environment for incidents can be virtually simulated in dynamic training sessions.
stimulating the egress feeling, secondly, to use this environment Examples for virtual training systems are RescueSim [23] or Tacti-
for empirical studies to nd new methods for analyzing the human cal Command Trainer [22]. The focus of these games is on the train-
behavior in extreme situations, and thirdly, to use these results to ing and teaching aspect. However, no serious game that fullls the
evaluate existing and - if necessary - to develop new models. The requirements could be identied. Firstly, to provide interfaces for
focus of this paper as a report on research work in progress is on rapid development of scenarios based on the digital building mod-
the rst research part. The research hypothesis to be examined el, and secondly, to collect the human behavior data in a satisfying
is: Human evacuation behavior can be explored with a computer manner, thus, a new serious game is to be developed. In the next
game. To test this hypothesis a serious gaming approach was cho- step international research results around serious gaming have to
sen to research new possibilities to track and observe human be analyzed to nd guidelines for designing such a game.
behavior in a controllable virtual environment. The novelty of this
approach is to make use of the capabilities of Building Information 2.2. Triadic game design
Modeling (BIM) together with engineering simulations (re,
smoke) to bring BIM and serious gaming together in the area of The design approach of the SHRG follows the approach of Tri-
building safety applications. adic Game Design (TGD) introduced by Harteveld [24]. This ap-
proach specically focuses on the development of computer
games with serious purpose. According to Harteveld, the approach
2. Approach
of Triadic Game Design involves a triad consisting of the interde-
pendent worlds of reality, meaning, and play that has to be bal-
To provide new opportunities for analyzing human behavior in
anced out during the design process. In Fig. 1 these main
extreme situations, this paper describes the approach of a BIM-
components are presented with explaining information. Harte-
based serious gaming environment for re safety applications.
velds approach of TGD is based on the two design paradigm Con-
The aim of the presented research is to achieve better understand-
current Design and Iterative Design. This means that rstly, in
ing of what actually happens during an extreme situation and how
order to nd an optimum the three worlds should be considered
an endangered person comes to decisions. Specically, the interac-
at the same time within critical parts of the design process (Con-
tion occupant-building structure is of particular interest because
current Design), and secondly, a repeated cycle of prototyping,
this could not really be investigated by real world experimenta-
testing, evaluating, and redesigning continues until the require-
tions. To work on this question, the project Serious Human Rescue
ments for the three worlds are met (Iterative Design).
Game (SHRG) started at the Technische Universitt Darmstadt in
December 2009. In this project, the Institute for Numerical Meth-
2.2.1. World of reality
ods and Informatics in Civil Engineering and the Institute of Psy-
This world deals with the question how the game is connected
chology are working together to research for human factors in
to the physical world. This model depends highly on the type of
the evacuation process with a serious gaming approach. For this
game and how elaborate, realistic, and valid this model needs to
approach, the building and its occupants are seen as a complex so-
be. Therefore, domain-specic knowledge from the thematic back-
cio-technical system because there are interactions between the
ground of the game is required.
building (technical aspects) and human behavior (social aspects)
The challenges for developing the model of reality for the SHRG
which inuence each other in a building re scenario. The technical
are rstly, to model this based on parametric building objects
aspects like the spread of re and smoke or the structural behavior
(geometry, structure and further technical semantic out of real
of the building can be modeled and simulated based on natural
building designs), and secondly, to enhance the model with an
principles and are more or less deterministic. The realistic behavior
authentic simulation of the emergency scenario (e.g., re, smoke,
of endangered people - the social aspects - is more difcult to sim-
explosion). To make sure that the model is valid underlining
ulate and is based on individual decisions. For this reason real
the serious of serious gaming it is essential that the simulations
people have to slip into the role of these endangered people in-
are comparable to state of the art re safety engineering simula-
stead of software agents: but this is not possible in a real environ-
tions. This must be considered while creating the world of reality
ment (a physical burning building with structural damage).
for the SHRG. At this point in the design process domain-specic
Therefore, to realize this approach, the challenge is to develop a
knowledge especially from the eld of civil and re safety engi-
realistic and valid serious game for a new kind of immersive, dy-
neering is required. One possibility is to retrieve this knowledge
namic and interactive simulation of building disasters. The as-
from the Building Information Modeling (BIM) process by using
sumed benet of using a serious game is to track and observe
it as a knowledge repository. Meadati and Irizarry introduced
human behavior in a controllable environment.
how BIM can be used as a knowledge repository for a learning
environment [25]. So it is assumed that BIM can also be used as
2.1. Serious gaming a knowledge repository for a gaming environment. During the
BIM process the focus is on data management of a semantical prod-
The approach of serious gaming combines fun methods and uct model of a building. Building elements are represented as 3D
concepts as well as game technology with other information and objects with additional semantical information. BIM software tools
communication technologies (e.g., sensors, computer graphics, can provide an easy access to the information, visualization, and
multimedia, articial technology) and sciences (e.g., computer simulation capabilities of the digital building model. Special infor-
science, design, psychology, pedagogy) in serious elds of applica- mation regarding re protection like the Building Information
tions, beyond the pure entertainment use. Serious games are de- Model-Fire Protection (BIM.FIRE) developed at the IIB [26,27]
signed for the purpose of solving a task, in this case for the could be integrated in this process.
analysis of the human behavior during the evacuation process. Be-
yond the gaming approach of Trenholme and Smith described in 2.2.2. World of meaning
the previous section [19,20], the market provides other games for The world of meaning focuses on the type of value that needs to
re safety application, mainly to train tactic and strategic skills be achieved. This is to be considered from a whole set of different
of reghters. With these games emergency response teams can disciplines and criteria. Harteveld [24] uses a frequently applied
604 U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611

Fig. 1. Triadic game design according to Hartveld [24].

distinction in knowledge, skills, attitudes, and assessment, data- also possible to record biometrical data of the player like heart rate
collection, exploration, and theory testing. So the question was: or brain activity at the same time. Directly after the game session
What are the values the SHRG needs to have? These values can additional data could be collected by a questionnaire. This col-
be subdivided in values for the player and values for the obser- lected data could be useful for achieving better understanding of
ver/developer. The player should be able to acquire some knowl- how the structural status quo inuences the decision making pro-
edge about the emergency scenarios and how elements interact cess. For exploration it should be possible to change some aspects
with each other. The SHRG can be seen as a method or tool to ac- in the emergency scenario. It is assumed that by comparing the dif-
quire knowledge about emergency scenarios. To achieve this value ferent sessions with similar and different conditions, special as-
a valid model (see Section 2.2.1) for emergency scenarios is re- pects of an emergency scenario could be explored. Related to
quired. By immersing into this emergency scenario players achieve exploration is theory testing, for example, whether the modeled
understanding of what happens during that moment. Another va- evacuation design motions based on theories, assumptions, and
lue the player should achieve is to train skills which helps to sur- empirical studies are working well. The game becomes an experi-
vive a catastrophe by applying the knowledge about emergency ment. So it should be possible for the researchers to be able to
scenarios. An example here is to connect real equipment like a re play with variables in the SHRG. Some supposable examples
extinguisher to the serious game environment as a Human Inter- for these variables are the inuence of alarm-sounds and emer-
face Device (HID). Another aspect that has to be considered in gency lightings.
the world of meaning is a persons predisposition to respond in sit-
uations of the emergency scenario. These responses are often based 2.2.3. World of play
on feelings, emotions and individual experience. Especially in One important thing to keep in mind for the design concept of
emergency scenarios these feelings (e.g., fear, panic) have to be ta- the SHRG is the type of game and in which genres it can be classi-
ken into account. Another value can be seen as more useful for the ed. Harteveld lists seven genres: action, adventure, puzzle, role-
observer/developer of the game. Such a serious game can provide playing, simulation, strategy, and virtual world games. The concept
possibilities for assessment, data-collection, exploration, and the- of the SHRG follows a mix of action and simulation game. Accord-
ory-testing. A safe environment like a serious game could be an ing to Hartveld, the characteristics of an action game, for example,
appropriate place to evaluate the behavior of people during emer- are that they do not have a long learning curve, they are fast-paced
gency situation. If the structural damage could be properly simu- and the amount of the avatars life-energy is limited. A simulation
lated in the game scenario, it could be possible to assess the game needs to stay close to reality and no predened story exists
players reaction when the chosen egress route is blocked by debris (the online simulation results dene the story). In the following
or locked doors. While playing such a game, data could be collected step aspects regarding the game concept have to be discussed.
(1) about the viewing direction, (2) at which virtual objects the For the game concept the question what objectives players have
player looks, and (3) in which directions he decides to move. It is to achieve, and with what gameplay a player can reach these
U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611 605

objectives needs to be considered. The following will take up a re locked or handle virtual equipment). The following section pre-
scenario as one possible scenario of a building disaster. In this vir- sents the use-cases assigned to the three worlds based on the ideas
tual re scenario a gamer plays an avatar with a special amount of and thoughts in this section.
vitality. The main objective for the gamer is to guide his avatar
through the virtual world to a secure area before his vitality de- 2.3. SHRG design concept
creases until zero. Optional objectives could be that he safes as
much vitality as possible or that he has to nd the quickest way During the design process, designers have to be equally con-
to a secure area. So, one requirement is that the information which cerned about these three worlds to balance out the game. Follow-
inuences the life-energy and the sense of orientation of a person ing the TGD approach, which is creating a model of reality, value
in case of re (e.g., heat, smoke, toxic gas), could be provided in the proposal, and game concept, it is useful to know what use-cases
re scenario. Another requirement is that it should be possible for occur, which people are involved and how they can be mixed
the avatar to move through the virtual building and handle objects and put together to get a balanced game. These use-cases are
in the same way as in a real building (e.g., pass doors if they are not shown in Fig. 2 regarding the three worlds and their relevance

Fig. 2. Use-cases assigned to the three worlds (following Ref. [24]).

Fig. 3. Iterative design paradigm (according to Ref. [28]).


606 U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611

for the SHRG design concept. As presented in the gure the in- 3.1. Darmstadt CES-lab
volved persons and their activities within the concept of the three
worlds are described. A suitable hardware for the serious gaming environment is a
The dened use-cases help to gure out the concurrent parts of virtual reality lab like the Darmstadt Civil, Environmental and
the SHRG concept. Now the focus is rather on the iterative part of Safety Engineering Lab (CES-Lab), which is established at the Insti-
the approach. According to Schreiber [28] several iterative steps tute of Numerical Methods and Informatics in Civil Engineering at
need to be conducted. These steps are presented in Fig. 3. It starts Technische Universitt Darmstadt (IIB).
with making an observation by pointing out the problem and The Darmstadt CES-Lab comes with an efcient virtual environ-
developing a hypothesis (planning). Then the requirements have ment in the sense of an immersive system. It is assumed that the
to be described. As a next step, existing models, methods and tools immersion experience provided by this system will improve the
have to be analyzed and if necessary new models, methods and presence of the gamer inside the computer game. Generally, virtual
tools have to be designed. Then the implementation phase of the environments vary greatly in the quality of representing the real
gaming software environment follows. When the software envi- world. It is plausible to assume that the more accurate and richly
ronment is working then it is necessary to create experiments to detailed the real-world is mapped in the virtual-world as well as
prove or disprove the hypothesis. Next step ahead is the execution senses can be stimulated, the more the immersion effect in a vir-
of the experiments (testing) and the interpretation of the results tual environment will increase. To test these assumptions, scien-
(evaluation). If the evaluation is not satisfying, the next cycle tists form the Institute of Psychology are currently conducting
starts. Otherwise the serious gaming environment is completed. several studies regarding active stereo capabilities, sound effects
The current stage of the presented research project is executed and human interface devices (HID) in the context of the SHRG pro-
with planning, requirements, analysis, and design is up to the ject to nd optimal hardware settings. A selected number of the
implementation stage during the rst cycle. Thus, as a result of existing and planned features are shown in Fig. 4: The main sense
the research work up to now the technical aspects in developing areas to be considered are hearing, touching, smell, tasting, and
the game engine for the SHRG are presented in Section 3. Section sight. In order to approximate the visual stimulus conditions, a
4 introduces the validation concept, planned to test and evaluate visualization technique is used which allows the display of stereo-
the SHRG. scopic 3D-information. In order to minimize unrealistic behavior in
the virtual world, the gamer should have the feeling to actually be
3. BIM-based serious gaming environment physically inside the virtual world. Playing computer-games, ga-
mers often tend to make unrealistic decisions due to lack of phys-
Based on the concept described in the previous section, this sec- ical pain and injury responses from the virtual world. This is
tion gives a brief overview of the current state of development. It known in military training as the super-soldier syndrome
starts with the description of the hardware system, the Darmstadt [29,30]. The use of heating jackets, radiators, treadmills, and other
CES-Lab, followed by an introduction to the software system, the devices intended to ensure that gamers do not consider themselves
BIM-game engine. to be invulnerable super-evacuees. Beyond that, the realism of a

Fig. 4. Existing and planned features of the Darmstadt CES-Lab.


U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611 607

virtual environment is also inuenced by the design of the audio scene management to manage the game objects during a game ses-
component (surround sound) and sound effects (e.g., noise from sion and rendering to generate a picture of the scene for screen
the roaring re, collapsing structures, crying children). output. Beyond these main components, plugins can be added to
extend Ogre3D. A physics engine, like Nvidia-PhysX [33], can sim-
ulate the mechanics of rigid-bodies and soft-bodies (building ele-
3.2. BIM-game engine ments) or particles (smoke, uids). A sound system provides the
ability to generate realistic (surround-) sound. To save and load
The software system behind the Darmstadt CES-Lab is the BIM- scenarios a game engine has to provide a data storage manage-
game engine, which is being developed at the IIB. The BIM-game ment. The interaction is usually executed through input devices
engine is comparable to a usual game engine with the ability such as keyboard, mouse, joystick and motion or gesture tracking.
to process BIM-data. According to Gregory [31], a game engine is For gesture tracking recent developments from consumer electron-
arguably a data driven architecture is what differentiates a game en- ics market like Microsoft Kinect [34] or Asus Wavi Xtion [35] offer
gine from a piece of software that is a game but not an engine. When a new possibilities. More interactive components are network sup-
game contains hard-coded logic or game rules or employ special-case port for multiplayer mode and tools for programming and scripting
code to render specic types of game objects, it becomes difcult or at runtime without having to restart the game. The next section
impossible to reuse that software to make a different game. We should provides a deeper look into the BIM-game engine, the physics en-
probably reserve the term game engine for software that is extensi- gine and how this can be used to simulate structural damage, re
ble and can be used as the foundation for many different games with- and smoke and how the BIM-integration is implemented. In partic-
out major modication. In general, a game engine is modular and ular, the possibility to simulate the structural damage is of special
consists of several components [31]. A graphics engine is responsi- interest for the research of human factors which results from the
ble for the graphical display on the screen and provides interfaces interaction occupant-structure.
for loading, managing, displaying and animating textured 3D mod-
els. One example for a graphics-engine is Ogre3D [32]. The main
parts of Ogre3D are as shown in Fig. 5: resource management, 3.2.1. Physics engine
scene management and rendering. Resource management is A physics engine is a software component that is used to simu-
responsible to load the game objects from external resources, late the dynamic physical interaction between objects on the basis

Fig. 5. Ogre3D graphic-engine with physics and sound plugins.


608 U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611

of laws of nature such as gravity and their effect on objects in vir- To connect the produced smaller parts together with joints dur-
tual reality. To be able to calculate the necessary simulations in ing the simulation runtime, the geometrical information is repre-
real time, strong simplications have to be applied in favor of per- sented in a class structure. Fig. 6 shows how the subdivided
formance and no entirely correct physics calculations conducted, parts of the parametric BIM object (in this case a wall) are con-
since simulation results mainly have to look realistic. nected to the class structure. CuboidStructure includes all parts
The simulation is normally based on the physics of rigid bodies of a structural element, which represents a structural element like
(rigid body mechanics), on the physics of elastic bodies (soft body a wall, a column or a beam and extends their parametric BIM ob-
dynamics), and mass-spring models (spring dynamics), on which it ject. A CuboidStructure is composed of several Cuboids, which in
is possible to simulate the behavior of ropes and fabrics. Modern turn have several CuboidFaces to describe the faces of a body.
physics engines also support particle systems, with which liquids These classes contain the necessary methods to establish connec-
or smoke (uid dynamics) can be simulated; also volumetric force tions between them. The information of a connection is stored in
elds, e.g., for the simulation of heat induced ows in case of re, the class JointOptions, the material properties such as density,
can be modeled. Connections (joints) between bodies can be de- connection strength and textures in the class MaterialProperties.
ned with up to six degrees of freedom. The simulation of the Between two Cuboids based on JointOptions and MaterialProper-
interaction between objects is based on collision detection and ties, a xed joint, a revolute joint or a triple combination (three
dynamics simulation. These two core components trigger certain times TwoAxesFixed) each with two limited degrees of freedom
reactions on the objects. In case of rigid body mechanics, they could be dened. The capabilities of these joints are used to model
are mainly used to model physical reactions such as bouncing, roll- the material behavior within a structural element and to model the
ing or sliding. bearing conditions of the connection between two CuboidStruc-
For each 3D object the game engine requires two different rep- tures. After this conversion is conducted throughout all the main
resentations: Firstly, a collision representation for the physics en- elements of a building, the result is a simplied structural model
gine, in order to take the object into account during the physical for the qualitative simulation of structural behavior with the phys-
simulation runtime, and secondly, a visual representation for the ics engine. With this real-time simulation of structural damage it is
graphics engine for rendering the object on the screen. In compar- ensured that it has an inuence on the gameplay, e.g., by blocking a
ison with the visual representation, the collision representation potential egress route.
generally contains a simplied geometry to reduce computing time
[31].
3.2.3. BIM integration
For this simplication convex shape is commonly used. Convex
As described in the previous section, the core part of the BIM-
in the mathematical sense means that all points of an object, which
game engine is a simulation model which will include re, smoke,
lie between any two boundary points, are located inside the body.
explosions and structural damage. Therefore, it needs comprehen-
According to the number of objects, the physics engine has to per-
sive information about a building. Requirements here are rstly, to
form thousands of parallel computations per simulation step.
support an international accepted data format, secondly, to have
Graphics Processing Units (GPU) often come with an optimization
for the calculation of many parallel tasks. Therefore, a direct hard-
ware support for GPUs is integrated in most of the physics engines.
The leading manufacturers of video cards, like Nvidia or AMD/ATI
have already integrated physics support to the current graphics
cards. Nvidia, for example, integrated the PhysX [33] engine (for-
merly NovodeX) in the CUDA system and offers a programming
interface with the PhysX SDK. The main focus of the engine is
the highly convenient support for Nvidia GPUs, which allows a
simultaneous interaction of many objects. The SDK and part of
the source code are available free of charge [33]. To synchronize
the physics simulation with the graphic engine the tool NxOgre
[36] is used. NxOgre is a wrapper around the PhysX SDK for the
open source graphics engine Ogre3D [32]. With NxOgre for simu-
lated objects collision, both the collision representation and the vi-
sual representation can be instantiated in virtual reality. The next
section will describe the approach to approximate structural
behavior of a building with PhysX for a real-time simulation during
the game-runtime.

3.2.2. Approximation of structural behavior with PhysX


For modeling the load-bearing system in PhysX it is important
to consider rstly, the material behavior, and secondly, the joints
between structural elements. This information can be retrieved
from the digital building model (see Section 3.2.3). For this pur-
pose, a structural element has to be split down into a nite number
of smaller parts. For the connections of adjacent parts, transition
conditions are dened, depending on whether it is subject to con-
nections within an element (depending on the material properties
like elasticity, density, and cohesion associated with the geometric
denitions of the parametric BIM objects), or between structural
elements (depending on bearing conditions). For the split-up the
GPC polygon library is used [37]. Fig. 6. Split-up of structural elements.
U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611 609

Fig. 7. File-based interchange of 3D-objects.

the semantic building information available, and nally, to have le system. Fig. 7 shows the process of data-exchange. The compo-
access to facility management data. As discussed in the previous nent RevitToOgre can generate the 3D-Game-Elements for Ogre3D
section, this information should be provided via BIM. BIM nowa- (.mesh) and PhysX (.nxs). To re-create the building in the BIM-
days is the standard modeling method for building design, so that game engine the information of positions and constraints (seman-
with the SHRG a large number of real buildings could be used for tical data) of the building parts are required. This information is
the gaming environment with relatively low modeling overhead. stored in separate les (.obim, .opos, .ojnt). The component
The information coming from BIM needs to be in a format, which BIMGameStarter reads the information stored in the different les
can be used for (1) generating the objects used by the graphic-en- and puts them together according to the game scenario. The com-
gine for visualization, (2) by the physics engine, and (3) to setup ponent BIMGame is the simulation-core and is responsible for con-
re and smoke simulations. trolling the gameplay.
The prototype of the presented BIM-game engine implements
two interfaces for BIM-data. The rst interface provides support
for Industry Foundation Classes (IFC) [38]. IFC is an exchange 4. SHRG validation concept
format for building models. It has been specied by the IAI (Interna-
tional Alliance for Interoperability) and has become an interna- One major challenge in following this serious game approach is
tional standard and is supported by most CAD-software products the question of validity. Does the SHRG replicate real building re
of the leading CAD vendors, e.g., Autodesk, Graphisoft, and Bentley. scenarios in a satisfying way? For validation of the SHRG a compa-
It denes an exchange format and contains object classes for rable real environment has to be found. For such a real environ-
storeys, roofs, walls, stairs, etc. With the IFC-format all BIM- ment a BIM-model has to be created and used as a game
information is available to create the virtual environment where scenario basis. An adequate real world environment was found in
the emergency scenario takes place. The second interface uses the Fire House of the re brigade academy of the state of Baden-
Autodesk Revit API [39] to process the BIM data. Wrttemberg [40]. Fire-ghters deal with re in their daily work
Revit is a BIM software by Autodesk for 3D modeling of build- and have broad experience with it. They have to train their opera-
ings. The modeling is accomplished in associative 3D models only. tions regularly to be ready for emergency situations. Real-life train-
It supports parametric semantic elements such as stairs, doors or ing in re houses is the commonly most acknowledged way to
furniture. In Revit the elements are managed in an internal format develop competences in the extremely important hot part of the
and can be shared among multiple users. All information is cross- reghters education, which is being face to face with the ames.
linked, so that any adjustment is automatically followed up to all This is one of the signicantly involved prerequisites to ensure that
affected areas. Revit supports common interchange formats like reghters are able to complete their mission successfully. They
gbXML, IFC, FBX and various CAD formats. Access to the objects need to develop a feeling for the conditions in a burning building
of the internal database is provided over the Revit application pro- roaring ames, temperatures of more than 700 C and toxic
gramming interface (API). The data exchange between BIM-Soft- smoke can have serious consequences even if the smallest of mis-
ware (here Revit) and the BIM-game engine is implemented via takes occurs under the high stress for body and mind during an
610 U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611

Fig. 8. Fire house of the state Baden-Wrttemberg in Germany.

Fig. 9. Validation concept of the SHRG.

operation. To learn about the effects of smoke, heat, re extin- Section 4 is planned. This helps to gure out how to adjust the
guishing, and evaporating water, the reghters can train in re virtual environment to stimulate the desired effect. Concurrently,
houses like the one of the re brigade academy of the state Ba- it is planned to enhance the underlying structural model for the
den-Wrttemberg (see Ref. [40]). Fig. 8 displays the Fire House re and smoke simulation, so that the results become more phys-
from outside and one reghter in action. ically realistic instead of only visually satisfying. In order to
As it is shown in Fig. 8, a re house is a real building with rooms, realize the follow-up step, there are plans to use the optimized
each of them differently equipped for simulating realistic scenarios SHRG to research human factors during extreme situations. If
for reghting. The computer-controlled burning unit is driven the validation would prove the developed game to be a valid tool
with gas and different scenarios like a kitchen-, a warehousing-re for analyzing human behavior, many benets might be possible.
or a ashover can be simulated. However, the idea to evaluate Then, the SHRG could be used for data collection, exploration
SHRG is to implement the re house described above as one gam- and theory testing in the eld of evacuation under building res.
ing scenario. The workow is shown in Fig. 9. Therefore, a BIM- Another future opportunity could be seen in using the collected
model of the real world environment is still under development human factors to train machine-based learning environments.
in cooperation with LFS-BW: This will be the basis for the serious These environments could be used for an improved prediction
game scenario. of the agents behavior in agent-based evacuation simulation
With this, reghters should be able to play through the same models. This approach, for example, is used for robots to be able
scenarios both in the real Fire House and in the SHRG. After that, to predict pedestrians movements [41] based on Markov decision
the reghters should be asked for their individual impression processes (MDPs) [42].
on reality in the SHRG. This would provide potentially useful clues However, eventually, the system developed according to the ap-
for further development and reviews for the SHRGs quality. proach described in this article, should enable new analysis meth-
ods for studying the human behavior in extreme situations within
5. Future work the performance-based re safety design and it is assumed that
particularly, the human factors regarding the interaction occu-
After the game prototype development is nished in a rst pant-building structure could be explored in a new way. This could
step, a validation experiment following the concept described in help to improve existing or develop new evacuation models.
U. Rppel, K. Schatz / Advanced Engineering Informatics 25 (2011) 600611 611

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