University Community Engagement in Technologies for Sustainability: a Social Architecture.
O objetivo do financiamento por parte da Fundação Calouste Gulbenkian é fomentar a alteração dos comportamentos dos utilizadores do campus do ISCTE-IUL para reduzir o consumo de energia e melhorar a sustentabilidade ambiental do campus. Irá conjugar conhecimentos da Psicologia, Engenharia, Arquitetura e Informática, envolvendo toda a comunidade ISCTE-IUL e serão implementadas estratégias IoT, de economia comportamental e gamificação com a ligação aos modelos BIM. O projeto desenvolve-se ao longo de 4 fases sequenciais: 1ª fase: Diagnóstico da situação atual: a. Análise da perceção da comunidade ISCTE-IUL em matéria de sustentabilidade ambiental; b. Instalação de sensores com vista à medição dos comportamentos energéticos dos utentes do ISCTEIUL (e.g. temperatura, humidade, luminosidade, ruído e consumo de energia). Objetivos: 1) Diagnóstico da perceção da comunidade baseado em inquéritos à população alvo. Feedback recebido irá servir para identificar os principais requisitos e aproximações da nossa plataforma. Indicadores – Relatório com variáveis, recolha e análise de dados. Metas – Avaliar uma amostra representativa de pessoal não docente, docente, estudantes e visitantes. 2) Recolha em tempo real de dados de sensores e respetiva análise em plataforma de IoT para identificação de padrões e comportamentos. Indicadores – leitura dados em tempo real identificação padrões. Relatórios semanais, mensais, anuais. Informação em tempo real em dispositivos móveis. Metas – instalação de medições em 20 locais (leitura energia, qualidade ar, luminosidade, temperatura, ruído). 2ªfase: Definição de objetivos para a redução do consumo energético, tendo em conta o baseline quantitativo e qualitativo construído na 1ª fase do projeto relacionado com o cálculo da pegada ecológica (consumos) por indivíduo, sala, departamento, edifício. Indicadores – métricas de consumos por pessoa, sala, departamento e edifício. Análise de comportamentos e respetiva quantificação Meta...
Application of Building Information Modelling to Campus Facility Management
BIM is vigorously changing all phases of buildings’ life cycle, from strategic planning, design, construction, operation and decommission. Building operation, which is the longest and most significant phase, has it’s own nuances. Professional roles are different from other phases since architects and civil engineers are often replaced by managers and MEP (Mechanical, electrical, and plumbing) professionals, focus is on maintenance, cost reduction and profitability and user comfort. BIM, as a natural tool for building information storage and use, is a natural part of a Facility Management System. We work on the development of BIM platforms for the management of large, multi-building facilities, such as education campus or hospitals, where scale, geolocalization and visual communication render traditional methods inefficient. We work with Facility Management platforms that link with and take advantage of BIM models and we employ Virtual and Augmented Reality technologies to enhance and visualize facilities’ data.
Stores Ambient Perception
ISTAR-IUL collaborates on projects where assessing people’s satisfaction with the built environment, both existing and under design, is a central question. In the scope of an ongoing project of AUDAX, ISTAR-IUL collaborated with the design and 3D modeling of interior spaces for new concepts for stores of leading companies from Telecom, Bank, Insurance and Energy industries. For such an assessment the 3D models of stores were created using several computer aided design software, including Unity, and then visualized by potential stores’ users with Oculus Rift. The immersive visualization enables potential users to have a full experience in the designed store and assess how the differences in the design can affect their use of the space. For a collective experience inside the store PockeCAVE could have been used which would enable e.g. group discussion.
Virtual Ponte de Sôr
For the first time an experience in Immersive Virtual Reality was used to show the population of the Ponte de Sôr municipality future ideas for the city. Using a Head Mounted Display (HDM) it was possible for everyone at the “Flavours Fair”, April 29th to May 1st, to navigate virtually in the future market and surrounding areas. This technology, developed by the Digital Living Spaces group of ISTAR-IUL, ensures full immersion and a sense of presence that is impossible with any other representation method. According to the author of the architecture project, architect João Monteiro, “this method of exploring a future space has enormous potential for communication with clients and lay people “. Immersive virtual reality gives the user the experience of being in real space. The user can walk virtually to their liking by choosing the route and looking in all directions. “I noticed once again that plans, cross-sections, elevations and even models are not understood by most people, but in this virtual environment they perfectly understand the space”, said Sara Eloy, who led the team of researchers who adapted the architecture model for virtual reality and accompanied the demonstration. This partnership between ISCTE-IUL, the João Correia Monteiro architects studio and the Ponte de Sôr municipality made it possible for all its residents to have a thorough knowledge of what will be the space that will result from the renovation of the city’s market, creating an area for startups and creative businesses that will revitalize the city. Navigate in Ponte de Sôr model here.
Towards Natural Interaction and Communication
The overall goal of IRIS is to provide a natural interaction communication platform accessible and adapted for all users, particularly for people with speech impairments and elderly in indoor scenarios. Human-Computer interaction with this platform will adopt the principles of universal design and natural user interfaces such as speech, silent speech, gestures, tactile and haptic devices, pictograms, animated characters and personalized synthetic voices. The platform will provide a set of services that allow easy access to social networks, friends and remote family members, fighting social-exclusion of people with special needs or impairments. Application of these features will be performed in the context of serious games, virtual reality environments and assisted living scenarios. We will also explore the use of personalized avatars (that resemble with the user) in asynchronous human-human and human-machine communications, in situations where the user has lost his/her voice and in scenarios where it is not possible to have a video signal transmission due to low bandwidth or privacy reasons. Biometrics will complement the platform, in the sense that authentication and authorization are fundamental aspects for assuring access security to personal information in a natural way.