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1.

INTRODUCTION
1.1 Background
The frequency of terrorist attack and collective human disasters appears to be
increasing (Elliott and Smith 1993;
Helbing et al. 2000a). Efficient emergency simulation approaches can help building
managers develop effective
rescue and evacuation plans when an emergency or disaster happens (Wang
et al. 2011; Zhang et al. 2012).
Among emergency simulation approaches, consideration of human behavior factors
in evacuation simulation is a
big challenge for safety engineers (Rppel and Schatz 2011). Most present
evacuation simulation models are
based on Agent Based Modeling (ABM) approaches (Rppel and Schatz 2011). ABM
is capable of capturing
complex behaviors at the microscopic level and reproducing the mass behaviors
in a bottom-up manner (Du
and El-Gafy 2012). Despite the great success of existing ABM simulation
studies, many of the behavioral
models are incompletely represented, inconsistently developed or difficult to
access, susceptible to omissions
and several other limitations (Gwynne 2011).
On the other hand, conversion of a 3D model to a VR model and keeping the VR
model up to date is time and
money consuming. Augmented and virtual reality for a realistic visualization of the
emergency environment has
been investigated to solve these problems (Rppel and Schatz 2011). The
idea of using computer game
technology to build a virtual world was proposed by Trenholme and Smith (2008) to
optimize resources in the
complex process of building realistic virtual environments (2008). Smith and
Trenhomme (2009) proposed the

rapid prototyping of an emergency fire virtual environment by using computer


game technology (Smith and
Trenholme 2009). One problem encountered when using augmented and
virtual reality for developing an
emergency virtual environment is that the game players always know it is a virtual
world and not a real world,
and as a results, their behavior and reaction to the emergency scenario may be
different than in real emergency
events.
1.2 Problem Statement and Research Questions
The problem in egress evacuation simulation is the human behavior simulation,
from a data processing point of
view, large amounts of real human reaction data in the simulated emergency
situation is ideal and useful for
developing the emergency simulation model. However, in reality, it is difficult or
impossible to conduct an
evacuation test to study human behavior in the simulated building condition during
the prescribed emergency
situations. Therefore, the research questions that need to be answered are:
How to build an egress behavior library that stores real-world human egress
behavior collected from a
broad pool of people?
We propose as the solution for our research questions: a building information
modelling (BIM)-based Immersive
Evacuation Cloud Gaming (BIM-IECG) environment, which provides
entertaining immersive emergency
gaming environments to solicit the behavior decisions made by the players. Could
computing technology is used
to collect and store the data contemporaneously with the players playing the game.
2. LITERATURE REVIEW

This section summarizes previously conducted related research on cloud


computing and cloud gaming and
existing research related to gaming and emergency evacuations that was
used as a basis of our proposed
methodology to solve the problem of human behavior factors in emergency
evacuation simulations. The use of
information derived from the building information model to enhance the
emergency evacuation simulation is
also summarized/

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