著者
村田 純一 河野 哲也 染谷 昌義 池上 高志 長滝 祥司 吉澤 望 石原 孝二 柳澤 田実 佐々木 正人 三嶋 博之 工藤 和俊 柴田 崇 丸山 慎
出版者
立正大学
雑誌
基盤研究(B)
巻号頁・発行日
2009

わたしたちの生活はつねに多様な人工環境によって支えられている。この「人工環境・内・存在」のあり方を生態学的現象学、技術哲学、生態学的心理学、さらには、認知科学や建築学などの知見を利用して解明すること、これが第一に取り組んだことである。第二に、この知見に基づいて、バリアフリーデザイン、ユニバーサルデザイン、そして、人間中心設計などの設計観の意義を明らかにし、具体的な人工物の製作過程への応用可能性を検討した。
著者
大木 知佳子 岡本 俊英 只木 寿理恵 山本 竜也 相賀 洋 吉澤 望
出版者
日本建築学会
雑誌
日本建築学会環境系論文集 (ISSN:13480685)
巻号頁・発行日
vol.84, no.766, pp.1067-1076, 2019 (Released:2019-12-30)
参考文献数
31
被引用文献数
1 4

Daylight harvesting is now attracting attention not only from energy saving but also from the viewpoint of improving the health and comfort of people working in the building. Daylighting standards, such as EN 17037:2018, provides the target values to obtain sufficient daylight, and also prescribe the evaluation criteria for view and glare. We used a Meta_Simulation platform that combined Radiance and NewHASP to evaluate lighting and air conditioning energy of exterior and interior sun shading devices. We confirmed the behaviour of basic parameters by combining glare and view evaluations from Radiance and using the graphical algorithm editor Grasshopper to calculate air conditioning/lighting energy, glare index and view. By utilizing the plug-in software OCTOPUS, we evaluated air conditioning/lighting energy usage, glare, and view based on four variables of exterior and interior sun shading devices and the optimal solution for Tokyo (Hyakuri) was confirmed. For glare, the vertical illuminance of the viewpoint was not high in the building targeted by our simulation, and because no cases exceeded the allowable simplified DGP value of 0.35, the threshold was lowered to evaluate glare in the multi-objective optimization calculation. Under the European Standard, view is evaluated based upon the horizontal angle of the window, the distance to adjacent buildings, and the number of layers for sky, landscape, and ground that can be seen (European committee for standardization, 2019). We used a simple evaluation based upon the ratio of sky that could be seen from a sample point, however it is possible to incorporate the view metrics of the EN 17037:2018 into our new module using Radiance. We conducted a multi-objective optimization calculation for the annual fixed angle of vertical louvers and of blinds typically used in the sun shading devices. In the future, we plan to apply optimization calculations to complex sun shading devices such as slat cut-off angle controls for blinds, moveable or curved surfaces for exterior sun shading.
著者
邉 敬花 吉澤 望 宗方 淳 古賀 誉章 平手 小太郎
出版者
日本建築学会
雑誌
日本建築学会環境系論文集 (ISSN:13480685)
巻号頁・発行日
vol.78, no.688, pp.437-444, 2013-06-30 (Released:2013-08-30)
参考文献数
15
被引用文献数
3 4

This study aims to ascertain the limits to which a solid angle can be used as an indicator for evaluating the senses of physical oppression and of openness in urban spaces. For that, a logistic regression analysis focusing on the street as a whole and the proportion by evaluating value was conducted by evaluating each criterion found through a logistic regression model to assess the limits of the effects of the solid angle. The allowable values for the sense of physical oppression are configured using a threshold if the sense of physical oppression is felt, but reconfiguration of the allowable values for the sense of openness is not necessary. Therefore, for those respondents who indicated that a sense of physical oppression exists, it appears that the limits of that allowable sense of physical oppression are as follows: using judgment of 75% of the evaluators, the rate of solid angles was 76%; using judgment of 50% of the evaluators, the rate of solid angles was 65%; and using judgment of 25% of the evaluators, the rate was 53%. Compared to the studies of the Japan Society of Civil Engineers, Spreiregen and Takei, those allowable values are more appropriate.
著者
山本 竜也 三宅 博行 山口 秀樹 吉澤 望
出版者
日本建築学会
雑誌
日本建築学会環境系論文集 (ISSN:13480685)
巻号頁・発行日
no.783, pp.451-461, 2021-05
被引用文献数
1

<p>While improvements in the energy-saving performance of buildings are required, productivity improvements and health management are also getting more necessary due to work style reforms. This trend demands the development of new methods which enable us to quantitatively assess the physiological and psychological quality of the built environment from the design stage. In terms of the light and visual environment, spaciousness is one of the factors that affect the comfort, intellectual productivity, and health of users of interiors.</p><p>In this research, definition of "spaciousness" by Inui will be used, but the purpose of this study was to propose a comprehensive quantitative spaciousness evaluation index of the interiors, including spaces of different sizes and shapes, considering various factors related to light and visual environment.</p><p>In recent years, technological developments have made complex data processing possible and expanded the range of experiment methods. VR technology is one of them, and there are many merits of using it in promoting spaciousness evaluation, such as to virtually compare spaces that are separated from each other by a great distance. This research aims to verify the validity of using VR with HMDs for spaciousness evaluation, through subject experiments in six real spaces with different volumes and usages. Volumes ranged from a minimum of 35 m<sup>3</sup> to a maximum of 1,969 m<sup>3</sup>, and vertical illuminance ranged from 30 lx to 720 lx at the subject's observation position. Openings were blocked from line of sight and daylight was shut off by closing the blinds. VR spaces with several lighting environments for each space were reproduced. In experiments using ME method, we compared and verified the cases where the real space and the VR space were used as the reference stimulus for the comparative stimulus of the real space. Major findings are as follows:</p><p> 1) In order to verify how well the VR space could reproduce the real space from the point of view of the optical environment, we compared the luminance of the targeted real space and the VR space, and found that high-luminance parts could not be reproduced on HMD: Oculus Quest, which has an output limit of approximately 100 cd/m<sup>2</sup> or higher in luminance. However, the overall luminance balance, including main parts such as the floor, walls, and ceiling, could be well reproduced on VR display.</p><p> 2) There were no statistically significant differences (5% level) in 62 pairs among 65 pairs. As to the remaining 3 pairs, the light source had a large effect on the reproducibility of luminance and the relative error from the real space was relatively large. In particular, when the subject's evaluations were divided around 2.0, as in Experiment III, where the reference stimulus was 120lx and the comparative stimulus was 30lx, a reversal phenomenon occurs in which the average luminance of the real space of 30 lx including the light source is larger than that of the VR space of 120 lx including the light source due to the influence of the large light source. In conclusion, it is approximately possible to use the VR space, which does not cause luminance problems, as a reference stimulus for spaciousness evaluation.</p>
著者
坂田 克彦 中村 芳樹 吉澤 望 武田 仁
出版者
日本建築学会
雑誌
日本建築学会環境系論文集 (ISSN:13480685)
巻号頁・発行日
vol.82, no.732, pp.129-138, 2017 (Released:2017-02-28)
参考文献数
20
被引用文献数
1 3

Studies have previously been undertaken on the prediction of perceived spatial brightness aimed at achieving designs that take account of a feeling of brightness of space, and various estimation models and factors affecting the prediction of perceived spatial brightness are known. In this study the authors focused their attention primarily on factors other than average brightness to explain perceived spatial brightness in nonuniform luminance distribution with the aim of proposing an index which encompasses existing knowledge while being based on simple quantities. The authors set 32 different lighting conditions in an office with north-facing windows and measured the luminance images for each condition. They then asked subjects to evaluate the perceived brightness from two seats, one with the windows in sight and with no windows in sight, thereby providing 64 different luminance distribution and estimation value samples. Ten contrast images of different spatial frequency were decomposed from each luminance image by wavelet transformation symlet6, then AD (ambient directivity, low spatial frequency) and CD (contrast detail, high spatial frequency) were defined on the basis of each variance of contrast image. The authors used multiple regression analysis to obtain a multiple regression equation to explain spatial brightness using three variables: average luminance, or NB value; AD; and CD. AD lowers spatial brightness, while CD raises it. The estimated accuracy was greater than that achieved using a conventional equation. After considering the above, the authors suggested NSB (Natural scale of Spatial Brightness), a spatial brightness prediction model based on luminance contrast.
著者
岩田 利枝 吉澤 望 望月 悦子 平手 小太郎 宗方 淳 明石 行生
出版者
東海大学
雑誌
基盤研究(B)
巻号頁・発行日
2012-04-01

本研究では東日本大震災後の首都圏節電下のオフィスの光環境の実態の記録を残すとともに、そこからオフィス照明の基本要件を抽出し、省エネルギー照明手法の開発を行った。節電によって、照明のエネルギー削減はランプや器具の効率の向上の他に、必要照度を下げる、照射面積を小さくする、照射時間を短くすることによる効果が大きいことが示された。これらは「光環境の質を落とす」と考えられ触れられてこなかった方法である。照明の基本的要件の見直しから着手し、照射面積・時間、昼光利用を考え、人の視覚特性を利用した「不均一・変動照明」による照明手法の提案を行い、これらに基づいた新しい照明基準作成の準備を行った。
著者
稲本 淳平 吉澤 望 宗方 淳 平手 小太郎
出版者
日本建築学会
雑誌
日本建築学会環境系論文集 (ISSN:13480685)
巻号頁・発行日
vol.68, no.569, pp.41-47, 2003
参考文献数
6
被引用文献数
4 4

This study is on the appropriate setting of the angle of view and reality in computer graphics, as a method of simulation of interior. 1. For the simulation of the room about 1 6 m^2, using 17 inch monitor. 74 degrees is the best horizontal angle of view. 2. We studied what element of space affects the reality of CG and how it affects. We think the CG is real, when the shadow, the smoothness of the curved surface and the texture are real. The detail of modeling, the fineness of mesh, the texture, the times of calculation and the method of rendering affect the reality. But their highest settings don't result in highest reality and we can set the parameters properly. 3. The media we present CG is not so influential on the reality, but it affects the space perception so much.