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行政院國家科學委員會專題研究計畫 成果報告

民生化材領域「智慧結構、材料與生活空間」國外參訪計畫 (國外差旅費)

計畫類別: 個別型計畫

計畫編號: NSC94-2217-E-011-003-

執行期間: 94 年 08 月 01 日至 94 年 12 月 31 日 執行單位: 國立臺灣科技大學資訊工程系

計畫主持人: 李漢銘

報告類型: 精簡報告

處理方式: 本計畫可公開查詢

中 華 民 國 94 年 12 月 20 日

(2)

國科會智慧結構、材料與生活空間出國報告

李漢銘 臺灣科技大學資訊系

隨著行程 11 月 25 日我們來到了荷蘭 Eindhoven,這是一個位於荷蘭南方的科技 城,著名的飛利浦總公司就坐落於此,整個城市有一半的人在爲飛利浦效力。

在這裡我們拜訪愛因霍芬科技大學;Technische Universiteit Eindhoven(TU/e)。

愛因霍芬科技大學成立於 1956 年,是荷蘭三所科技大學之一。1998 曾被評選為 歐洲最好的科技大學。根據泰晤士報排名,現在為世界第 83 名。

此次參訪的重點是建築與都市計畫系的 Design & Decision Support Systems;

DDSS,首先要幫忙做個解釋,所謂的 DDSS 是ㄧ項研究計畫的簡稱,而成員並 不只有愛校本身,歐洲各大學也有參與這項計畫。另外 DDSS 也肩負起培養碩博 士的責任。

DDSS 計畫的可分為 2 個分項計畫,Urban Planning 與 Design Systems,且計畫主 要目的為:

1. To develop innovative and improve existing (components of) Design and Decision Support Systems for applications in architecture, building and urban planning; and

2. To play an active role in the dissemination of such progress to architectural, building and planning practice.

如同前面所提到的,DDSS 計畫有許多學校共同參與,愛因霍芬科技大學DDSS 中

所負責的研究區域為Design Systems,其目的如下

1. Decision making and choice behaviour under bounded rationality and

2. Interactions between actors involved in planning and design decision processes.

Design Systems目前的主持人為 Prof. Dr.ir. B. de Vries,團隊成員約 13 人,目前 進行中的計畫包含:

‧ Building Management Simulation Centre

‧ Decision Support System for Building Refurbishment

‧ Measuring User Satisfaction through Virtual Environments

‧ Using a Virtual Environment for Understanding Real-World Travel Behavior

‧ Co-located Decision Support Space

(3)

‧ Simulation of Human Behavior in the Built Environment

‧ MAS for the support of Collaborative Design (紅字表示此次參訪的計畫)

並於 2005 年 12 月 23 日在台灣大學工學院綜合大樓國際會議廳舉辦研討會個人 之簡報如附件。

(4)

ICT support to the smart living space - a case study of DDSS in

TU/e

李漢銘

臺灣科技大學資訊系

(5)

OUTLINE

• 資訊化社會與產業發展趨勢

• 愛因霍芬科技大學簡介

• DDSS Research programme

– MAS in Collabortive Design – Human behaviour simulation

– Measuring Housing Preferences Using Virtual Reality and Bayesian Belief Networks

– 4D CAD

(6)

3

農業社會

1820年農場工作佔所有工作的70%,2000年只佔 1.9%

1850年管理、專業、技術、服務及事務性工作 只佔4%,1900年佔13%,2000年超過50%

(資訊化社會、科技電子社會 後資本主義社會、第三波社會…)

工業社會

1940年工廠工作佔經濟生產力50%,就業人 口的40%,2000年只佔15%

資通訊科技、數位經濟與知識工 資通訊科技、數位經濟與知識工 作者 作者

成為本世紀最重要的國家競爭力 成為本世紀最重要的國家競爭力 要素 要素 後工業社

社會變遷的大趨勢 社會變遷的大趨勢

(科學技術)

(就業人口) ( 經濟部門

)

(7)

ICTICT

與資訊化社會發展 與資訊化社會發展

1970 1980 1990 2000

啟蒙時期 發展初期 基礎架構成熟期 應用萌芽期

網路商業發展期 網路泡沫期

網路寬頻轉型期 無線網路發展期

DARPA 成立 MIT Packet Switch 論文 ARPANET

Ethernet 觀念 成型

提出 Internet 觀念

TCP

E-mail III 成立

DNS

IETF 成立 Morns Worm Internet 主機超 過 100,000

Mosaic Gopher WWW TANET

Internet 主機超 過 1,000,000

Netscape

Netscape IPO JAVA Yahoo Amazon e-bay

Web Browser 大

DoCoMo iMode GSM-2.5G Online Game WLAN Google Melissa Worm 健保IC卡

802.11a 802.11g P2P iPod風潮 Skype

WiMax UWB 3G/B3G Zeebee RFID

Sensor Network

2010

Personal Computin

g

Ubiquitous Computing Main Frame

Computing

Mobile Computing

((

一人多機 一人多機

)) ((

一人一機 一人一機

))

((

多人一機 多人一機

))

(網際網路歷史大事紀要)

• •

Dr. Weiser相信無所不在運算技術Dr. Weiser

相信無所不在運算技術

(Ubiquitous (Ubiquitous

(8)

5

全球資訊產業發展趨勢 全球資訊產業發展趨勢

3000

Billion (US$)

1980 1995 2005 2015 Year

1939

300 100 1000

User-Centric Nomadic Computing

Mobile Computing Internet

提供個人化與精緻化 應用服務

提供行動服務

提供personal & office應用

Context-Aware Computing

提供智慧型生活 應用與服務 智慧生活環境

•User-Centric (人本化)

•Context-Aware (環境感知)

•Nomadic Lifestyle: total mobility

Personal Computing

傳統企業ERP/MRP, factory automation等應用 有線無線網路發展蓬勃

行動終端滲透率高 多媒體應用的普及化 藉由人們身上攜帶的先進終 端裝置,隨時的與生活週遭 的網路設備互動,建構具環 境感知能力的先進資訊服務

Ubiquitous Computing

Centralized Computing

(9)

Ubiquitous

服務

Ubiquitous

電子產品

Ubiquitous

資訊

Ubiquitous

平台

Ubiquitous

終端

Ubiquitous Network

・固網 ・無線IC Tag

・行動網路 ・感應器

・無線網路 ・Actuator

・OS ・通信 ・顯示 ・輸入 ・Application

・Storage ・Sensing ・電池/電源

・認証 ・結帳 ・著作権管理

・保全 ・隱私權 ・系統基礎

・商業 ・個人 ・家庭

・地區 ・政府機關

・健康看護 ・醫療保健 ・保全機

・交通訊息 ・環境管理 ・物流管

・ IA家電 ・ Smart汽車

・ Intelligent住宅 ・ Ubiquitous Office/都市

UNSUNS

預期帶動的相關產業 預期帶動的相關產業

(10)

TU/e: Technische Universiteit Eindhoven

智慧結構、材料與空間生活 IN

愛因霍分科技大學

(11)

愛因霍芬科技大學簡介

• 成立於1956年

(今年50歲了)

• 荷蘭的三所科技大學之一

(荷蘭大學都是國立的)

• 1998年被德國評定為歐洲最好的科技大學

• 世界排名301~400大學

(根據上海交大排名)

等同於 清大,泰晤士報排名世界83名

• 九個院系

(生化工程、建築系、電子工程、化學工程、科技管 理、應用物理、機械工程、工業設計、數學及電腦科學)

• 大學部約7200人,博士生約850人,240位

(12)

校園即景

(13)

DDSS Research programme

• In Eindhoven University of Technology, DDSS is the name for several of our activities.

– First of all, Design & Decision Support Systems is the name of our Research Programme.

– DDSS also stands for the International Research

School, in which we collaborate with a number of

similar groups in European universities.

– Then, DDSS is also the name of our Master of

Science Programme

that is related to our DDSS

Research Programme.

(14)

11

DDSS DDSS

Design Planning

Artificial Intelligence ICT

(15)

DDSS Research programme

DDSS計畫的可分為2個分項計畫,Urban

Planning與Design Systems,且計畫主要目的 為:

1. To develop innovative and improve existing

(components of) Design and Decision Support Systems for applications in architecture,

building and urban planning; and

2. To play an active role in the dissemination of such progress to architectural, building and planning practice.

(16)

13

DDSS at TU/e

• 目前在DDSS計畫中,愛因霍芬科大負責

的研究領域是Design Systems,其包含:

1. Decision making and choice behaviour under bounded rationality and

2. Interactions between actors involved in

planning and design decision processes.

(17)

DDSS Research programme

• Design Systems主持人:

Prof. Dr.ir. B. de Vries

• MS & PhD at the Department of

Architecture and Building at the

Eindhoven University of Technology

• 研究人員約13人

• 學程包含:

– MSc Courses – MSc Projects

– Graduation Projects – EU and PhD projects

(18)

目前進行的計畫

(19)

Graduation Projects

Space utilization simulation of office buildings(空間利用模擬)

Generative Design

Generation of a construction planning using a 3D CAD model(3D建 模時程規劃)

Digitally managing the quality of (architectural and urban) designs

Electronic Document Management in production processes

Search systems for building product information(建築材料收尋系統)

Digitally checking location plans

Interactive modular house design(共同設計)

Generating a long-term maintenance planning from product model data

(20)

17

EU and PhD projects

• Building Management Simulation Centre

• Decision Support System for Building Refurbishment

• Measuring User Satisfaction through Virtual Environments

• Using a Virtual Environment for

Understanding Real-World Travel Behavior

• Co-located Decision Support Space

• Simulation of Human Behavior in the Built Environment

• MAS for the support of Collaborative Design

(21)

Design Systems Lab.設備

• Desk-Cave

• CAD software

• VR hard/software

• Simulation software

• User interfaces

(22)

MAS in Collabortive Design

Agent-mediated collaborative

Design an building process in a

Semantic Web context

(23)

MAS in Collabortive Design

• A system will be developed that assists

the designer in an effortless manner to get information related to the current design

task and to automatically offer solution to

design problems.

(24)

21

MAS in Collabortive Design

• The aim of this research is to analyze the potential of different techniques of Multi

Agent Systems

for the use in the

domains of architectural design and the building process as a whole.

Local machine / Intranet /

Internet

Agent

Human Expert

Agent

Agent

Agent

Agent

Human Expert Agent

Agent

Agent

(25)

MAS in Collabortive Design

Among the most important steps in this project are:

– Gather information and build a knowledge base with minimal additional workload for the user

– Identify problem and context based on the current actions of the user

– Identify related knowledge domains and previous use cases, the agents representing them and the

corresponding communication protocols including their ontologies

– Gather strategies, opinions and solutions and adapt them to the problem and hand.

– Generate suggestions and their representations and offer them in a convenient, non-distracting wayn speci

fic agent(s)

User

Listen and record

KB

Suggest

HCI

Add / retrive

Agent society on

(26)

23

Jakob Beetz, Bauke de Vries, Jos van Leeuwen Design Systems group TU/Eindhoven

Agent-mediated collaborative

Design an building process in

a Semantic Web context

(27)

Building Information Model mediated by agent technology

(28)

25

A simple MAS scenario

I would like to change the size of this room Will your HVAC unit still fit in?

PDB

Yes but +10dB Same Specs but max size 2x3x4m ? Yes but it’s +10 dB

Regulations Reasoner

No

Sound insulation satisfactory?

(29)

Problem aspects: semantic mapping

(30)

27 Mapping and reasoning service

Cooling Unit Product Y

200 cm 422 cm 24.000 BTUs Width

Height Capacity

...

Cooling Unit Product X

3 m 2.5 m 2 Tons Width

Height Capacity

...

SI Unit conversion Rule

1 Energy to melt one ton of ice = 12,000 British Thermal Units per Hour (BTUH)

Problem aspects: semantic mapping

(31)

Components of a MAS in the Semantic Web context:

• Ontologies for buildings, parts, regulations…

• Mapping services

• Agent communication protocols

• Semantic wrappers around Services

(32)

User Simulation of Space

Utilisation

(33)

Human behaviour simulation

• Building performance analysis is a well- established tradition in the context of

structural engineering and building physics.

• No model for building

simulation involving

the actual users.

(34)

31

System overview

Input

ƒ The workflow of the organisation.

ƒ The design of the building in which the

organisation is (or will be) housed: the spatial conditions.

(35)

System overview

Output

Data about the activities of the members of the

organisation and their location in the building space.

From this performance indicators can be deduced, like:

ƒ

Average/maximum walking distance/time per individual.

ƒ

Number of persons per space in time.

ƒ

Evacuation time/distance.

ƒ

Usage of facilities.

ƒ

..

(36)

33

Experiment

Using RFID to capture the real space utilisation.

Merge spaces into zones.

Compare the predicted with observed space utilisation.

Ontruimingsplan

Hands-free toegangscontrole

Automatisch tijdregistratie (per zone/afdeling)

Automatische Route analyse Objectbeveiliging Asset management

Werkplek beveiliging

Ontruimingsplan

Hands-free toegangscontrole

Automatisch tijdregistratie (per zone/afdeling)

Automatische Route analyse Objectbeveiliging Asset management

Werkplek beveiliging

(37)

Measuring User Satisfaction in Virtual Environment

Maciej A. Orzechowski

Design System and Urban Planning Group

@ TU/e

(38)

35

The user is asked to modify that design according to his/her needs and desires.

General Idea of

Measuring User’s Preferences

The Virtual Environment (VE) is used to present an architectural design to a user.

Behind that visual system there is a statistical model to

estimate and predict respondent’s preferences based on applied modifications.

(39)

MuseV – VR System

MuseV3 – a virtual reality (VR) application with functionality of a simple CAD system for non-designers.

Two categories of modifications:

• Structural modifications (change of layout)

• Textural modifications (change of visual impression)

(40)

37

MuseV3 in Desktop CAVE

(41)
(42)

4D CAD

(43)

Construction Analysis during the

Design Process

www.ddss.arch.tue.nl Bauke de Vries

www.ddss.arch.tue.nl Bauke de Vries

(44)

41

4D CAD

• Linking building components with construction activities

• Manual task of the construction planner

• Dedicated systems: NavisWorks, 4D Suite, …

• Advantages: Simulation, Visualization

(45)

Challenge

Automation of the planning process.

Advantages:

• Independency from the planner

• Quick first concept plan

(46)

43

Implementation

Equipment Labour

Constr.

Analysis

Comp.

Rel. + Dur.

CAD model

Formulas

CAD Project

Planning

Planning Schema

Design evaluation

(47)

資訊二學門95年度重點研究方向

1. 服務導向計算與應用

2. 數位生活科技與應用

(48)

45

服務導向計算與應用

1. 科技化服務與應用

a. 生命照護:健康管理、醫療照護、生醫資訊應用 等。

b. 生活照護:智慧建築、智慧社區、數位管家、家 庭保全服務、家庭娛樂服務、幼童/老人生活照護 等。

c. 內容服務:線上遊戲、數位博物館、隨選影音服 務、虛擬劇院、網路出版社等。

d. 學習服務:虛擬補習學校、網際網路群體學習服 務、幼童學習服務、知識管理、職業技能學習服 務、殘障人士學習服務等。

e. 電子商務:物流服務、金流服務、智財權服務、

旅遊服務等。

f. 設計服務

g. 研發服務

(49)

服務導向計算與應用

2. 科技化服務系統工程技術:

a. 前瞻性服務擷取及塑模(advanced e-service elicitation and modeling)技術。

b. 全域性服務平台(ubiquitous e-service platform)技術。

c. 開放式軟體系統架構設計(open software system architecture design)技術。

d. 效能關鍵型數位服務系統設計(performance critical e- service system design)技術。

e. 高可存活性數位服務系統設計(survivable e-service system design)技術。

f. 服務品質保証(e-service QoS)技術。

g. 服務安全(e-service security)技術。

h. 服務可獲性(e-service availability)技術。

(50)

47

服務導向計算與應用

3. 科技化服務致能(enabling)核心技 術:

a. 人機互動

b. 位置及情境感知 c. 認知與推理

d. 媒體處理(media processing)

e. Web service

f. 資訊搜尋、融合、擷取與管理

g. 內容管理

(51)

服務導向計算與應用

4. 科技化服務軟體工程技術:

A. 數位服務軟體產品工程方法論(e-service software product engineering methodologies)。

B. 數位服務軟體快速雛型製作(e-service software rapid prototyping)技術。

C. 數位服務軟體效能評估(e-service software performance evaluation)技術。

D. 數位服務軟體需求分析(e-service software requirement analysis)技術。

E. 數位服務軟體測試(e-service software testing)技術。

F. 數位服務軟體設計再用(e-service software design reuse)技術。

G. 基於市售產品之數位服務客製軟體建構(e-service software construction by COTS)技術。

(52)

數位生活科技與應用

(53)

數位生活科技與應用

• 「數位生活」(Digital Life)係指在網際網

路及多媒體技術逐漸普及時,人類生活各

層面,包括食衣住行育樂等等,將因數位

技術(Digital Technology)的影響,而使

其內涵產生質變,資訊技術的應用,也將

由純專業性操作,擴展到公眾操作。

(54)

51

數位生活科技與應用

• 「數位生活科技與應用」其項目如下:

1. service network 2. Middleware

3. digital perception and human-machine interaction

4. affective computing 5. cognition computing

6. smart digital appliances 7. collaboration computing 8. sociable computing

(55)

數位生活科技與應用

1. service network :

e-home service network, mobile service

network, sensor network, ubiquity, autonomy, mobility.

(56)

53

數位生活科技與應用

2. Middleware :

mobility management, interoperability management, appliance collaboration management, availability management, service quality management, traffic

management, remote access management.

(57)

數位生活科技與應用

3. digital perception and human-machine interaction:

ubiquitous speech conversation, ubiquitous body expression and recognition, digital

taste/smell/tactile, ubiquitous physiological state detection, ubiquitous environment

condition detection, biometrics, facial expression recognition.

(58)

55

數位生活科技與應用

4. affective computing :

detection of emotion from physiological state, speech, face, and body expressions;

affective communication.

(59)

數位生活科技與應用

5. cognition computing :

human behavior understanding, tracking of human behavior variation, reasoning of user preferences and properties, accumulation and updating of self-knowledge, reasoning of risk assessment, evaluation of learning effect.

(60)

57

數位生活科技與應用

6. smart digital appliances :

protocol stack, system-on-chip, real-time micro kernel, web enabling technology, security & payment, streaming.

(61)

數位生活科技與應用

7. collaboration computing :

multi-agents negotiation and collaboration, multi-modal perception, collaboration of

multiple remote users, man-machine collaboration.

(62)

59

數位生活科技與應用

8. sociable computing :

cyber clubs, virtual fashion and cultural dispersion, universal chat circles, social agents, live web.

參考文獻

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