Comparative experiment study of collaborative behavior model in office simulation
Principal Investigator Hwanjin Kim (Master thesis project, Inha University)
Advisor Professor Seung Wan Hong, Inha University
Related publication Kim, H., Cho, C. Y., & Hong, S. W. (2023). Impact of agent-based simulation on novice architects' workplace design exploration and trade-offs. Automation in Construction, 145, 104635. https://doi.org/10.1016/j.autcon.2022.104635
Funding details This thesis was supported by the National Research Foundation of Korea (NRF) grants funded by the Ministry of Education (Grant Number NRF-2021R1A2C1004608, NRF-2016R1C1B2011274), and the Korea Agency for Infrastructure Technology Advancement(KAIA) grant funded by the Ministry of Land, Infrastructure and Transport (Grant Number 21AATD-C163269-01).
This study was awarded the First Prize at the 2023 Best Thesis Award hosted by the Architectural Institute of Korea.
This study investigated the empirical effects of workplace human behavior simulation on novice architects' design exploration, as well as the originality and functionality of their design solutions in workplace design. We found that the tool significantly aids in improving both the design process and its outcomes. For this experiment, a human behavior simulation model was developed to compute virtual office users' collaborative behaviors, aiming to understand the impact of path convergence, visual connectivity, and the probability of casual encounters. Comparative lab experiments were conducted with 32 undergraduate and master's program students in architecture at Inha University, South Korea. These experiments, lasting 2 hours each, allowed for a cross-comparison between scenarios with and without the use of the simulation model. Following the experiments, participants' self-evaluation reports were surveyed to measure the impact on design exploration and the generation of office design alternatives. Additionally, four experts were enlisted to assess the creativity of the design outcomes.
Utilizing a Unity-based simulation platform, participants could evaluate how their design approaches affected occupancy ratios and user satisfaction, thereby facilitating the right-sizing of spaces. The simulation also enabled participants to assess the effectiveness of work and collaboration activities by observing path distances, collisions, and bottlenecks to evaluate path efficiency. Furthermore, the simulation provided a deeper understanding of social dynamics by monitoring visual connections and the emergence of casual meetings and social activities within their designs. Accordingly, participants modified and developed their office design alternatives through systematic exploration and validation aided by evidential, analyzed data. Statistical analysis and retrospective interviews indicated that the collaborative behavior simulation model was effective in enhancing students' design exploration regarding supportability of collaboration, visual connectivity, work efficiency, and users' satisfaction. The experts' evaluations of creativity also reflected similar effects. Therefore, it was concluded that using the simulation model enhances novice architects' ability to develop designs that are both novel and of high quality.
Development of Collaborative Behavior Model: The behavioral algorithm computes visual connections and unscheduled workplace interactions. It uses visual detection to promote spontaneous encounters, encouraging unscheduled meetings that foster collaboration.
1. PROGRESSING DAILY SCHEDULE
2. DETECTING THE MEETING
3. COUNTING THE VISUAL DETECTION TIMES 4. PARTICIPATING IN THE MEETING
5. DETECTING THE OTHER AGENT
6. COUNTING THE VISUAL DETECTION TIMES
7. SEEKING THE EMPTY PLACE FOR MEETING
8. EMERGING THE MEETING
Development of Collaborative Behavior Model: The workplace furniture parameters are established as assets according to their functions and types, as well as the number of people.
Development of Collaborative Behavior Model: The simulation model enables architects to analyze workplace performance using two modes: (1) circulation analysis mode, which maps path convergence, occupancy, and bottlenecks with color-coded paths by role, and (2) collaboration occurrence analysis mode, which marks casual meetings as red circular zones to show location, size, and frequency.
RESULT OF SIMULATION MODEL
Comparative Lab Experiment: The experiments were conducted in two two-hour sections. First, participants designed workplaces using traditional methods like sketches and 3D models. In the second section, they refined these designs using agent-based simulation. The order of design tasks was switched between groups to minimize bias, and participants spent two more hours scoring their designs through a paper-based survey. To analyze the simulation's impact on creativity, four external experts were invited to evaluate the experimental design results using the Consensual Assessment Technique (CAT), focusing on novelty and appropriateness.
Results: A collaborative behavior model of agent-based simulation better facilitates design products’ novelty and appropriateness on user-centric office performances, reliability, completeness, compared to non-use of the simulation does.
Interpretation: The reasons were interpreted as systemic operation of matches between building elements and parameters of agents, explicit and observational interactions among agents, and emerging meetings evidential, holistic analytics without ambiguous assumptions
Results
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