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ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE

SMART BUILDINGS: A PROPOSED ELECTRONIC-SPORTS


COMPLEX AND GAME DEVELOPMENT CENTER

A Thesis Proposal Presented to the


College of Architecture
Adamson University

In Partial Fulfillment
Of the Requirements of the Degree
Bachelor of Science in Architecture

By

JIM BRYAN ENRIQUEZ RAZ


APRIL 2019
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CHAPTER 1

THE INTRODUCTION

The Philippines’ passion for sports is immense, but based on the data

provided by the Philippine Olympic Committee (POC), in over 20 Olympic Games

participated since 1924, the Philippines has never won a gold medal. The country’s

first Olympic medal was won in 1928 and has a total of 10 medals as of April of

2019. The country needs to produce national athletes that can compete in

international scenes.

From a young age, children are taught since elementary school how to play

variety of sports, but Philippine sports traditions mostly revolve around basketball

which was the influence of American colonization. It’s the most popular sport in

the country. There is a basketball court in most of the barangay in the country.

This leads to the decrease in youth engaging and pursuing other sports other than

basketball because of lack of knowledge and facility for other sports.

Sports is also evolving. ESports or Electronic-sports is a new form of

competition using video games. Wither as an athlete or just spectator, Filipinos

seek for sports entertainment. As eSports got the support from the Philippine

Government and projected to be an economically-viable entertainment platform

for both players and spectators, the need to develop for a support structure has

become more urgent.


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1.1. BACKGROUND OF THE STUDY

Instead of taking pride in national athletes, the nation instead sympathize

with them whenever they perform poorly in international competitions. Instead

of finding entertainment in watching sports, it leads to frustration seeing the

national athletes lose badly, knowing that they are not getting enough support

and the proper training that they need. The substandard training facilities in the

country has handicapped the national athletes competing in the international

scene. Representing the country in sports is huge responsibility. The athletes must

be prepared for pressure in competing on a global scene and the right facilities are

needed to aid them in their training.

Sports mirrors and reflects the particular nation or society’s values,

character, spirit, and excellence (Blanco, 2017). Having successful and famous

athletes motivate and encourage the forthcoming youth in the country to

participate in sports. It only shows that the success of a national athlete is a

success of the whole nation. It is not only a medium of entertainment or an activity

of leisures, but it also play important roles in nation development.

Based on the definitions of sport and eSports, a fit is not identifiable,

especially because of the missing physical activity in eSports (Kane & Spradley,

2017). Despite the issue wether it must be considered as a sport or not, eSports

is announced to be a medal event at 2022 Asian Games. In the Philippines, the first

franchise-based eSports in the country accredited by the Government, The


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Nationals, is set to have its inaugural season in 2019. There are still no dedicated

eSports facilities in the Philippines. The full extent of watching an eSports is still a

mystery in the country. It is an opportunity to showcase to the Filipino community

the future of in eSports tournaments.

1.2. STATEMENT OF THE PROBLEM

The study aims to address the following problems:

1) This study will address the problem of substandard sports facilities

in the Philippines and its improvement to aid in the training of

national athletes.

2) This study will address the problem of the lack of interest of the

community in engaging in other sports and absence of different

sports facilities in the Philippines.

3) This study will address the problem of eSports tournament venue

in the Philippines and its capabilities to showcase and develop

video games.

1.3. OBJECTIVES OF THE STUDY

1.3.1 RESEARCH OBJECTIVES

To build an innovative sports complex that would aid in the training of

national athletes and encourage the youth to try and explore different sports. And

to be a center of eSports development and tournaments in the Philippines.


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Below are the objectives of the proposed project:

 To improve and develop innovative and sustainable sports facilities

that will aid in training of national athletes to become globally

competitive.

 To provide facilities that will help the community to develop

opportunities for sports participation, promote sports excellence,

and increase awareness on various sports and become an

alternative place for entertainment.

 To create innovative eSports facilities that can host tournaments

that would help develop world-class eSports talents and to

contribute to the video game industry in the Philippines.

1.3.2 RESEARCH ASSUMPTIONS

Below are the assumptions of the proposed project.

 To design a project with the assumption that the Philippine Sports

Commission (PSC) and POC along with the senate will sought an act

with the intention to develop sports complex and promote sports

excellence.
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 To design the proposed project that will abide with all the current

rules and regulations on planning and construction in the

Philippines.

 To design a project for future development, that will use present

computations and programming of spaces. The information will be

projected for approximation of required number of users.

 To provide guidelines for facilities based on Olympic sports and

eSports.

1.4. SIGNIFICANCE OF THE STUDY

In the Philippines, basketball, volleyball, boxing, billiards, and football are

the only popular sports. And eSports is a relatively new concept that is not widely

accepted by the masses because they still do not understand the intricacies of the

eSports industry.

The project encourages and promote various sports and eSports to the

people. Providing opportunity to discover their talents and skills in other sports

and mold them to be the athletes that will represent the Philippines in the

international tournaments.

The game development research center will benefit the eSports industry

in the Philippines, for it will develop and improve existing eSports titles.
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1.5. CONCEPTUAL FRAMEWORK

Figure 1

The framework discusses the issue on substandard sports facilities in the

Philippines and its improvement and how can the proposed project be integrated

with better facilities. The project aims to provide an innovative and sustainable

facilities that can affect in the training of athletes and improve quality of

experience for all the users while being cost-effective. To provide an innovative

and sustainable sports facilities, the buildings are integrated with smart building

design like intelligent building management systems, different sports technology,

and harvesting of renewable energy present in the site.


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Figure 2

This framework discusses the issues on the problem of the the lack of

interest of the community in engaging in other sports, absence of different sports

facilities in the Philippines, and the inclusion of esports. The project aims to

encourage the community to engage in other sports by providing sports facilities

for other unpopular sports that would provide learning opportunities and

knowledge about other sports with the help of the local government unit (LGU).

In addition, the project aims to introduce esports to the community by providing

dedicated esports facilities.


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Figure 3

The framework discusses the issue regarding esports and its capabilities to

showcase and development of video games. The project aims to create a research

facility that would provide learning opportunities about video games through

interactive learning halls and high-end computer laboratories for game

developers.

1.6. PROJECT SCOPE, LIMITATIONS & DELIMITATIONS

The project includes Primary, secondary, and ancillary buildings. The

primary buildings are Athletic Stadium, Aquatic Center, Indoor Stadium, football
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field, eSports Stadium, multi-purpose gymnasium, and research center. The

secondary buildings are athletes’ village, parks and playgrounds, fitness center,

and concessions. The ancillary building includes administrative building, multi-

level parking, and services building. These facilities would help athletes in their

training and the community in discovering the right sport for them.

There are some inevitable limitations that would affect the outcome of the

research. First is the data for eSports in the Philippines, where it is a relatively new

concept that is not widely accepted by the masses. The information would be

scarce, second would be the time constraint in conducting the research given a

short period of time.

The research study is delimited to athletes in Luzon and gamers in the

Philippines. The only considered sports are basketball, volleyball, football, and the

10 sports priorities announced by the PSC in 2018. These are weightlifting, judo,

gymnastics, taekwondo, boxing, wind surfing, archery, athletics, swimming. In

eSports, DOTA 2, Counter-Strike: Global Offensive (CS: GO), Overwatch, League of

Legends (LoL), and Rainbow Six Siege are the only eSports titles that are

considered. These are the highest earning titles in the gaming industry.

1.7. DEFINITION OF TERMS

• Electronic Sports - competitive tournaments of video games


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 Smart Buildings - structure that uses automated processes to

automatically control the building’s operations including heating,

ventilation, air conditioning, lighting, security and other systems

 Sports Complex – a large and expansive area that incorporates

several fields or courts dedicated to a particular sport or series of

sports. These types of sports facilities are often used for

tournaments and leagues because they can hold a significant

amount of people to watch the teams play.


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CHAPTER 2

THE LITERATURE REVIEW

2.1. REVIEW OF THE LITERATURE

2.1.1 SMART BUILDING

a. INTELLIGENT BUILDING MANAGEMENT SYSTEMS

Building systems are electrical, HVAC, security, lighting, utilities, and

energy management of a facility. The intelligent building management system is

not a new concept in designing buildings. The concept of intelligent buildings in

the United States began in 1980s. It was inspired by the development of

technology and the increasingly demand for living in a comfortable environment

and increase in occupant control in environments (Harrison, Read, & Loe, 1998;

Kroner, 1997). Early definitions of intelligent building focused on technological

aspect without user interaction (Wong, Li, & Wang, 2005). Most recently, some

authors added “learning ability” and “performance adjustment from its occupancy

and the environment” in the definition. They considered that intelligent building

should be capable of learning and adjusting performance based from its

occupancy and environment, not only able to react according to environmental

requirement (Wigginton & Harris, 2002; Yang & Peng, 2001).

The UK-based European Intelligent Building Group defines an intelligent

building as “one that creates environment which maximizes the effectiveness of

the building’s occupants, while at the same time enabling efficient management
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of resources with minimum life-time costs of hardware and facilities” (Wong et

al., 2005). In the contrary, the intelligent building institute of the United States

defines an intelligent building as “one which provides a productive and cost-

effective environment through optimization of its four basic elements including

structures, systems, services and management, and the interrelationships

between them” (Wigginton & Harris, 2002). The US definition is focused on

building technology, while the UK definition is focused on the user. Both

definitions are correct, but combining the two definitions is more pertinent to

accommodate the needs of the user and the building itself. There are three levels

of system integration on intelligent buildings in achieving its goals according to

(Wong et al., 2005), which include:

 Provision of normal and emergency building operation and

communication management;

 Building automation system (BAS), energy management system

(EMS), communication management system (CMS), and office

automation system. They control the intelligent building

subsystems;

 And the subsystems including HVAC systems, lighting, fire

protection, vertical accessibility, and security system.


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There are system integration on intelligent buildings, but according to

(Kroner, 1997), there are also different applications of intelligent building

management systems including, but not limited to:

Identify the occupancy level in different parts of a building and be able to

control the lighting and ventilation systems based on the appropriate pre-

programmed responses;

 Control of elevators and escalators;

 Fire alarm and security systems;

 Communicating media facades with sounds and video

presentations;

 Modify the interior ambiance.

These are some of the capabilities of an intelligent building that the

researcher think would be beneficial to the proposed project. These technological

advancement enhances the user experience, it creates comfort, reduces carbon

dioxide emissions, and controls the energy consumption (SÂRB, CRĂCIUN, CHIŞ, &

PLUGARU, 2016). It would be beneficial to the user experience and the building

system in achieving cost-effectiveness and sustainability. In summary, it aims to

maintain occupants’ comfort, while minimizing energy consumption (Manic,

Wijayasekara, Amarasinghe, & Rodriguez-Andina, 2013).


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b. ASSISTIVE TECHNOLOGIES

As stated before, in satisfying the definition of an intelligent building, it

should also focus on its user. The advancement of technology is inevitable and it

is thriving rapidly. Along with its advancement are the positive and negative

aspects that are being considered by the people (Parker, 2015). After the rapid

growth of smart buildings and cities, the function of Information and

Communication Technologies (ICT) in helping on the accessibility of persons with

disability (PWD) is now being considered. In consideration of every user,

recognizing the diversity, and eliminating physical and digital barriers is an utmost

consideration to be considered “smart” and be called an Inclusive Smart City.

Accessibility continues to be an obstacle for PWD: visually impaired have to deal

with lack of appropriate signs; people with limited walking abilities have to deal

with sidewalks that changes in level, impaired-hearing people must depend

mostly on their vision to compensate for the lack of sound (Neto & Kofuji, 2016).

The link between identification and sensors technologies is a way in

assisting PWD in daily activities. For the visually impaired, body sensors and radio

frequency identification (RFID) tags and readers in helping them move in indoor

spaces and other areas of the facilities. The assistive device can be implemented

with RFID tags circulating paths with a reader mounted in a cane or any other

equipment used by the visually impaired person. For hearing impaired people, flex
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sensors and RFID tagged objects can notify them through visual or vibratory signal

(Lopes, Pinto, Furtado, & Silva, 2014).

With regards to the building, adaptive architecture is designed to be

adaptive to its inhabitants and environment that can assist in making the

experience more convenient, efficient, and safer. These area becoming common

in residential buildings. These include sensors with smart thermostats, burglar

alarms, adjustable lights and artificial ventilation systems, and security cameras

with facial recognition software (Urquhart, Schnädelbach, & Jäger, 2019).

c. HAWK-EYE TECHNOLOGY

Hawk-eye technology is an improvement in sport officiating. It is a ball-

tracking system that is accurate, reliable, and practical. In the last 20 to 30 years,

sports only depends on the natural judgement of human being, but present time

challenges the human judgement. Strategically placed cameras which covers the

movements of the players and minute to minute reaction are being calculated

with this technology to come up with the right decisions on a game, thus making

it better in decision making as compared to a human being judgement (Bal &

Dureja, 2012). There has been a long debate about the officiating with this

technology because further work is needed to ensure that the system is 100%

accurate (Fowler, 2010). This technology will outstandingly improve the accuracy

of the calls on ball games and a just officiating. It is a step in integrating technology
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in sports, but the need for human officials should always be a consideration

because the technology is not 100% accurate.

It is also an additional coaching and training tool. It can be used to analyse

previous games by the team to review their plays and come up with new strategies

in achieving better results (Bal & Dureja, 2012).

In relation to Architecture, the location of the camera must be strategically

placed and it can provide real-time visual representations on making calls for the

spectators. It can improve the viewer’s experience as well as the design of the

facility in integrating the camera system of this technology.

d. RENEWABLE ENERGY

Renewable energies are energy sources that are naturally replenished by

nature, such as solar, wind, hydropower, or natural movements of the

environment (geothermal and tidal energy). Technologies transform these natural

energy sources into usable forms, such as electricity (Ellabban, Abu-Rub, &

Blaabjerg, 2014). Solar energy is the most recognized renewable source. One of

the technology that could harness renewable energy and reduce greenhouse

emission is photovoltaic, a process of converting light into electricity (Powell,

Hischier, Jayathissa, Svetozarevic, & Schlüter, 2018). The average solar insolation

in the Philippines varies from 1643 to 2008 kWh/m2 per year, thus showing that

the country has potential for solar energy applications (Ismail, Ramirez-Iniguez,

Asif, Munir, & Muhammad-Sukki, 2015).


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Solar or photovoltaic panels could be placed on the façade or the roof of a

building after construction. In tropical regions where mostly surrounding the

equator, the main characteristics are high in humidity and temperature with

significant amount of rainfall. These characteristics can affect in harvesting

sunlight because direct sunlight is scattered by the clouds. Photovoltaic panels are

more efficient in direct sunlight and their efficiency declines in cloudy weather. In

solving this problem, a further study after the construction of the building shall be

considered to locate the most ideal location for the solar panels (Saber, Lee,

Manthapuri, Yi, & Deb, 2014).

2.1.2 ESPORTS COMPLEX

a. SPORTS FACILITIES

Designers with the development of technologies are taking advantage in

working to achieve energy efficient sports facilities and the needs to adapt to the

needs of modern societies (Culley, 2014). The common design problems in sports

facilities include poorly planned pedestrian traffic flow, inadequate safety zones

around courts, lack of storage, and improper building materials. They are built in

a wide variety of materials. These include reinforced concrete, timber and

membranes and cables for lightweight structure solutions. According to Cully

(2014), a rectangular or square plan is a more efficient solution in designing a

flexible facility. In choosing proper building materials, the considerations are cost,

function, durability, aesthetics, maintenance, and safety (Seidler, 2013).


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On designing multipurpose facilities, the designer must consider all

foreseeable activities that may take place and the safety of the participants and

spectators. Many sport and recreation activities, like basketball and football, need

a space between the activity area and any obstruction in enhancing the safety of

the participants. This space is referred to as buffer zone. There are law-suits that

have been based on claims that the injury was caused by an inadequate safety

zone (Seidler, 2013).

b. ESPORTS ARENA

Video games and the desire to spectate online and in-person gaming is

becoming a global phenomenon. While eSports-specific venues are being built,

many venues that host eSports competitions were primarily used for other

professional sports. The crowd attendance for eSports is growing over the last

years. 173,000 people attended in Poland in 2016. From 113,000 in 2015. These

figures encouraged venue managers to have interest in hosting eSports events

(Jenny et al., 2018). However, one of the biggest debates regarding esports is

whether it can be defined as a sport, bt there are countries that recognize

professional gamers as athletes, like the United States and South Korea (Kane &

Spradley, 2017).

eSports fans focus on their community. They seek an environment where

they can interact with others and a facility to go to and watch competition, just

like traditional sports. The factors that can affect in the success of an eSports arena
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are the sense of community, flexibility, and comfort. Fans need to feel a sense of

community in the facility because most fans seek out these community

experiences, and they are willing to pay for them. Like major sports arena, the

ability to rapidly change from ice to hardwood is also needed. The venue may host

a Street Fighter event after a League of Legends event – two events that require

different set-ups. eSports events can last for 12 hours a day, thus the need for a

comfortable spaces that can provide basic requirements of servicing the fans that

are between 18 and 34 to ensure that the people would stay until the end of the

tournament (Bull, 2018).

As eSports is steadily growing, hosting events continues to provide

promise for generating revenue. As evidenced throughout the analysis of(Jenny et

al., 2018,)eSports is navigating a social and economic change within the sports

industry, impacting facilities and event managements. As a new and emerging

industry, it will always involve in the fast changing of technology as new games,

software, and hardware are released. This presents as an isse for the facility as it

must be ready to adapt to technological advancements (Jenny et al., 2018)

c. ROLE OF LOCAL GOVERNMENT UNIT IN SPORTS

Philippines rely on government funding in sustaining sports program. The

development of sports in the country rely on the coordination between the PSC

and the POC. The latter is responsible for recruiting athletes, organizing different

clubs and competitions, and providing technical assistance for recreational sports,
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while the former was created through the Republic Act No. 6847 to serve as the

“sole policy-making and coordinating body of all amateur sports development

programs and institutions in the Philippines” (Geraldine, 2010).

Sport is a tool to promote human development. The Philippine sports

stakeholders recognize the need for developing Filipino athletes to be at par with

the best athletes in the world. The main goal is to promote growth within the

community through sports. Executive Order 64, series of 1993 focuses on the

nation policy of “Sports for All” which shall make sports accessible to all Filipinos.

An initiative of physical fitness, and preserve and promote traditional values. The

strategies in attaining its targets comprise by three major pillars of “Malasakit

(enhancing the social fabric), Pagbabago (reducing the inequity), at Patuloy na

Pag-unlad (increasing potential growth).” Sports can promote Philippine culture

and values with spreading propagation of its programs. Increased development of

sports across the country can attain peaceful, secure, and resilient Filipino society.

(Philippine Sports Commision, 2017).

2.1.3 GAME DEVELOPMENT RESEARCH CENTER

a. INTERACTIVE LEARNING HALL

Learners varies on approaching different learning tasks. Some require

more help than others, while others require less support. Learners use perceived

information differently, and understand at different rates, and focus on different

types of information. Interactive learning systems (ILS) assist learners to become


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more flexible in learning, allow the learners to process instructions to suit their

requirements or extend their interaction beyond lectures (Baldwin & Sabry, 2003).

In contrast, although technology is invaluable, it may not be as flexible as many

educational resources – such as books. Extensive research is still required to

determine what technology would be suitable in providing effective interactive

learning environments. It is an emerging technology and its future success

depends on the developing strategies which take advantage of the technology

(Sims, 2016).

The five elements of ILS according to(Baldwin & Sabry,(2003):

 Content – the subject material to be taught.

Learners – individual differences of learners, such as age gender, special

needs, etc.

 Technology – which media the information can be delivered and

different presentations to accommodate different methods of

interactions.

 Pedagogy – methods and style of teachings and learning styles of

the learnings.

 Interaction – considers how the learner interacts with the

computer system.

As technologies advance, so too the methods of ILS. Through the use of

technologies such as Virtual Reality (VR), learners can be visually aware of other
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learners and tutors and can interact real-time despite not being physically present.

Many games have been developed using 3d images that the learner must interact

to learn a lesson. Interactive models increase user’s interest and make learning

fun (Monahan, McArdle, & Bertolotto, 2008).

Another technology is the mixed reality (MR), it is an incorporation of

virtual computer graphic objects to a real three dimensional scene, or the

inclusion of world elements to a virtual environment. There are three

characteristics that are integral to an augmented interface. First is that it combines

reality and virtual. Second, it is interactive real-time. Third, it is in three dimension.

VR/MR is an innovative means to update teaching material and methods. It does

not only provide rich teaching patterns and contents, but also introduce learners’’

ability of analysing problems through immersive, interactive, and imaginational

methods (Pan, Cheok, Yang, Zhu, & Shi, 2006).


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2.2. CASE STUDIES

2.2.1 FOREIGN

1. CAPITAL TOWER

Figure 4. Capital Tower, Singapore

Source 1 RSP Architects Planners & Engineers


Location: 168 Robinson Road, Singapore

Building Type: Office

Building height: 52-storey / 254m

It was built in 2000 and probably the first smart building in the world with

latest technology, and the fourth tallest b/building in Singapore. The building is

well integrated with its surrounding environment and has an unobstructed urban
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plaza that provides convenient access to the building. This building is fully

integrated with intelligent building management system, and its own wireless

local network (LAN). Located in the central business district, and at the junction of

Maxwell Road, Robinson Road and Cecil Street. It serves as a critical building in its

environment because it is located in the busiest place in Singapore. It has 5 shuttle

double-deck elevator cars one above the other allowing multiple floors to operate

(Schroder & Shabo, 2015).

The building has different green features like, optimizing energy efficiency

throughout the building. It is integrated with energy recovery wheel system in its

air-conditioning system which recovers cool air to maintain chillers’ efficiency.

Motion detectors are also installed at the elevator lobby and toilets that controls

the light and artificial ventilation to conserve energy, while the windows are

double-glazed to reduce heat penetration and minimize energy consumption.

The building harnesses water condensation from the air handling unit

(AHU) for use as top-up water for the cooling towers. The office and car park areas

are integrated with carbon dioxide and carbon monoxide monitoring devices for

monitoring devices for ensuring optimal air quality levels across the building.

The building won several awards like 2003 BCA energy efficient

building award first runner-up, 2005 BCA green mark awards gold, 2009 BCA green

mark awards gold, and ASEAN energy award first runner-up.


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2. THE EDGE

Figure 5 The Edge, Netherlands

Source 2 PLP Architects

Location: 1081 LA Amsterdam, Netherlands

Building Type: Office

Building height: 15-storey / 58.15m

The edge is considered to be one of the greenest and smartest building in

the world. Situated in Amsterdam which is emerging as one of Europe’s important

district. It is connected to public transport, bicycle-route networks and train

station. It has the world’s highest Building Research Establishment Environmental

Assessment Method (BREEAM) rating award, it is integrated with smart

technologies to create an adaptable and intelligent work spaces. According to

BREEAM it uses 70% less electricity than other buildings. The roof and façade has
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photovoltaic panels, and an aquifer thermal energy storage system that provides

all of the energy required for heating and cooling. The building responds to

occupancy, movement, lighting levels, humidity and temperature are

continuously measured, and using smart technology to maximise energy

efficiency.

The building has louvers that are designed according to sun angles

and provide shading and reduce solar heat gain to the office spaces. It has solar

panels on the south façade that can provide sustainable electricity to power

electronic devices, and electric cars. The building has Ethernet-powered lighting

system integrated with 30,000 sensors to measure occupancy, movement,

lighting, humidity and temperature to allow the system to adjust in different

settings in different spaces within the building.

For the users, the employees doesn’t have a desk because the building

finds the employee a desk based on their different schedules and work assigned.

The design is call “hot desking”, which encourages new interactions and relations

to different workers. The parking is automated that photographs the license plate

and match it with the employment record that is required to enter the garage.

There is also a separate parking garage for bicycles and electric vehicles.
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3. BURJ KHALIFA

Figure 6 Burj Khalifa, Dubai, United Arab Emirates

Location: Sheikh Mohammed bin Rashid Blvd-Dubai-United Arab Emirates

Building Type: Mixed-use development

Building height: 163-storey / 830m to tip

The Burj Khalifa is the tallest building in the world located in Dubai, United

Arab Emirates. The building is a mixed-use that consists of 37 offices, 900

residential apartments, 160 hotel rooms, and 144 private residences. The building

is arranged around a central core with the modular Y-shaped wings in each side

makes the tower stable. The building design maximizes the view of the Arabian

Gulf and the bottom of the tower is inspired by an onion dome which exhibits

Islamic Architecture. Due to Dubai’s hot, humid climate, the building require tons
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of cooling – which produces a lot of condensation. The condensations is collected

and drained in a piping system to a tank, and provides supplemental water for the

building. It helps in reducing water consumption, an equalizing part of the

building’s cooling costs.

Safety consideration for fire safety is a crucial concern for the Burj Khalifa

because of its height. To keep the occupants safe during fire, designers provided

pressurized, air-conditioning refuge areas for every 25 floors. Additionally, fire exit

stairwells are surrounded by concrete, and with a fireman’s elevator. The building

has programmed elevator systems for controlled evacuation in fire or security

situations. The fire alarms, sprinkler systems, stairwell pressurization and some

evacuation systems are tied with an automation system that features smart multi-

alarm smoke, heat and optical sensors that can be found in all rooms throughout

the building.

The Burj Khalifa green features include an oasis that surround the foot of

the tower which will be irrigated using condensate collection system, collecting

water from air conditioning condensate prevents it from going to the wastewater

stream and reduces the need for municipal potable water. The building’s

management systems utilize smart lighting and mechanical controls which lower

costs, make the building more efficient, and better control of the interior spaces.
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4. HYPER X ESPORTS ARENA

Figure 7 HyperX Esports Arena, Las Vegas

This project is concerned about the lack of recreational facilities for video

gamers and act as a gaming hub facility and a restaurant. The HyperX Esports

Arena is the first dedicated esports arena in Las Vegas Strip with an area of 30,000-

square-foot which opened in the public in March 22, 2018. The facility is a former

nightclub transformed to a multi-level arena with a competition stage equipped

with LED video wall, telescopic seating layout, gaming stations, streaming and

television-quality production studios, arena bar, and virtual reality platforms. The

arena is designed to be a destination for high-stakes esports tournaments and

designed to be modular, allowing the area to be transformed to fit any esports

tournament.
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 30

1. ARLINGTON ESPORTS STADIUM

Figure 8 Arlington Esports Stadium

The 100,000-square-foot Arlington esports arena is an adaptive reuse of a

former convention center transformed into a gaming venue that promotes

engagement in the local community and aims to attract national and global

audience in the entertainment district in Arlington, Texas and is the arena is the

largest esports event facility in North America. The design of the arena is a

combination of movie theatre and an auditorium. The esports players is on an

elevated stage as the audience watches on an 85-foot LED screen. It has movable

folding chairs and can hold up to 2,500 audience with a designated analyst desk

for announcers. Behind the stage is a control room and data center. The venue

has dedicated team rooms for private discussion and practice as well as player

lounge and specific area for the media.


ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 31

2. BOISE STATE UNIVERSITY

Figure 9 Boise State University Interactive Learning Center

Source 3 OPIS Architecture

Designed by OPSIS architecture, the Boise state university interactive

learning center located in Boise, Idaho, USA, is a four-storey 59,000 square foot

learning center in the Boise state university campus. The facility is integrated with

high-tech auditorium, multi-media laboratories, cyber café, library, classrooms,

and offices. Classroom design promotes engagement through active learning and

interaction amongst students and faculty.

Classroom interactive learning features:

 Multimedia lectern/Creston control panel – used to control the

audio/visual components in the classroom.


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 Smart boards- an interactive touch screen board that connects to a

projector and the room’s computer to significantly improve the

overall presentation experience.

2.2.2 LOCAL

1. PHILIPPINE SPORTS COMPLEX

The Philippine sports complex is a national sports complex located in

Meralco Avenue in Pasig, Metro Manila, Philippines. It is where the offices of the

Philippine Sports Commission, Philippine Olympic Committee, and national sports

associations are located. The purpose of the facility is to cater the needs from

training facilitates and living quarters for Filipino athletes, but the arena is also

used in concerts and conventions.


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Facilities:

1. Multi-purpose Arena

 Concert

 Basketball

 Volleyball

 Graduation

 Fellowship / Religious Activity

 Sports fest for basketball and volleyball

 Practice / training

2. Swimming / Diving pool

 Swimming competitions / sports fest

 Walk-in clients

 P.E. Classes

 Scuba Diving

3. Amphitheatre
 Stage plays

 Commercial filming

 Concerts

4. Gym

5. Track and Field Oval


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6. Seminar Facilities

2. RIZAL MEMORIAL SPORTS COMPLEX

The Rizal memorial sports complex is a national sports complex of the

Philippines, located in malate, manila. The whole complex is managed by the

Philippine Sports commission, while the property is currently owned by the manila

city government. The sports complex was declared as a national historical

landmark by the National Historical Commission of the Philippines.

Facilities:

1. Boxing gym

2. Gymnastics hall

3. Ninoy Aquino stadium (Multi-Purpose)

4. Pencak Silat Gym


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5. Taekwondo association Dojang

6. PSC Badminton Hall

7. PSC Bowling Center

8. Swimming center

9. Coliseum (multi-purpose)

10. Baseball stadium

11. Track and football stadium

12. Tennis center

13. Office of Philippine Center for Sports Medicine

14. Main office of Philippine Taekwondo Association

2.3. SYNTHESIS

Smart building technology was inspired by the advancement of technology

and demand for living in a comfortable environment and increase in occupant

control in environments. The technical definition of smart buildings varies on

different countries like the US and UK, the former defines it as one which provides

productive and cost-effective environment through optimization of the building’s

structure, systems, services, and management, while the latter defines it as one

that creates environment which maximizes the effectiveness of the building’s

occupants. In designing the proposed project, the researcher acknowledges both

definitions in integrating smart building technologies in the facilities. This

approach enhances the cost-effectiveness and sustainability of different facilities,


ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 36

while improving the environment for the user satisfaction. In providing the ideal

user experience, accessibility is an issue. Thus, providing the facilities assistive

technologies like RFID tags and readers in helping them navigate in indoor spaces

and other areas of the facilitates. Moreover, athletes training experience is also a

consideration. Thus providing new technologies, such as hawk-eye technology.

This can be beneficial for the officiating in tournaments and for the coaching staff

of the team. In consideration of the building’s cost-effectiveness, the building is

integrated with different BAS, EMS, CMS, and office automation that can adapt to

the occupancy level of different spaces within the facilities, thus utilizing the use

of energy while providing comfort to the users. Moreover, in attaining cost-

effectiveness, maximizing renewable energy can also be considered, such as solar

energy. These design approach can develop innovative and sustainable sports

facilities in the Philippines that would be beneficial to the community and national

athletes

There are numerous types of sports facilities, but the researcher focused

on the sports priorities of PSC and a dedicated esports arena. These are basketball,

volleyball, football, weightlifting, judo, gymnastics, taekwondo, boxing, wind

surfing, archery, athletics, and swimming. With these considerations, the

objective is to provide facilities for these sports, such as athletic stadium, aquatic

center, indoor stadium for basketball and volleyball, football field, and multi-

purpose gymnasium. The building materials considerations are cost, function,


ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 37

durability, aesthetics, maintenance cost, and safety. For the multipurpose

facilities, consideration of foreseeable sports activities should be considered to

utilize the use of the multi-purpose gymnasium. For esports arena, the facility

should be able to adapt different game environments and technological

advancements. The facility needs to be comfortable and promote socialization to

encourage the users in staying for a long gaming session or tournaments. One

problem of esports in the Philippines is the approval of the community. Thus,

providing information accessible to everyone through interactive learning. Using

different technologies like VR and MR, which can help in the promotion and

understanding of esports through the use of modern technology. The provision of

different sports facilities make different sports accessible to the community,

which attains the national policy of “Sports for All”.

Through the case studies, the researcher had the idea of how smart

technology is integrated in different buildings and its effectiveness. It also helped

provide knowledge and ideas for the researcher and readers in relation to esports

arena present in other countries. Lastly, it helped the researcher in identifying

different sports facilities present in the country and identify what improvements

are needed.
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 38

CHAPTER 3

THE RESEARCH METHOD

This chapter discusses the research strategies, data and information

gathering, analyzing and processing research materials such as surveys and

interviews, participant observations, and comparison on local and foreign case

studies related to the project. The goal of this chapter is to provide a detailed

information about the methods in researching that the researcher shall use and

what types of fieldwork researches are appropriate in the study.

3.1. RESEARCH DESIGN

The study will use a qualitative research strategy in order to construct

certain data and information, as well as observation regarding the esports

complex and game development facility design. The use of qualitative research

will provide helpful information on issues regarding the project based on gathered

sources of observations, interviews, investigations, present data comparisons and

contradictions. The study will use an exploratory research approach namely

interviews and surveys on athletes and gamers (See Appendix 3: INTERVIEW

QUESTIONS). The researcher selected the exploratory research approach to be

able to identify the problems and suggestions of the said respondents that would
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 39

help in designing an efficient and effective esports complex and game

development facility.

The study will gather data from existing facilities of sports complex and

research with regards to the conditions and used of each facilities as reference for

guidelines and limits for this proposal. In addition, the researcher will conduct

observations, interpretations and investigations regarding the demands of the

users. This study will make use of conducted research from foreign and local

studies in relation to the project. The researcher will consider the use of personal

discernment and opinion in interpreting the responses of the respondents.

3.2. DATA GATHERING

The researcher will be observing corresponding studies from both local

and foreign sector particularly on the field of the project. The data and information

in this paper will be produced from the interviews conducted on athletes and

gamers.

The researcher will distribute survey forms to the community this proposal

will serve. It will be needing participants from each gender and different age

brackets since the proposal aims to address the problem regarding the community

lack of interest in unpopular sports. This paper will also depend on the

researcher’s in-depth analysis of data gathered (See Appendix 2: SURVEY FORM).


ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 40

The researcher tools like surveys and questionnaires will be used with the

consents of the participants. In addition, each respondents will be assured that

the data will only be used for the completion of this research paper and will be

confidential.

3.3. DATA PROCESSING

The data gathered within this paper will be produced through interviews

and surveys from the respondents will be enumerated to determine the needs

and demands of the projected primary and secondary users of the proposed

project. The data gathered will be evaluated in coherence with the research

problem and the objectives of the study. The survey questions will be based on

the psychological and physiological impact of the proposal to the users.

This research paper will be the comprehensive interpretation and

conclusion of the researcher with the relation on the gathered information. The

conclusion presented in this paper will be based on the interpretations of the

researcher that would be validated through extensive research and reference to

existing and proposed foreign and local studies concerning the project (See

Appendix 1: RESEARH METHODS USED).


ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 41

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ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 46

APPENDIX 1: RESEARCH METHODS USED

RESEARCH DESIGN APPROACHES TO DATA DATA PROCESSING


COLLECTION
QUALITATIVE FIELDWORK RESEARCH ANALYTICAL:
RESEARCH: APPROACH:  Making contrast
 Researcher records  In-depth comparison
gathered data and interview  Noting relation
interpret if for the  Survey between
formulation of the questionnaires variables
solution to the  Factoring
problem.

QUALITATIVE
APPROACH:
 Grounded theory –
the researcher
begins with an area
of study and allows
the theory to
emerge from the
data
CASE STUDIES & FIELDWORK RESEARCH PURPOSE OF CASE
COMBINED STRATEGIES APPROACH: STUDY:
 Empirical inquiry  Observation  Exploratory
that investigates SECONDARY DATA
contemporary COLLECTION:
phenomenon  Archival
within a real-life documents
context,
especially when
boundaries
between
phenomenon
and context are
not clearly
evident
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 47

APPENDIX 2: SURVEY FORM


ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 48

APPENDIX 3: INTERVIEW QUESTIONS

1. What sports do you play?

2. Can you tell me about the day-to-day responsibilities of being an

athlete?

3. What do you think are the most important qualities for someone to

excel in this sport?

4. Do you think you are getting enough support from the government and

the people?

5. Can you discuss how do you train?

6. Can you describe the state of sports facilities you have been to?

7. Do you think sports facilities affects your performance as an athlete?

How?

8. What improvements do you think that the sports facilities in the

Philippines need?
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 49

APPENDIX 4: TIME TABLE FOR RESEARCH

A. First Semster AUGUST SEPT OCT NOV DEC


ACTIVITIES 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4

>Choosing a topic
Title Defense
Part 1: Introduction to
thesis
a. Submission/Consultation
>Proposed thesis
Chapter 1:
>Project Objectives
>Introduction
>Background and Nature of
the Study
>Statement of the Problem
>Significance of the Project
c. Review of Related
Literature
d. Submission of final draft
of Part 1 Chapter 1
Part 2: Chapter 1
a. Submission/Consultation
>Project Scope of Work
>Site Criteria and
Description
>Proposed thesis outline
>Proposed time frame and
schedule
>Tentative Bibliography
>Tentative Appendices
b. Site Investigation
>Preliminary Interview
c. Gathering of Preliminary
Data (Maps and
Demographies)
d. Investigation of
rehabilitation programs
f. Further
researches/submission/con
sultation of:
>Review of Related
Literature
>Site Criteria and
Description
>S.W.O.T. Analysis of the
Site
g. Revision of chapter 1 &2
i. Submission of Volume 1,
Part 1: Chapter 1&2

Chapter 3: Methodology
Part 1: Chapter 4 Project
Profile and Analysis
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 50

a. Site Investigation
> Maps and other related
materials
b. Interview with the locals
> History of the Place
> Case Studies and
Investigation
> Legal Issues (rules,
regulations, building
programs and government
codes)
c. Submission/Consultation
of chapter3
d. Further reserches and
interviews
e. Finalized SWOT Analysis
Part 2: Chapter 4 Site
Analysis
a. Site Investigation
b. Further Researches
c. Submission/Consultation
of :
> Location and Area
>Geographical and
environmental
> Utilities and Infrastrusture
> Microclimate Analysis
> Environment Condition
d. SWOT Analysis of the
Site
e. Revised Chapter 4
f. Review of Related
Literature
g. Submission of final draft
of part 1: chapter4
Part 3 : Chapter 4 Spatial
Programming
a. Preliminary Site
Development
b. Functional Analysis of the
Project
c. User Analysis
d. Spatial Requiremnts
Analysis
e. Space Programming
> Organizational Analysis
and set-up
> Role of the Staff
> Room Data Sheet
> User Analysis
> Bubble Diagram
f. Further researches
g. Submission of final draft
of part 1: chapter 4
h. Revision of Chapter 4
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 51

Part 4: Chapter 4
Conceptual Analysis
a. Consultation of:
> Design Goals and
Objectives
> Design Philosophy and
Concepts
> Design Strategies
> Utility and Structural
Concepts and Systems
> Design Solution
b. Revision of Part 1
c. Preliminary Floor Plan
d. Preliminary Elevation and
Section
e. Massing and
Perspectives
Part 1: Chapter 5 Summary,
Conclusion and
Consultation
a. Consultation
b. Design Strategies
Final Submission
Thesis Book Deliberation

B. Second Semester JAN FEB MARCH APRIL MAY


ACTIVITIES 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4
I. Structural Details
A. Structural Framework
1. Floor Slab Plans
and Details
2. Fixture Layout
a. Lighting
Fixtures
b. Plumbing
Fixtures
3. Electrical Layout
4. Plumbing Layout
5. Detail and
Specifications
B. Detail Section
1. Longitudinal
Section
2. Cross Section
3. Detail and
Specifications
a. Column Detail
b. Wall Detail
c. Beam Detail
C. Ceiling and Roof Detail
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 52

1. Ceiling Plan
a. Lighting Layout
b. Ceiling Design
2. Roof Detail
a. Truss Detail
b. Roof Deck
Detail
D. Engineering Detail
1. Electrical
2. Mechanical
3. Plumbing
Sanitary
II. Design Detail
A. Detailed Perspective
1. Exterior
2. Interior
B. Detailed Floor Plans
C. Detailed Sections
D. Detailed Site
Development
E. Vicinity Map
F. Landscape Detail
G. Specifications
H. Rendering
III. Consulation
IV. Practice of Deliberation
1. Production of
Brochures
2. Props and
Scripts
3. Costume Effects
4. Final Rehearsal
V. Final Deliberation
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 53

APPENDIX 5: BUDGETARY REQUIREMENTS

SOURCES OF EXPENSES Amount


(PhP)

Printing 10,000.00

Photocopy 500.00

Transportation 8,000.00

Legal Documents 9,000.00

Printing of Architectural Documents 13,000.00

Books and reference 5,000.00

Internet access 1,000.00

Panel’s food 2,000.00

Panel’s fee 2,500.00

TOTAL 51,000
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 54

APPENDIX 6: INFORMED CONSENT FORM


ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 55
ADAMSON UNIVERSITY COLLEGE OF ARCHITECTURE PAGE 56

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