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AR 506 DISSERTATION – 2

REVIEW 1
ANIMATION VISUAL EFFECTS GAMING AND COMICS
(AVGC) INDUSTRIAL HUB
1. WORKSPACE
2. COMMERICAL + ENTERTAINMENT
3. ESPORTS VENUE
4. INSTITUTE

GUIDE: PROF. S. RAJENDRA BABU


V K JEEVAN KUMAR
101117046

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
DEFINITION

The AVGC sector is represented by companies, joint ventures, focus groups, consultants, and creative professionals engaged in the business of
conception, production, post-production, media and intellectual property rights management, publishing and marketing of animation, visual
effects, special effects, editing, digital game development including mobile, console, desktop games (excluding gambling) and comics content.
They also actively promote the products and related services such as the development of software used in pre-production, production, and
postproduction pipelines, education and advanced research, development of AVGC subjects, related technology, and its business
management. (source: KAVGC policy 2017-2022)

The term AVGC is exclusively used in India, started by the central and various state governments, to promote the growth of gaming, animation,
visual effects, and comics together, as they are deeply related to one other.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
Animation, Visual Effects, Gaming, and Comics are one of the booming industries in India. In the past, the origins started in the USA and Japan
and spread through Europe. Currently, China and Korea have emerged as major contributing nations for the industry. In 2019, the revenue for
Gaming alone was US$ 122 billion, while for global box office and music combined, generated US$ 64.5 billion, proving how the gaming
industry has overtaken other forms of entertainment.

Though the industry was silent for the past years in India, the trend has reversed, with the state and central government supporting it. Some of the
measures taken by the Governments are as follows:
1. KAVGC Policy 2012-2017 - The government of Karnataka introduced policies to support the AVGC sector for five years.
2. KAVGC Policy 2017-2022
3. ITES Policy of Maharashtra 2015
4. Global AVGC Virtual Summit 2020 - Conducted by Ministry of Information and Broadcasting, Government of Karnataka and Conferderation
of Indian Industry.
5. In 2021 Ministry of Information and Broadcasting announced the Centre of Excellence for the AVGC sector and will partner with IIT Bombay
to include courses for animation, game development, and visual effects.
6. Image Policy 2016 - The Government of Telangana announced developing an infrastructural tower, consisting of commercial, entertainment,
and development office spaces.
7. Foundation laid for the Image tower in 2017, with investments of Rs. 946 crores. The tower offers an area of 148640 sqm and will provide jobs
for 30,000 people.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
METHODOLOGY

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
PURPOSE
To establish a hub for the AVGC sector, to produce talents and successful Intellectual Properties, to boost the economy, and to have cultural
influence around the world.

OBJECTIVES
1. To promote annual industrial growth and revenue for the sunrise sector.
2. Providing commercial spaces to promote the toy industry by producing strong Intellectual Properties through animation, gaming, and comics.
3. Promote multiplayer games and gaming competitions through a separate event space.
4. To produce talents needed to support the AVGC industry.
5. Provide employment opportunities and spread awareness about the sector
6. Create a new cultural identity and promote Indian influence overseas.

SCOPE
1. Establish a platform where the four sectors can collaborate and coexist, producing successful IPs.
2. Designing workspaces for developing indie to AAA games, across various genres like single-player, massive multiplayer, virtual reality etc, on
mobile, PC, and console.
3. Designing workspaces for animation and visual effects segment, ranging from movie to series
4. Designing workspaces for comic development - to produce new IPs and to support IPs from the other sectors.
5. Providing spaces to sell merchandise and gadgets of successful IPs and create an environment similar to Akihabara in Japan.
6. Providing entertainment and immersive spaces through VR rooms, museums, arcades, etc.
7. Promoting Esports through designing an Esports venue for high-profile gaming events.
8. Establishing institutes to produce the industry talents.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
PROPOSED PLACE FOR THE PROJECT

From the understanding of the involvement of various state governments in the development of the sunrise sector, the Government of Karnataka is
more interested and involved than the other governments. In the 2012 KAVGC Policy, the government has earmarked 70000 sqm of land towards
the development of an AVGC hub in the electronic City of Bangalore.

Electronic city is filled with IT parks - TCS, HCL, Infosys, Wipro, etc., the environment is very apt for establishing an AVGC hub. The AVGC and IT,
are similar in the aspects of software and servers. Developing a hub in Bangalore will make it dominant in the sector along with being a powerhouse
in the IT sector.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
Electronic City is an information technology hub
in Bangalore, India, located in Anekal taluk.[2][3] It is one
of India's largest electronic/IT industrial parks, spread
over 800 acres (3.2 km²) in Konappana Agrahara and
Doddathogur villages. Electronic City was established
by KEONICS (Karnataka State Electronics Development
Corporation), and consists of four zones called phases –
Phase I, Phase II, Phase III and Phase IV. There are
approximately 200 IT/ITES company campuses located
in Electronic City, including main campuses
of Infosys, Wipro, TCS, HCL, Tech Mahindra and Biocon.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SITE – CONTEXT AND TRANSPORTATION

METRO
STATION – 3.7 KM

BUS STOP

VACANT RESIDENTIAL RESIDENTIAL


LANDS COMMERCIAL IT PARK

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SITE - ACCESS

The site can be accessed from the


North, South and West. The North
side is adjoined with the wider 2
road and will be the primary
entrance for the site.

1. BETTADASANPURA MAIN
3
ROAD – 10M
2. PODI MAIN ROAD – 8M
3. PODI MAIN ROAD – 8M

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SITE VIEW – GOOGLE EARTH

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SITE - CONTOUR

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SITE – DIMENSIONS, SOIL AND SHADOW

.35
195
69
°

198.72

13
1. The site doesn’t have any natural vegetation.
2. The soil type in the site region is clayey.
3. The site is surrounded by high rise apartments on the

163°
east side. This doesn’t impact the shadow cast over

.52
320
the site.
4. The North, South and West part of the site are

89
surrounded with vacant lands.

172.
5. The total area of the site is 69829 SQM. 2°
11

66
°
239.36

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SENSORY – There are no structures in the North, South
and West part of the site. High rise apartments are
present on the East side. No issues of noise and odor.

HUMAN AND CULTURAL – The site is located in IT


area and people from various part of the states in India
are present and mostly in middle class IT professionals.

NATURAL VEGETATION – Coconut Palm, Bush cedar,


Tulip Tree, Indian Cork Tree, East Indian Walnut, Silver
Oak.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SITE – ZONING

Zoning is initially based on the traffic that the each typology will
attract. The commercial and workspace will have heavy traffic of
public and employees.

The E Sports Venue will have less traffic compared to commercial


and workspace and the institution will have the least traffic with
students.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
DESIGN GUIDELINES EVOLVED
FROM THE LITERATURE STUDIES
AND OTHER ANALYSIS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
IMAGE TOWER, HYDERABAD
AVGC TOWER
WORKPLACE + COMMERCIAL

1. The detailed site plan gives an idea of the site elements that has to
be considered for the AVGC tower design.

2. The detailed floor plans and section give an idea how the service
core is designed and the office space are arranged around the
central service core.

3. The floor plans are typically designed with a central service core
which accommodates toilets, cut out and various service shafts. The
floor plans is divided into 4 office spaces, where each part will
have its exclusive lift core and fire exit staircase.

4. The data are taken from the EIA report of this project, which gives
guidelines about the water requirement, environmental impacts and
various stages of the construction process

SITE PLAN
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
BASEMENT FLOOR PLAN TYPICAL FLOOR PLAN
AT ACADMENY LEVEL

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
TENCENT SEAFRONT TOWERS,
CHINA
WORKPLACE + COMMERCIAL
STRUCTURAL ASPECTS

1. The Thesis Design may involve the design of single tower or two or
three towers , with each tower being exclusive with game,
animation and VFX development. In case of the designing the
AVGC tower into 2 or 3 towers, skybridge element can be used to
tie the towers for accommodating and providing circulation
between the two towers.

2. The skybridge utilised in the case study project, not only was used
as a concept, it was used as a structural element. The tower was
designed in a slender way leading it to high sway due to wind. The
sky bridge acts the ties down the two towers from sawing due to
high wind.

3. The amenities are provided in the sky bridges, which gives an idea
on how effectively the amenities spaces can be zoned within a
high rise design.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
SECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CENTRAL PUBLIC WORKS
DEPARTMENT – HIGH RISE
BUILDINGS, 2019
WORKSPACE

1. Square, circular, hexagonal, octagonal and similar plan forms are


more space efficient than the rectangular plans with high aspect
ratios and irregular shapes. Buildings with symmetrical plan shapes
are also less susceptible to wind and seismic loads.

2. Refuge area is required in buildings of height more than 24m. The


area of each Refuge area is 4% of the area it serves. The first refuge
is provided at 24m and every 7th floor above 24m.

3. Leasing depth or lease span is the distance of the usable area


between the exterior wall and the fixed interior element, such as the
core or the multi-tenant corridor. The depth of lease span must be
between 10.0 and 14.0m for office functions, except where very
large single tenant groups are to be accommodated.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
Service cores typically contain the following elements:
1. Elevator shafts.
2. Elevator lobby.
3. Staircases — both main & fire escape.
4. Toilets.
5. Ancillary rooms such as pantry.
6. Mechanical vertical service riser-ducts e.g. for electrical power &
lighting. water. sewerage pipes. rainwater downpipes. firefighting.
exhaust ducts etc.
7. Mechanical vertical fire protection risers for sprinklers. hose reels.
wet & dry risers.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SWISSTECH CONVENTION
CENTER, SWITZERLAND
ESPORTS VENUE
1. The convention hall utilises a unique seating pattern, where the
seating hall can be used in various formats. It can be divided and
used for two or three purposed at the same time or completed
made flat to accommodate banquet hall seating.

2. The case study provides data on the structural system used for the
roofing element. The roof design of a auditorium will play a major
role in the overall form of the auditorium.

3. The lobby spaces are interestingly designed with utilising various


colours in the façade glass panel.

4. The seating pattern is in fan shaped form, as typically fan shaped


profile is preferred in majority of auditorium designs.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SKYFOLD WALL

SEAT ROTATING SYSTEM

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
KANTANA FILM & ANIMATION
INSTITUTE, THAILAND
INSTITUTE
1. The institute design in the Thesis project will be explored in a
vernacular style in contrast to the contemporary design for the
AVGC tower and the Esports venue. The case study institute is
designed in a unique vernacular way with the use of varying
heights and materials, giving a false depiction to the users viewing
outside.

2. The case study also provides details about the spaces that are
needed for the institute concerned with game, animation and VFX
development and how they are zoned within the building
environment.

3. Two different roofing systems are used – RCC slab and trusses,
and bricks are arranged with the support of steel component
systems thereby giving the structure a massive look in terms of
width.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
HASTEN 21 MIXED USE TOWER,
SWEDEN
COMMERCIAL
1. This case study helped in getting design ideas for integrating the
commercial and office segment in a single building and the spaces
in both the typologies can be in integrated.

2. In situations where the columns in office floor intervene in the


circulation of the commercials segment Post Tensioned slabs and
floating columns can be used to achieve higher spans. This
structural method can be useful for basement design also.

3. The case study project also has a huge cut-out in the office space
which brings in ample amount of sunlight to light the commercial
spaces.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
COMMERCIAL SPACE FLOOR PLAN
6400 SQM

480
SQM

330
SQM

620
SQM

300 750
SQM 320 SQM
SQM

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
OFFICE SPACE FLOOR PLAN
6400 SQM

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
JELLY BUTTON GAMES AND
HAMUTZIM STUDIO, TEL AVIV
GAME STUDIO
1. The spaces required for mid sized gaming studio is analyzed and
will be implemented in clusters from small to large scale studios in
workspace tower design.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
BIG FISH & BEGONIA ANIMATION
STUDIO, CHINA
ANIMATION STUDIO
1. The spaces required for mid sized gaming studio is analyzed and
will be implemented in clusters from small to large scale studios in
workspace tower design.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
SCOPE
1. WORKSPACE
2. COMMERICAL + ENTERTAINMENT
3. ESPORTS VENUE
4. INSTITUTE

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
GAME DEVELOPMENT OFFICE – 120 USERS
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
RECEPTION 1 1 12 12
WORKSTATION 1 20 60 60 The workspace design will be similar to the scale
SERVER ROOM 1 15 15 of the referred case studies – Image Tower and
MEETING ROOM 1 10 60 60 Tencent Seafront Tower. It will employ a minimum
SKETCH AND NARRATION 1 7 30 30
of 15000 people, and the total area for the
MOTION CAPTURE 1 20 120 120
QUALITY TESTING 1 10 40 40
workspace will be 140000 sqm minimum. There
EDITING LAB 1 4 20 20 are different typologies of office space in each
TEXTURING 1 10 30 30 segment, and the size varies from small to large
ART AND PRODUCT 1 20 70 70 development spaces.
SOUND EDITING AND DUBBING 1 6 20 20
SCREENING ROOM 1 45 20 20 The Game Development Office consists of
RESEARCH AND DEVELOPMENT 1 5 50 50
various types of studio spaces, Mobile Studio,
CONTROL ROOM 1 1 12 12
LIBRARY 1 30 30
Multiplayer Studio, Narrative Studio, etc.
MARKETING TEAM 1 10 30 30 Though the space required will be the same for
MANAGER ROOM 2 20 40 all kinds, specific areas will focus more on the
LOUNGE 2 5 15 10 particular type of game studio.
GATHERING SPACE 1 40 90 90
KITCHEN 1 20 20
Area arrived based on the Jelly Game Studio
GAMING ROOM 1 10 40 40
case study.
TOTAL 819

30% CIRCULATION 245

TOTAL AREA 1064

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
ANIMATION DEVELOPMENT OFFICE – 140 USERS
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
RECEPTION 1 1 12 12
WORKSTATION 1 20 60 60
SERVER ROOM 1 15 15
MEETING ROOM 1 10 60 60
SKETCH AND NARRATION 1 7 30 30
PRE STAGE PRODUCTION GROUP 1 20 40 40
POST STAGE PRODUCTION GROUP 1 20 40 40
MID STAGE PRODUCTION GROUP 1 20 40 40
EDITING LAB 1 10 30 30
TEXTURING 1 10 30 30 The Animation Development Office will vary from
GALLERY 1 40 90 90 producing movies to series and also as supporting
ART AND PRODUCT 1 20 70 70
studios.
SOUND EDITING AND DUBBING 1 6 20 20
SCREENING ROOM 1 45 20 20
RESEARCH AND DEVELOPMENT 1 5 50 50 The spaces were inferred from the Big Fish and
CONTROL ROOM 1 1 12 12 Begonia case study.
LIBRARY 1 30 30
MARKETING TEAM 1 10 30 30
MANAGER ROOM 2 20 40
LOUNGE 2 5 15 10
GATHERING SPACE 1 40 90 90
KITCHEN 1 20 20
SCREENING ROOM 1 10 40 40

TOTAL 879

30% CIRCULATION 263

TOTAL AREA 1142


ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
VISUAL EFFECTS DEVELOPMENT OFFICE – 140 USERS
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
RECEPTION 1 1 12 12
WORKSTATION 1 20 60 60
SERVER ROOM 1 15 15
MEETING ROOM 1 10 60 60
PRE STAGE PRODUCTION GROUP 1 20 40 40
POST STAGE PRODUCTION GROUP 1 20 40 40
MID STAGE PRODUCTION GROUP 1 20 40 40
EDITING LAB 1 10 30 30
TEXTURING 1 10 30 30
GALLERY 1 40 90 90
ART AND PRODUCT 1 20 70 70
MOTION CAPTURE ROOM 1 20 120 120
CONTROL ROOM 1 1 12 12
LIBRARY 1 30 30
MARKETING TEAM 1 10 30 30
MANAGER ROOM 2 20 40
LOUNGE 2 5 15 10
GATHERING SPACE 1 40 90 90
KITCHEN 1 20 20
SCREENING ROOM 1 10 40 40
879
TOTAL 879

30% CIRCULATION 263

TOTAL AREA 1142


ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
GAME DEVELOPMENT OFFICE
SPACE NOS AREA PER UNIT(SQM) GROSS AREA (SQM)
SMALL SIZED OFFICE(70 USERS) 10 420 4200 The number of units arrived based on the Image
MEDIUM SIZED OFFICE(120 USERS) 20 1064 20380 Tower case study.
LARGE SIZED OFFICE(200 USERS) 10 1800 21000

TOTAL 45580

ANIMATION DEVELOPMENT OFFICE


SPACE NOS AREA PER UNIT(SQM) GROSS AREA (SQM)
SMALL SIZED OFFICE(80 USERS) 10 420 4200
MEDIUM SIZED OFFICE(140 USERS) 20 1142 22840
LARGE SIZED OFFICE(220 USERS) 10 1800 21000

TOTAL 48040

VISUAL EFFECTS DEVELOPMENT OFFICE


SPACE NOS AREA PER UNIT(SQM) GROSS AREA (SQM)
SMALL SIZED OFFICE(80 USERS) 20 420 4200
LARGE SIZED OFFICE(140 USERS) 20 1142 22840

TOTAL 27040

TOTAL AREA OF ALL UNITS 120660

30% CIRCULATION 36198

TOTAL AREA 156860

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
WORKSPACE - AMENITIES
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
LIBRARY 2 100 360 720
SLEEPING ROOM 3 40 120 360
SWIMMIN POOL 3 20 40 120
RESTAURANT 4 70 90 360
GYM 6 30 60 360
BILLARDS 4 20 80 320
LEISURE AREA 3 50 250 750
GALLERY 4 100 200 800 Amenities spaces arrived based upon the
SHOPS 10 12 120 Tencent Seafront Towers case study.

TOTAL 3910

30% CIRCULATION 1173

TOTAL AREA 5083

CAR PARKING 3400 15 51000


BIKE PARKING 1400 1.5 2100
Parking including commercial + entertainment
TOTAL 72000 segment.
30% CIRCULATION 21600

TOTAL AREA 93600

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
COMMERCIAL + ENTERTAINMENT SPACE
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
Book/ Comics Stores 20 20 400
Toy/ Merchandise Shops 20 40 800
Electronic Gadgets 20 30 600
Game and Animation Retail Stores 20 20 400
Food Stalls 30 12 360
Restaurant 4 100 140 560
Cafeteria 4 100 140 560
Cosplay Events 1 400 800 800
Gaming Events 2 400 600 1200
Arcades 4 30 60 240
Game Room 6 50 60 360
Museum 1 100 300 300
VR Room 5 10 40 200
Karoke Room 12 4 9 108

TOILET MEN 2 50 4.5 220


TOILET WOMEN 2 50 2.5 125
MECHANICAL ROOM 1 50
ELECTRICAL ROOM 1 50

TOTAL 7413

30% CIRCULATION 2224

TOTAL AREA 9636

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
ESPORTS VENUE - 1200 SEATS
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
LOBBY 1 300 300
BOX OFFICE 1 2 12 24
SEATING 1 1200 1080 1080
STAGE 1 20 200 200
BACKSTAGE 1 20 100 100
BROADCASTING ROOM 1 4 30 30
CONTROL ROOM 1 2 20 20
LIGHT ROOM 1 2 20 20
CONFERENCE HALL 2 20 40 80
TRAINING ROOM 4 20 30 120
PRESS CONFERENCE 2 50 60 120
INTERACTING SPACE 2 100 100 200
MERCHANDISE SHOPS 20 20 400
FOOD STALLS 15 12 180
CAFETERIA 2 100 150 300
GAMING HALLS 4 50 70 280
GALLERY SPACE 2 200 200 400
LOUNGE FOR PLAYERS 6 7 30 180
LOUNGE FOR VIP 4 1 15 60

TOILET MEN 2 60 4.5 270


TOILET WOMEN 2 60 2.5 150
MECHANICAL ROOM 1 50 50
ELECTRICAL ROOM 1 50 50

TOTAL 4834

30% CIRCULATION 1451

TOTAL AREA 6285

CAR PARKING 120 15 1800


BIKE PARKING 720 1.5 1080

TOTAL 2880

30% CIRCULATION 864

TOTAL AREA 3744


ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
BSc IN GAME DESIGN AND DEVELOPMENT(3YEARS) - 40 STUDENTS PER BATCH
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
LOBBY 1 300 300
STUDIO HALL 3 40 200 600
COMPUTER LAB 1 60 140 140
WORKSHOP ROOM 1 45 120 200
FINEART ROOM 1 45 120 200
MOTION CAPTURE 1 45 300 300
3D PRINTING ROOM 1 20 20
SOUND MIXING LAB 1 20 20
RECORDING LAB 1 40 40
DUBBING LAB 1 40 40
VR ROOM 1 45 150 150
AR ROOM 1 45 100 100
INSTRUMENT STORAGE 1 20 20 Area arrived with reference from the Kantana
FACULTY ROOM 14 1 20 280 Institute case study.
SUBMISSION ROOM 1 40 40
DISPLAY 1 100 400 400
VISITING FACULITY LOUNGE 3 1 20 60

TOILET BOYS 2 10 4.5 45


TOILET GIRLS 2 10 2.5 25

TOTAL 2980

30% CIRCULATION 894

TOTAL AREA 3874

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
BSc IN ANIMATION DESIGN AND DEVELOPMENT(3YEARS) - 40 STUDENTS PER BATCH
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
LOBBY 1 300 300
STUDIO HALL 3 40 200 600
COMPUTER LAB 1 60 140 140
WORKSHOP ROOM 1 45 120 200
FINEART ROOM 1 45 120 200
MOTION CAPTURE 1 45 300 300
3D PRINTING ROOM 1 20 20
SOUND MIXING LAB 1 20 20
RECORDING LAB 1 40 40
DUBBING LAB 1 40 40
INSTRUMENT STORAGE 1 20 20
FACULTY ROOM 14 1 20 280
SUBMISSION ROOM 1 40 40
DISPLAY 1 100 400 400
VISITING FACULITY LOUNGE 3 1 20 60

TOILET BOYS 2 10 4.5 45


TOILET GIRLS 2 10 2.5 25

TOTAL 2980

30% CIRCULATION 894

TOTAL AREA 3874

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
BSc IN VISUAL EFFECTS (3YEARS) - 40 STUDENTS PER BATCH
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
LOBBY 1 300 300
STUDIO HALL 3 40 200 600
COMPUTER LAB 1 60 140 140
WORKSHOP ROOM 1 45 120 200
FINEART ROOM 1 45 120 200
MOTION CAPTURE 1 45 300 300
3D PRINTING ROOM 1 20 20
INSTRUMENT STORAGE 1 20 20
FACULTY ROOM 14 1 20 280
SUBMISSION ROOM 1 40 40
DISPLAY 1 100 400 400
VISITING FACULITY LOUNGE 3 1 20 60

TOILET BOYS 2 10 4.5 45


TOILET GIRLS 2 10 2.5 25

TOTAL 2630

30% CIRCULATION 790

TOTAL AREA 3420

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
HYBRID BUILDING
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
LIBRARY 1 120 250 450
COMPUTER LAB 1 100 200 200
SERVER ROOM 1 140 140
PLACEMENT CELL 10 9 200
WAITING HALL 1 40 80 200

TOTAL 1190
30% CIRCULATION 357

TOTAL AREA 1547

ADMIN
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
CHAIRMAN 1 20 20
DIRECTOR 1 20 20
DEAN 3 20 60
REGISTRAR 1 20 20
OFFICE ROOM 1 10 40 40
ACCOUNTS 1 2 20 20
FEES SECTION 1 2 20 20
ACADEMIC COUNCIL 1 10 40 40
STUDENTS COUNCIL 1 10 30 30
CONFERENCE ROOM 1 40 80 80
RECORD ROOM 1 40 40
STORAGE 1 20 20

TOTAL 410
30% CIRCULATION 123

TOTAL AREA 533


ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
STUDENT FACILITIES
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
CAFETERIA 1 100 120 120
CONVENIENCE STORE 1 60 60
CLUB ROOM 3 30 90
ATM 2 10 20
FOOD STALLS 5 12 60

TOTAL 350

30% CIRCULATION 105

TOTAL AREA 455

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
BOYS HOSTEL
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
DOUBLE BEDROOM 110 2 24 2640
COMMON ROOM 1 40 70 70
SECURITY ROOM 1 10 10
WARDEN ROOM 1 15 15
TOILET 1 12 6 72
MESS 1 60 90 90

TOTAL 2897

30% CIRCULATION 869

TOTAL AREA 3766

GIRLS HOSTEL
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
DOUBLE BEDROOM 70 2 24 1680
COMMON ROOM 1 40 70 70
SECURITY ROOM 1 10 10
WARDEN ROOM 1 15 15
TOILET 12 12 6 72
MESS 1 60 90 90

TOTAL 1937

30% CIRCULATION 581

TOTAL AREA 2518


ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
RESIDENCE
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
DIRECTOR BUNGALOW 1 240 240
PROFESSORS 36 110 3960

TOTAL 4200

30% CIRCULATION 1260

TOTAL AREA 5460

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
OVERALL BUILTUP AREA

TYPOLOGY AREA (SQM)


WORKSPACE 250460
COMMERCIAL + ENTERTAINMENT 9640
ESPORTS VENUE 9980
INSTITUTE 20040

TOTAL BUILTUP AREA 290120

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
BANGLORE BUILDING BYE LAWS
BRUHAT BANGALORE MAHANAGARA PALIKE

• KARNATAKA MUNICIPALITIES MODEL BUILDING BYE-LAWS, 2017


• REVISED MASTER PLAN BANGLORE, 2015
• NATIONAL BUILDING CODE, 2016

ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

REQUIREMENTS FOR PARTS OF BUILDINGS


clear head room under a beam, folded plates or eaves shall be
PLINTH
2.4m. In the case of air-conditioned rooms, a height of not less than
The plinth or any part of a building or outhouse shall be so located
2.4m measured from the surface of the floor to the lowest point of
with respect to the surrounding ground level that adequate
air-conditioning duct or the false ceiling shall be provided.
drainage of the site is assured. The height of the plinth shall be not
less than 450 mm from the surrounding ground level

Interior Courtyards and Covered Parking: Every interior courtyard


shall be raised at least 150 mm above the determining ground level
and shall be satisfactorily drained.

HABITABLE ROOMS – HEIGHT Minimum height requirement for educational and industrial buildings
The clear height of all rooms for human habitation shall not
be less than 2.75 m measured from the surface of the floor
to the lowest point of the ceiling (bottom of slab) provided
that the minimum clear headway under any beam shall not
be less than 2.4m In the case of pitched roof, the average
height of rooms shall not be less than 2.75m. The minimum
ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

REQUIREMENTS FOR PARTS OF BUILDINGS


TOILET – HEIGHT AND SIZE
HABITABLE ROOM – SIZE
The height of a bathroom or water-closet measured from the
The area of habitable room shall not be less than 9.5Sqm, where
surface of the floor to the lowest point in the ceiling (bottom of
there is only one room with a minimum width of 2.4m. Where there
slab) shall not be less than 2.1m.
are two rooms, one of these shall not be less than 9.5Sq.m and the
other not less than 7.5Sq.m, with a minimum width of 2.1m.
The area of a bathroom shall not be less than 1.8 Sq.m with a
minimum width of 1.2m. The floor area of water-closet shall be
KITCHEN – HEIGHT AND SIZE
1.1Sq.m with a minimum width of 0.9m. If bath and water-closet
The height of a kitchen measured from the surface of the floor to
are combined, its floor area shall not be less than 2.8Sq.m with a
the lowest point in the ceiling (bottom of slab) shall not be less than
minimum width of 1.2m.
2.75 m, except for the portion to accommodate floor trap of the
upper floor.
(a) Be so situated that at least one of its walls shall face a shaft or
open space
The area of a kitchen where separate dining area is provided shall
(b) Not be directly over or under any room other than another
be not less than 5.0Sq.m with a minimum width of 1.8m. Where
water-closet, washing place, bath or terrace, unless it has a water-
there is a separate store, the area of the kitchen may be reduced
tight floor;
to 4.5Sq.m. A kitchen, which is intended for use as a dining area
(c) Have a window or ventilator, opening to a shaft or open
also, shall have a floor area of not less than 7.5 Sq.m with a
space, of area not less than 0.3Sq.m with side not less than 0.3m.
minimum width of 2.1m.
ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

REQUIREMENTS FOR PARTS OF BUILDINGS


PARAPET
MEZZANINE FLOOR – HEIGHT AND SIZE
Parapet walls and handrails provided on the edges of roof
It shall have a minimum height of 2.2m.
terraces, balcony, verandah, etc. shall not be less than 1.0 m and
not more than 1.2 m in height from the finished floor level.
The minimum size of the mezzanine floor, if it is to be used as a
living room, shall not be less than 9.5Sq.m. The aggregate area of
BOUNDARY WALL
such mezzanine floor in a building shall in no case exceed one
Except with the special permission of the Authority, the maximum
third the plinth area of the building.
height of the compound wall shall be 1.5 m above the Centre line
(a) It is so constructed as not to interfere under any circumstances
of the front street. Compound wall up to 2.4 m height may be
with the ventilation of the space over and under it;
permitted if the top 0.9 m is of open type construction of a design
(b) Such mezzanine floor or any part of it shall not be used as a
to be approved by the Authority.
kitchen.
METER ROOM
BASEMENT
For all buildings above 15m in height and having area more than
(a) Every basement shall be in every part at least 2.4 m in height
500m2 on each floor, provision shall be made for an independent
from the floor to the underside of the roof slab/beam joists and at
and ventilated meter (service) room, on the ground floor with direct
any part shall not exceed 4.5m in height;
access from. The door/doors provided for the service room shall
(c) The maximum height at the top of the roof slab of the basement
have fire resistance of not less than two hours.
floor shall not be more than 1.2m above the average surrounding
ground level;
ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

OTHER GENERAL REQUIREMENTS


MINIMUM RISER - The maximum height of riser shall be 190mm
MEANS OF ACCESS – STAIR CASE
for residential buildings and 150mm for other buildings and these
The minimum clear width, minimum tread width and maximum riser
shall be limited to 12 per flight.
of staircases for buildings shall be as given as below
HEADROOM - The minimum head-room in a passage under the
landing of a staircase shall be 2m. The minimum clear head-room
in any staircase shall be 2.1m.

The minimum width of staircase

MINIMUM THREAD - The minimum width of tread without nosing


shall be 250 mm for residential buildings. The minimum width of
tread for other buildings shall be 300mm.

ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

EXIT REQUIREMENTS
NUMBER AND SIZE OF EXITS
OCCUPANT LOAD
The requisite number and size of various exits shall be provided,
The following occupant load shall be considered for calculating
based on the occupants in each room and floor based on the
the exit requirement of the building
occupant load, capacity of exits, travel distance and height of
buildings as prescribed in these Byelaws.

At least one primary entrance to each building shall be usable by


individuals in wheelchairs and shall be indicated by a sign. At least
one entrance usable by individuals in wheelchairs shall be on a
level that would make the elevators accessible.

ARRANGEMENT OF EXITS
(1) Exits shall be so located so that the travel distance on the floor
shall not exceed 30m for residential, educational, institutional
assembly, business, mercantile and storage occupancies.
OCCUPANT LOAD Whenever more than one exit is required for a floor of a building
they shall be placed as remote from each other as possible. All the
exits shall be accessible from the entire floor area at all floor
levels, where separate fire separation walls are not provided.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

EXIT REQUIREMENTS
MINIMUM CORRIDOR WIDTH
(2) The travel distance to an exit from the dead end of the corridor,
The following minimum width provisions shall be made for each
if applicable, shall not exceed half the distance as stated above
passage way/corridor.
except in the case of institutional occupancy in which case it shall
(a) Residential buildings, up to 4 dwelling units - 1.00m
not exceed 6.0m.
(b) Apartment buildings, hostels, etc. - 1.25m
(c) Assembly buildings like auditorium theatres and cinemas -
CAPACITY OF EXITS
2.00m.
The capacity of exits (staircase, ramps and doorways) indicating
the number of persons that could be safely evacuated through a
RAMPS
unit exit width of 50 cm shall be as given below:
(1)Ramps may also be provided in the setbacks to function as fire
drive cum ramp for basements, which can be sloped considering
unhindered movement of fire engine and in no case the gradient
shall be steeper than 1 in 10 for Plains and steeper than 1 in 8 for
Hilly areas.

DOORWAYS
(2) No exit doorways shall be less than 1m in width except
assembly and institutional buildings where Doorway shall not be
less than 2m.
OCCUPANTS PER UNIT EXIT WIDTH
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

OTHER GENERAL REQUIREMENTS

(3) Exit doorways shall open outwards, that is away from the room
but shall not obstruct the travel along any exit. No door when
opened shall reduce the required

SUNKEN COURTYARD
Sunken courtyard up to 3m in depth from the ground level as ‘light
well’ within building envelop shall be permitted for light and
ventilation for basement area.

VENTILATION SHAFT SIZE OF VENTILATION SHAFT


For ventilating the spaces for water closets and bathrooms, if not
opening on the front side, rear and interior open spaces, shall
open on the ventilation shaft, the size, of which shall not be less
than the values given below:

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

BUILDING SERVICES

WATER REQUIREMENTS FOR VARIOUS OCCUPANCIES

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

BUILDING SERIVES

WATER STORAGE CAPACITIES

WATER REQUIREMENTS FOR VARIOUS OCCUPANCIES


For Calculating water demand for visitors, consumption of 15 litre
per head per day may be taken.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

BUILDING SERVICES

SANITATION REQUIREMENTS FOR CONVENTION HALLS

SANITATION REQUIRMENTS FOR OFFICE BUILDINGS


ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

BUILDING SERVICES

SANITATION REQUIREMENTS FOR CONVENTION HALL SANITATION REQUIREMENTS FOR EDUCATIONAL INSTITUTIONS
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES

BUILDING SERVICES

SANITATION REQUIREMENTS FOR HOSTELS SANITATION REQUIREMENTS FOR SHOPPING MALLS


ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 6
PROVISIONS FOR HIGH RISE DEVELOPMENT

MEANS OF ACCESS BUILDING COMPONENTS


(1) Main entrances to the premises shall be of adequate width to
allow easy access to the fire engine and in no case, it shall STAIRWAYS
measure less than 6.0m. The entrance gate shall fold back against (1) A staircase shall not be arranged round a lift shaft.
the compound wall of the premises, thus leaving the exterior (2) The staircase shall be ventilated to the atmosphere at each
access way within the plot free for movement of fire service landing and a vent at the top; the vent openings shall be of
vehicles. If archway is provided over the main entrance the height 0.5Sq.m in the external wall at the top. The roof of the shaft shall be
of the archway shall not be at a height less than 4.5m. 1m above the surrounding roof. Glazing or glass bricks if used in
staircase, shall have fire resistance rating of minimum 2 hours.
PARKING SPACES (3) No living space, store or other fire risk shall open directly into
(1) The parking spaces shall be provided as per the provisions of the staircase or staircases.
Master Plan and Zonal Regulations as prevalent. The location of (4) In case of single staircase, it shall terminate at the ground floor
parking spaces shall be well ventilated. level and the access to the basement shall be by a separate
(2) In case of high-rise buildings parking will be permitted at staircase. However, the second staircase may lead to basement
any/all of the following: levels provided the same is separated at ground level by either a
(a) Basements; ventilated lobby with discharge points at two different ends or
(b) Stilt floor; and through enclosures with fire resistance rating door or through a fire
(c) Stacked/ Multi-level/ Automated parking. protected corridor.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 6
PROVISIONS FOR HIGH RISE DEVELOPMENT

LIFTS
(1) All the floors shall be accessible for 24 hours by the lifts. The
lifts provided in the buildings shall not be considered as a means of
escape in case of emergency. In a dual line arrangement (lifts
opposite to each other) the lobby may be between 1.5 times to
2.5 times the depth of one car.
(2) Walls of lift enclosures and lift lobby shall have fire rating of 2
hour; and lifts shall have a vent at the top of area not less than
0.2Sq.m.
(3) Lift car door shall have a fire resistance rating of 1 hour.
(4) Lift lobby doors in lift enclosures shall have fire resistance.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 9
PROVISIONS FOR DIFFERENTLY-ABLED, ELDERLY PERSONS AND CHILDREN

BUILDINGS TO BE DESIGNED FOR AMBULANT AND NON APPROACH TO PLINTH LEVEL


AMBUTANT DISABLED PEOPLE.- Higher Secondary School, (1) Ramped Approach: Ramp shall be finished with non-slip
Conference Hall, Dance Halls, Youth Centres, Youth Clubs, Sport material to enter the building. Minimum width of ramp shall be
Centres, Sport Pavilions, Boat Club Houses, Ice Rinks, Bowling 1800mm with maximum gradient 1:12. Length of ramp shall not
Centres, Swimming Pools, Police Stations, Law Courts, Courts exceed 9.0 metre having 800mm high hand rail on both sides
Houses, Sport Stadiums, Theatres, Concert Halls, Cinemas, extending 300mm beyond top and bottom of the ramp. Minimum
Auditoria, Small Offices (the maximum plinth area 1400 Sq.m) gap from the adjacent wall to the hand rail shall be 50mm.
Snack Bars, Cafes and banqueting rooms (for capacity above 50
dinners). (2) Stepped Approach: For stepped approach size of tread shall
not be less than 300mm and maximum riser shall be 150mm.
In Theatres, Concert Halls, Cinemas and Auditoria provisions shall Provision of 800mm high hand rail on both sides of the stepped
be made for non-ambulant spectators (Small Wheel Chairs) @ approach similar to the ramped approach.
1/250 up to 1000 spectators and 1/500 for spectators
above1000. CORRIDOR
(a) Guiding floor materials shall be provided or device that emits
PARKING sound to guide visually impaired persons;
(a) Surface parking for two car spaces shall be provided near (b) The minimum width shall be 1500mm;
entrance for the physically differently-abled persons with maximum (c) In case there is a difference of level, slope ways shall be
travel distance of 30.0m from building entrance. provided with a slope of 1:12.
(b) The width of parking bay shall be minimum 3.6 metre.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 9
PROVISIONS FOR DIFFERENTLY-ABLED, ELDERLY PERSONS AND CHILDREN

STAIRWAYS TOILET FOR AMBULANT DISABLED


(a) The minimum width shall be 1350mm; (1) The minimum size of W.C. shall be 1075mm x 1650mm with a
(b) Height of the riser shall not be more than 150 mm and width of minimum depth of 1450mm from entry door 900mm.
the tread 300mm. The steps shall not have abrupt (square) nosing; (2) Long handrail on the side closer to W.C. with a clear width
(c) Maximum number of risers on a flight shall be limited to 12; between the handrails shall be 900mm and height of handrails
and shall be 800mm from floor level.
(d) Handrails shall be provided on both sides and shall extend (3) Minimum size of the clear door opening shall be 780mm.
300 mm on the top and bottom of each flight of steps.
TOILET FOR NON-AMBULANT DISABLED WITH SMALL
LIFTS WHEELCHAIR
Clear internal width 1100 mm The minimum size of W.C. shall be 1350mm x 1500mm with a
Clear internal depth 2000 mm minimum depth of 1500 mm from entry door. 900mm long handrail
Entrance door width 900 mm on the side closer to W.C. shall be provided. To provide
(a) A hand rail not less than 600mm long at 1000mm above floor movement space for wheel chair, W.C. seat shall be fixed towards
level shall be fixed adjacent to the control panel; one side to the opposite adjacent wall. The centerline of W.C.
(b) The lift lobby shall be of an inside measurement of 1800 mm x from the adjacent wall shall be 400mm and minimum 950mm from
2000 mm or more; the other wall. Minimum size of the clear door opening shall be
(c) The time of an automatically closing door should be minimum 5 780mm.
seconds and the closing speed should not exceed 0.25 m/ sec.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 9
PROVISIONS FOR DIFFERENTLY-ABLED, ELDERLY PERSONS AND CHILDREN

TOILET FOR NON-AMBULANT DISABLED WITH LARGE


WHEELCHAIR
The minimum size of W.C. shall be 1500mm X 1750 mm with a
minimum depth of 1750mm for entry door. 900mm long handrail
on the side wall closer to W.C. shall be provided. To provide
movement space for wheel chair, W.C. seat shall be fixed towards
one side of the opposite wall. The centerline of the W.C. from the
adjacent wall shall be 400mm and a minimum of 1100mm from
the other wall. Min. size of clear door opening shall be 860mm.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 10
RAINWATER HARVESTING

All buildings having a plot size of 100 Sq.m or more shall


mandatorily include the complete proposal of rainwater
harvesting.
A rainwater harvesting system consists of:
(i) Roof catchment;
(ii) Gutters;
(iii) Down pipes;
(iv) Rain water/ Storm water drains;
(v) Filter chamber;
(vi) Storage Tanks/ Pits/ Sumps; and
(vii)Ground Water recharge structures like pit, trench, tube well or
combination of above structure.

Rainwater can be harvested to the extent of 55,000 litres per


100Sq.m area per year from rooftops.

RAINWATER HARVESTING TECHNIQUES


There are two main techniques of rain water harvestings.
(a). Storage of rainwater on surface for future use; and
(b). Recharge to ground water.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 12
FIRE PROTECTION AND FIRE SAFETY REQUIREMENTS

PROVISION OF HELIPAD (17) Illuminated Exit Sign;


All high-rise buildings of height 200 m and above shall have (18) Means of Escape;
provision for a Helipad. (19) Compartmentation;
(20) MCB /ELCB;
FIRE PROTECTION REQUIREMENTS (21) Fire Man Switch in Lift;
(1) Access; (22) Hose Boxes with Delivery Hoses and Branch; and
(2) Wet Riser; (23) Pipes Refuge Area
(3) Down Comer;
(4) Hose Reel;
(5) Automatic Sprinkler System;
(6) Yard Hydrant;
(7) U.G. Tank with Draw off Connection;
(8) Terrace Tanks;
(9) Fire Pump;
(10) Terrace Pump;
(11) First Aid Fire Fighting Appliances;
(12) Auto Detection System;
(13) Manual operated Electrical Fire Alarm System;
(14) P.A System with talk back facility;
(15) Emergency Light;
(16) Auto D.G. Set;
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 15
CLIMATE RESILIENT CONSTRUCTION – INTEGRATION OFENVIRONMENTAL
CLEARANCE WITH SANCTION Environmental Conditions for Building and Construction
(Building Category ‘3’: ≥ 50,000 Sq.m to 1,50,000 Sq.m)

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
REVISED MASTER PLAN BANGLORE, 2015

SETBACKS

FLOOR AREA RATIO

PARKING REQUIREMENT
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
PART 3
DEVELOPMENT CONTROL RULES AND GENERAL BUILDING REQUIRMENTS

d) Requirements for ramp for vehicles are as follows:


1) One way ramp of clear width of minimum 3.0 m and two
way ramp with clear width of minimum 6.0 m shall be provided for
LMV.
2) One way ramp of clear width of minimum 4.5 m and two
way ramp with clear width of minimum 9.0 m shall be provided for
LCV.
3) One way ramp of clear width of minimum 6.0 m and two
way ramp with clear width of minimum 12.0 m shall be provided
for HMV.
4) Ramp slope shall be maximum 1 in 8.
PODIUM DESIGN REQUIREMENTS 5) After a 40 m length of continuous ramp, a flat surface of
a) A podium may be permitted in a plot of area 1 500 m2 or minimum 6.0 m length shall preferably be provided
more. 6) If podium is accessible to fire tender, minimum 7.5 m wide
b) A podium, if provided with ramp, may be permitted in one or ramp shall be required for fire engine access with maximum
more levels, however the total height shall not exceed 30.0 m slope of 1 in 10.
above ground level. e) Podium shall not be permitted in required minimum front open
c) In case a podium is not provided with ramp, but provided with space.
car lift only, the same may also be permitted in one or more
levels, however, the total height shall not exceed 9.0 m above
ground level.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
PART 3
DEVELOPMENT CONTROL RULES AND GENERAL BUILDING REQUIRMENTS

(f) For buildings having floor area more than 10 000 m2, fire
engine shall have an access to at least to half of the perimeter of
building which shall be minimum 6.0 m wide and having 9.0 m
turning radius.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
PART 3
DEVELOPMENT CONTROL RULES AND GENERAL BUILDING REQUIRMENTS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
PART 3
DEVELOPMENT CONTROL RULES AND GENERAL BUILDING REQUIRMENTS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
USER ACTIVITY ANALYSIS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
USERS
S NO. SPACE ACTIVITY DURATION PRIVACY
PRIMARY SECONDARY TERTIARY

WORKSPACE - GAME DEVELOPMENT

1 Reception RECEPTIONIST CLIENTS, VISITORS, ACTORS SERVICE STAFF INFORMATION 09:00 - 21:00 LOW
2 Workstation STAFF CLIENTS, VISITORS, ACTORS DEVELOPMENT 24 HRS MODERATE
3 Server Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
4 Meeting Room STAFF CLIENTS, ACTORS DISCUSSION 24 HRS MODERATE
5 Sketch and Narration STAFF CLIENTS STORYLINE DEVELOPMENT 09:00 - 21:00 MODERATE
6 Motion Capture STAFF, ACTORS SERVICE STAFF PERFORMANCE 09:00 - 21:00 MODERATE
7 Quality Testing STAFF SERVICE STAFF EDITING 24 HRS HIGH
8 Editing Lab STAFF SERVICE STAFF EDITING 24 HRS HIGH
9 Texturing STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
10 Art and Product STAFF DEVELOPMENT 24 HRS HIGH
11 Sound Editing and Dubbing STAFF SERVICE STAFF MUSIC RECORDING 24 HRS HIGH
12 Screening Room STAFF CLIENTS, VISITORS PROJECTION 24 HRS MODERATE
13 Research and Development STAFF SERVICE STAFF RESEARCH 09:00 - 21:00 HIGH
14 Control Room STAFF SERVICE STAFF MAINTENANCE 09:00 - 21:00 HIGH
15 Library STAFF LEISURE AND STUDY 24 HRS MODERATE
16 Marketing Team STAFF CLIENTS ANALYSIS AND DISCUSSIONS 09:00 - 21:00 MODERATE
17 Manager Room STAFF ANALYSIS AND DISCUSSIONS 24 HRS MODERATE
18 Lounge STAFF LEISURE AND STUDY 24 HRS MODERATE
19 Gathering Space STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
20 Kitchen STAFF COOKING 24 HRS MODERATE
21 Gaming Room STAFF CLIENTS, VISITORS, ACTORS GAMING 24 HRS LOW

WORKSPACE - ANIMATION DEVELOPMENT

1 Reception RECEPTIONIST CLIENTS, VISITORS, ACTORS SERVICE STAFF INFORMATION 09:00 - 21:00 LOW
2 Workstation STAFF CLIENTS, VISITORS, ACTORS DEVELOPMENT 24 HRS MODERATE
3 Server Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
4 Meeting Room STAFF CLIENTS DISCUSSION 24 HRS MODERATE
5 Sketch and Narration STAFF CLIENTS STORYLINE DEVELOPMENT 09:00 - 21:00 MODERATE
6 Pre Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS MODERATE
7 Post Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
8 Mid Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
9 Editing Lab STAFF SERVICE STAFF EDITING 24 HRS HIGH
10 Texturing STAFF DEVELOPMENT 24 HRS HIGH
11 Gallery STAFF CLIENTS, VISITORS, ACTORS SIGHTSEEING 24 HRS HIGH
12 Art and Product STAFF CLIENTS, VISITORS DEVELOPMENT 24 HRS MODERATE
13 Sound Editing and Dubbing STAFF CLIENTS, VISITORS, ACTORS SERVICE STAFF MUSIC RECORDING 09:00 - 21:00 HIGH
14 Screening Room STAFF SERVICE STAFF PROJECTIONS 09:00 - 21:00 HIGH
15 Research and Development STAFF RESEARCH 09:00 - 21:00 MODERATE
16 Control Room STAFF SERVICE STAFF MAINTENANCE 09:00 - 21:00 MODERATE
17 Library STAFF LEISURE AND STUDY 24 HRS MODERATE
18 Marketing Team STAFF ANALYSIS AND DISCUSSIONS 24 HRS MODERATE
19 Manager Room STAFF CLIENTS, VISITORS, ACTORS ANALYSIS AND DISCUSSIONS 24 HRS LOW
20 Lounge STAFF LEISURE 24 HRS MODERATE
21 Gathering Space STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
USERS
S NO. SPACE ACTIVITY DURATION PRIVACY
PRIMARY SECONDARY TERTIARY
WORKSPACE - VFX DEVELOPMENT
1 Reception RECEPTIONIST CLIENTS, VISITORS, ACTORS SERVICE STAFF INFORMATION 09:00 - 21:00 LOW
2 Workstation STAFF CLIENTS, VISITORS, ACTORS DEVELOPMENT 24 HRS MODERATE
3 Server Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
4 Meeting Room STAFF CLIENTS, ACTORS DISCUSSION 24 HRS MODERATE
5 Pre Stage Production Group STAFF DEVELOPMENT 24 HRS MODERATE
6 Post Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS MODERATE
7 Mid Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
8 Editing Lab STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
9 Texturing STAFF SERVICE STAFF EDITING 24 HRS HIGH
10 Gallery STAFF DEVELOPMENT 24 HRS HIGH
11 Art and Product STAFF DEVELOPMENT 24 HRS HIGH
12 Motion Capture Room STAFF CLIENTS, VISITORS, ACTORS PERFORMANCE 09:00 - 21:00 MODERATE
13 Control Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
14 Library STAFF LEISURE AND STUDY 09:00 - 21:00 MODERATE
15 Marketing Team STAFF CLIENTS ANALYSIS AND DISCUSSIONS 09:00 - 21:00 MODERATE
16 Manager Room STAFF CLIENTS ANALYSIS AND DISCUSSIONS 24 HRS MODERATE
17 Lounge STAFF LEISURE 24 HRS MODERATE
18 Gathering Space STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
19 Kitchen STAFF COOKING 24 HRS MODERATE
20 Screening Room STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
WORKSPACE - AMENITIES
1 LIBRARY STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 24 HRS MODERATE
2 SLEEPING ROOM STAFF CLIENT, VISITORS SERVICE STAFF RESTING 24 HRS HIGH
3 SWIMMIN POOL STAFF CLIENT, VISITORS SERVICE STAFF PHYSICAL EXERCISE 09:00 - 21:00 MODERATE
4 RESTAURANT STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 09:00 - 21:00 MODERATE
5 GYM STAFF CLIENT, VISITORS SERVICE STAFF PHYSICAL EXERCISE 09:00 - 21:00 MODERATE
6 BILLARDS STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 24 HRS MODERATE
7 LEISURE AREA STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 24 HRS MODERATE
8 GALLERY STAFF CLIENT, VISITORS SERVICE STAFF SIGHTSEEING 24 HRS LOW
9 SHOPS STAFF CLIENT, VISITORS SERVICE STAFF SHOPPING 09:00 - 21:00 MODERATE
COMMERCIAL
1 Book/ Comics Stores VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
2 Toy/ Merchandise Shops VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
3 Electronic Gadgets VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
4 Game and Animation Retail Stores VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
5 Food Stalls VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
6 Restaurant VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
7 Cafeteria VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
8 Cosplay Events VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 23:00 LOW
9 Gaming Events VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 23:00 LOW
10 Arcades VISITIORS, STAFF SERVICE STAFF GAMING 09:00 - 21:00 LOW
11 Game Room VISITIORS, STAFF SERVICE STAFF GAMING 09:00 - 21:00 LOW
12 Museum VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 21:00 LOW
13 VR Room VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 21:00 LOW
14 Karoke Room VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
USERS
S NO. SPACE ACTIVITY DURATION PRIVACY
PRIMARY SECONDARY TERTIARY
ESPORTS VENUE
1 LOBBY VISITORS SERVICE STAFF WAITING 09:00 - 23:00 LOW
2 BOX OFFICE VISITORS, STAFF SERVICE STAFF TICKETING 09:00 - 23:00 LOW
3 SEATING VISITORS SERVICE STAFF LEISURE 09:00 - 23:00 LOW
4 STAGE PLAYERS SERVICE STAFF PERFORMANCE 09:00 - 23:00 MODERATE
5 BACKSTAGE PLAYERS SERVICE STAFF PREPARATION 09:00 - 23:00 HIGH
6 BROADCASTING ROOM STAFF SERVICE STAFF BROADCASTING 09:00 - 23:00 HIGH
7 CONTROL ROOM STAFF SERVICE STAFF MAINTEANCE 09:00 - 23:00 HIGH
8 LIGHT ROOM STAFF SERVICE STAFF MAINTEANCE 09:00 - 23:00 HIGH
9 CONFERENCE HALL STAFF SERVICE STAFF DISCUSSION 09:00 - 23:00 HIGH
10 TRAINING ROOM PLAYERS SERVICE STAFF TRAINING 09:00 - 23:00 HIGH
11 PRESS CONFERENCE PLAYERS, PRESS SERVICE STAFF DISCUSSION 09:00 - 23:00 LOW
12 INTERACTING SPACE PLAYERS, VISTIORS SERVICE STAFF DISCUSSION 09:00 - 23:00 LOW
13 MERCHANDISE SHOPS VISITORS SERVICE STAFF SHOPPING 09:00 - 23:00 LOW
14 FOOD STALLS VISITORS SERVICE STAFF LEISURE 09:00 - 23:00 LOW
15 CAFETERIA VISITORS SERVICE STAFF LEISURE 09:00 - 23:00 LOW
16 GAMING HALLS VISITORS SERVICE STAFF GAMING 09:00 - 23:00 LOW
17 GALLERY SPACE VISITORS SERVICE STAFF SIGHTSEEING 09:00 - 23:00 LOW
18 LOUNGE FOR PLAYERS PLAYERS SERVICE STAFF RESTING 09:00 - 23:00 HIGH
19 LOUNGE FOR VIP VIP SERVICE STAFF RESTING 09:00 - 23:00 HIGH
INSTITUTE - BSC IN GAME DEVELOPMENT
1 LOBBY STUDENTS, FACULTY VISITORS STAFF WAITING, LEISURE 09:00 - 18:00 LOW
2 STUDIO HALL STUDENTS, FACULTY VISITORS STAFF ACADMEIC 09:00 - 18:00 LOW
3 COMPUTER LAB STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
4 WORKSHOP ROOM STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
5 FINEART ROOM STUDENTS, FACULTY VISITORS STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
6 MOTION CAPTURE STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 MODERATE
7 3D PRINTING ROOM STUDENTS, FACULTY STAFF PRINTING 09:00 - 18:00 MODERATE
8 SOUND MIXING LAB STUDENTS, FACULTY STAFF SOUND MIXING 09:00 - 18:00 MODERATE
9 RECORDING LAB STUDENTS, FACULTY STAFF SOUNDE RECORDING 09:00 - 18:00 MODERATE
10 DUBBING LAB STUDENTS, FACULTY STAFF SOUND MIXING 09:00 - 18:00 MODERATE
11 VR ROOM STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 MODERATE
12 AR ROOM STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 HIGH
13 INSTRUMENT STORAGE STAFF STAFF STORAGE 09:00 - 18:00 MODERATE
14 FACULTY ROOM FACULTY STAFF DISCUSSIONS 09:00 - 18:00 MODERATE
15 SUBMISSION ROOM STUDENTS, FACULTY STAFF SUBMISSION 09:00 - 18:00 HIGH
16 DISPLAY STUDENTS, FACULTY VISITORS STAFF SIGHTSEEING 09:00 - 18:00 LOW
17 VISITING FACULITY LOUNGE FACULTY STAFF LEISURE 09:00 - 18:00 HIGH

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
USERS
S NO. SPACE ACTIVITY DURATION PRIVACY
PRIMARY SECONDARY TERTIARY
INSTITUTE - BSC IN ANIMATION DEVELOPMENT
1 LOBBY STUDENTS, FACULTY VISITORS STAFF WAITING, LEISURE 09:00 - 18:00 LOW
2 STUDIO HALL STUDENTS, FACULTY VISITORS STAFF ACADMEIC 09:00 - 18:00 LOW
3 COMPUTER LAB STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
4 WORKSHOP ROOM STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
5 FINEART ROOM STUDENTS, FACULTY VISITORS STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
6 MOTION CAPTURE STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 MODERATE
7 3D PRINTING ROOM STUDENTS, FACULTY STAFF PRINTING 09:00 - 18:00 MODERATE
8 SOUND MIXING LAB STUDENTS, FACULTY STAFF SOUND MIXING 09:00 - 18:00 MODERATE
9 RECORDING LAB STUDENTS, FACULTY STAFF SOUNDE RECORDING 09:00 - 18:00 MODERATE
10 DUBBING LAB STUDENTS, FACULTY STAFF SOUND MIXING 09:00 - 18:00 MODERATE
11 INSTRUMENT STORAGE STAFF STAFF STORAGE 09:00 - 18:00 MODERATE
12 FACULTY ROOM FACULTY STAFF DISCUSSIONS 09:00 - 18:00 MODERATE
13 SUBMISSION ROOM STUDENTS, FACULTY STAFF SUBMISSION 09:00 - 18:00 HIGH
14 DISPLAY STUDENTS, FACULTY VISITORS STAFF SIGHTSEEING 09:00 - 18:00 LOW
15 VISITING FACULITY LOUNGE FACULTY STAFF LEISURE 09:00 - 18:00 HIGH
INSTITUTE - BSC IN VFX DEVELOPMENT
1 LOBBY STUDENTS, FACULTY VISITORS STAFF WAITING, LEISURE 09:00 - 18:00 LOW
2 STUDIO HALL STUDENTS, FACULTY VISITORS STAFF ACADMEIC 09:00 - 18:00 LOW
3 COMPUTER LAB STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
4 WORKSHOP ROOM STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
5 FINEART ROOM STUDENTS, FACULTY VISITORS STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
6 MOTION CAPTURE STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 MODERATE
7 3D PRINTING ROOM STUDENTS, FACULTY STAFF PRINTING 09:00 - 18:00 MODERATE
8 INSTRUMENT STORAGE STAFF STAFF STORAGE 09:00 - 18:00 MODERATE
9 FACULTY ROOM FACULTY STAFF DISCUSSIONS 09:00 - 18:00 MODERATE
10 SUBMISSION ROOM STUDENTS, FACULTY STAFF SUBMISSION 09:00 - 18:00 HIGH
11 DISPLAY STUDENTS, FACULTY VISITORS STAFF SIGHTSEEING 09:00 - 18:00 LOW
12 VISITING FACULITY LOUNGE FACULTY STAFF LEISURE 09:00 - 18:00 HIGH
INSTITUTE - ADMIN
1 CHAIRMAN FACULTY DISCUSSION 09:00 - 18:00 HIGH
2 DIRECTOR FACULTY DISCUSSION 09:00 - 18:00 HIGH
3 DEAN FACULTY DISCUSSION 09:00 - 18:00 HIGH
4 REGISTRAR FACULTY DISCUSSION 09:00 - 18:00 HIGH
5 OFFICE ROOM FACULTY MANAGEMENT 09:00 - 18:00 MODERATE
6 ACCOUNTS STAFF ACCOUNTING 09:00 - 18:00 MODERATE
7 FEES SECTION STAFF ACCOUNTING 09:00 - 18:00 MODERATE
8 ACADEMIC COUNCIL STAFF STUDENTS DISCUSSION 09:00 - 18:00 MODERATE
9 STUDENTS COUNCIL STUDENTS, FACULTY DISCUSSION 09:00 - 18:00 LOW
10 CONFERENCE ROOM STUDENTS, FACULTY DISCUSSION 09:00 - 18:00 MODERATE
11 RECORD ROOM STAFF STORAGE 09:00 - 18:00 HIGH
12 STORAGE STAFF STORAGE 09:00 - 18:00 HIGH
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
USER ACTIVITY ANALYSIS
INFERENCE

1. In the workspace segment, the development cycle for a game or a


animated movie will vary between 2 – 6 years. In the final stages
of the production process, developers undergo a period called
crunch, where in order to finish the project before the deadline,
developers undergo sleepless nights and working and fine tuning
the project before release. This crunch time frame varies between
each studio and thereby the offices spaces will be open for 24
hours during the crunch period.

2. The visitors can access the office spaces which are not sensitive in
revealing crucial information of the project.

3. The Esports venue, instead of being a typical auditorium space will


house interacting spaces and press conference spaces for the
players, fans and the reporters to interact.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
PROXIMITY ANALYSIS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
WORKPLACE
WORKPLACE ANIMATION DEVELOPMENT STUDIO
GAME DEVELOPMENT STUDIO

DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
WORKPLACE
AMENITIES
WORKPLACE
VFX DEVELOPMENT STUDIO

COMMERCIAL

DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
INSTITUTE CAMPUS
E SPORTS VENUE

INSTITUTE
ADMIN BLOCK

DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
INSTITUTE
BSC IN ANIMATIONDEVELOPMENT

INSTITUTE
BSC IN GAME DEVELOPMENT

INSTITUTE
BSC IN VFX DEVELOPMENT

DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CIRCULATION ANALYSIS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CIRCULATION ANALYSIS
WORKSPACE

OFFICE STAFF, CLIENTS, VISITORS


SERVICE STAFF
Central cores typically contain the following
OFFICE elements:
SPACE 1. Elevator shafts.
2. Elevator lobby.
SERVICE
3. Staircases — both main & fire escape.
CORRIDOR
4. Toilets.
CENTRAL CORE 5. Ancillary rooms such as pantry.
AMENITIES 6. Mechanical vertical service riser-ducts e.g.
PARKING for electrical power & lighting. water.
sewerage pipes. rainwater downpipes.
firefighting. exhaust ducts etc.
7. Mechanical vertical fire protection risers for
OFFICE sprinklers. hose reels. wet & dry risers.
SPACE

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CIRCULATION ANALYSIS
COMMERCIAL
LOADING
UNLOADING

PUBLIC
STAFF STORES
ENTERTAINMENT
RESTROOM

PARKING SERVICE
CORRIDOR
CORRIDOR
EVENT SPACES
ATRIUM

FOOD COURT KITCHEN


RESTAURANT
KIOSK

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CIRCULATION ANALYSIS
ESPORTS VENUE

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CIRCULATION ANALYSIS
INSTITUTE

LECTURE
FACULTY, STUDENTS HALLS
SERVICE STAFF FACULTY
ROOM

ATRIUM
GALLERY
PARKING

TOILETS
STUDIO
SPACES

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
AREA/ VOLUME ANALYSIS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
AREA ANALYSIS
WORKSPACE

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
AREA/ VOLUME ANALYSIS
WORKSPACE

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
VOLUME ANALYSIS
WORKSPACE

A ceiling height of 3.0-3.10m is suitable for buildings with little service


equipment, no suspended ceilings and heating pipes on an exterior
wall. Electric power should be supplied through ducts in window sills
or floors, and the power supply for ceiling lights through conduits or
partitions. Corridor areas should also be used for ducts and pipes.

A ceiling height of 3.4m is suitable for a building with some service


equipment, but without ventilation equipment. Ducts under the floor in
corridor areas (h = 32cm) should be used for heat, electricity and
water.

A ceiling height of 3.70m is suitable for office buildings using


ventilation equipment. A duct height of at least 50cm is needed for
air-conditioned offices, with long ducts in the corridor area.

Open-plan offices need a clear ceiling height of only 3.00 m.


However, the ceiling height should be 4.20m if ventilation ducts are to
be installed. All height-related building components affect the cost of
the building in relation to its usable office floor area.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
AREA ANALYSIS
SHOPS LAYOUT

GEOMETRIC STORE LAYOUT DIAGONAL STORE LAYOUT ANGULAR STORE LAYOUT

Popular with retailers targeting trendy Just as the name implies, the diagonal store The name of this design is deceptive, as the
millennials and Generation Z layout uses aisles placed at angles to “angular” store layout relies on curved walls
demographics, a geometric layout offers increase customer sightlines and expose and corners, rounded merchandise
artistic expression and function when new merchandise as customers navigate displays, and other curved fixtures to
combined with the appropriate displays and through the space. A variation of the grid manage the customer flow. Luxury stores use
fixtures. The unique architecture of some layout, the design helps guide customers to this layout effectively because, according to
retail stores, including wall angles, support the checkout area. Small stores can benefit Herb Sorenson’s research from Inside the
columns, and different ceiling styles mix well from this space management option, and it Mind of the Shopper: The Science of
with the uniqueness of a geometric layout.. is excellent for self-service retailers because Retailing, customers notice free-standing
it invites more movement and better product displays 100 percent of the time.
customer circulation. .
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
AREA ANALYSIS
SHOPS LAYOUT

MIXED STORE LAYOUT FORCED PATH STORE LAYOUT

The mixed store layout uses design elements With customers exposed to all of the
from multiple layouts to create a flexible merchandise offered, this design might
option for retailers. Department stores use a entice the customer to make an unplanned
compelling mix of straight, diagonal, and purchase. However, he points out that using
angular concepts, among other design this store layout risks irritating shoppers that
elements, to create a dynamic flow through have a specific task and desired location,
a range of departments featuring a variety and could also overwhelm shoppers by
of merchandise. hurrying them through an experience of
customers all moving in one direction
together, quickly.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
AREA ANALYSIS
ESPORTS VENUE SEATING
FAN SHAPED PROFILE

Straight and angled rows on flat or Straight stepped rows and As d but with curves at change of Curved rows on flat or sloping floor
sloping floor separated angled side blocks angle

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
VOLUME ANALYSIS
ESPORTS VENUE

Suitable volumes for different types of auditoriums are given below but
it is recommended that higher values be adopted only in special
cases: SECTION

Cubic Meter per Person


a) Public lecture halls 3.5 to 4.5
b) Cinemas or theatre. 4.0 to 5.0
c) Musical halls or concert halls 4.0 to 5.5

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
VOLUME ANALYSIS
ESPORTS VENUE

The type of space frame and the way its is designed will determine the
overall profile of the auditorium.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
CLIMATE ANALYSIS USING
MAHONEY TABLE

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
The Mahoney Tables are a set of tables to analyze climates in order to provide building design recommendations for a given location (Bangalore).
The variables used for analysis are Dry Bulb Temperature (DBT), Relative Humidity (RH), Wind speed and direction and precipitation.

The climatic data required for the table were collected in the previous review as part of the climatic data requirement, which will be used to input
the required data’s in the Mahoney Table and arrive at the design considerations.

TABEL 1 - DRY BULB TEMPERATURE


MONTH JANURAY FEBRURAY MARCH APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER HIGH AMT
MONTHLY MEAN MAXIMUM 29.0 33.0 34.1 36.6 35.7 31.6 30.9 29.7 30.1 30.0 28.8 28.5 36.6 24.8
MONTHLY MEAN MINIMUM 13.8 13.1 18.0 20.4 19.5 18.7 18.2 19.0 19.0 16.9 13.0 13.1 13.0 23.6
MEAN RANGE 15.2 19.9 16.1 16.2 16.2 12.9 12.7 10.7 11.1 13.1 15.8 15.4 LOW AMR

TABLE 2 - RELATIVE HUMIDTY


MONTH JANURAY FEBRURAY MARCH APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER
MONTHLY MEAN MAX. (AM) 97.0 98.0 98.0 98.0 98.0 98.0 98.0 98.0 98.0 98.0 98.0 98.0
MONTHLY MEAN MAX. (PM) 17.0 11.0 13.0 16.0 31.0 44.0 37.0 57.0 42.0 35.0 31.0 33.0
AVERAGE 57.0 54.5 55.5 57.0 64.5 71.0 67.5 77.5 70.0 66.5 64.5 65.5
HUMIDTY GROUP 3 3 3 3 3 4 3 4 3 3 3 3

TABLE 3 - PERCIPITATION AND WIND DIRECTION


MONTH JANURAY FEBRURAY MARCH APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER TOTAL
RAINFALL (MM) 2.3 6.4 16.0 44.5 96.0 85.7 100.3 117.8 194.6 154.5 43.9 15.8 877.8
WIND PREVAILING E E E E E E E W W W E E

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
TABEL 4 - COMFORT LIMITS
MONTH JANURAY FEBRURAY MARCH APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER
MONTHLY MEAN MAX. 29.0 33.0 34.1 36.6 35.7 31.6 30.9 29.7 30.1 30.0 28.8 28.5
DAY COMFORT - UPPER 29.0 29.0 29.0 29.0 29.0 27.0 29.0 29.0 27.0 29.0 29.0 29.0
DAY COMFORT - LOWER 23.0 23.0 23.0 23.0 23.0 22.0 23.0 23.0 22.0 23.0 23.0 23.0
MONTHLY MEAN MIN. 13.8 13.1 18.0 20.4 19.5 18.7 18.2 19.0 19.0 16.9 13.0 13.1
NIGHT COMFORT - UPPER 23.0 23.0 23.0 23.0 23.0 21.0 23.0 21.0 23.0 23.0 23.0 23.0
NIGHT COMFORT - LOWER 17.0 17.0 17.0 17.0 17.0 17.0 17.0 17.0 17.0 17.0 17.0 17.0
THERMAL STRESS - DAY O H H H H H H H H H O O
THERMAL STRESS - NIGHT C C O O O O O O O C C C

TABEL 5 - INDICATORS
MONTH JANURAY FEBRURAY MARCH APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER TOTAL
HUMID - H1 1 1 2
H2 0
H3 0
ARID - A1 1 1 1 1 1 1 1 1 1 10
A2 0
A3 0

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
INDICATORS FROM TABLE H1 H2 H3 A1 A2 A3
5 2 0 0 10 0 0

0 TO 10 ORIENTATION NORTH AND SOUTH (LONG AXIS EAST -


X 1
LAYOUT 11, 5 TO 12 WEST)
12 0 TO 4 2 COMPACT COURTYARD PLANNING

11, 12 3 OPEN SPACING FOR BREEZE PENETRATION


SPACING 2 TO 10 X 4 AS 3, BUT PROTECTION FROM HOT AND COLD WIND
0.1 5 COMPACT LAYOUT OF ESTATES

ROOM SINGLE BANKED, PERMANENT PROVISION FOR AIR


3 TO 12 6
MOVEMENT
0 TO 5
AIR MOVEMENT 1, 2 DOUBLE BANKED ROOM, TEMPORARY PROVISION
6 TO 12 X 7
FOR AIR MOVEMENT
2 TO 12
0
0 TO 1 8 NO AIR MOVEMENT REQUIREMENT

0,1 0 9 LARGE OPENINGS 40 - 80%


11,12 0,1 10 VERY SAMLL OPENINGS 10-20%
OPENINGS
ANY OTHER
X 11 MEDIUM OPENINGS 20-40%
CONDITIONS

0 TO 2 12 LIGHT WALLS, SHORT TIME LAG


WALLS
3 TO 12 X 13 HEAVY EXTERNAL AND INTERNAL WALLS

0 TO 5 14 LIGHT, INSULATED ROOFS


ROOFS
6 TO 12 X 15 HEAVY ROOFS, OVER 8HOUR TIME LAG

OUTDOOR SLEEPING 2 TO 12 16 SPACE FOR OUTDOOR SLEEPING REQUIRED

RAIN PROTECTION 3 TO 12 17 PROTECTION FROM HEAVY RAIN NECESSARY

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
H1 H2 H3 A1 A2 A3
INDICATORS FROM TABLE 5
2 0 0 10 0 0
0 1 LARGE 40 - 80%
0,1
1 TO 12 MEDIUM 25 - 40%
2
2 TO 5
SIZE OF OPENING 6 TO 10 X 3 SMALL 15-25%
11,1 0 TO 3 4 VERY SMALL 10-20#
2 4 TO 12 5 MEDIUM 25-40%

3 TO 12 IN NORTH AND SOUTH WALLS AT BODY HEIGHT ON


6
1 0 TO 5 WINDWARD SIDE
POSITION OF OPENINGS TO
2 6 TO 12
X 7 AS ABOVE, OPENINGS ALSO IN INTERNAL WALLS
1 2 TO 12

0 TO 2 X 8 EXCLUDE DIRECT SUNLIGHT


PROTECTION OF OPENINGS
2 TO 12 9 PROVIDE PROTECTION FROM RAIN

0 TO 2 10 LIGHT, LOW THERMAL CAPACITY


WALLS AND FLOORS
2 TO 12 X 11 HEAVY, OVER 8HOUR TIME LAG

10 0 TO 2 12 LIGHT, REFLECTIVE SURFACE, CAVITY


TO
3 TO 12
12 13 LIGHT, WELL INSULATED
ROOFS
0 0 TO 5
TO
6 TO 12 X 14 HEAVY, OVER 8 HOUR TIME LAG
9

1 TO 12 15 SPACE FOR OUTDOOR SLEEPING


EXTERNAL FEATURES
1 TO 12 16 ADEQUATE RAINWATER DRAINAGE

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
INFERENCE FROM MAHONEY TABLE
RECOMMENDED SPECIFICATION S NO INFERENCE
LAYOUT 1 ORIENTATION NORTH AND SOUTH (LONG AXIS EAST - WEST)
SPACING 4 AS 3, BUT PROTECTION FROM HOT AND COLD WIND
AIR MOVEMENT 7 DOUBLE BANKED ROOM, TEMPORARY PROVISION FOR AIR MOVEMENT
OPENINGS 11 MEDIUM OPENINGS 20-40%
WALLS 13 HEAVY EXTERNAL AND INTERNAL WALLS
ROOFS 15 HEAVY ROOFS, OVER 8HOUR TIME LAG
SIZE OF OPENINGS 3 SMALL 15-25%
POSITION OF OPENINGS 7 AS ABOVE, OPENINGS ALSO IN INTERNAL WALLS
PROTECTION OF OPENINGS 8 EXCLUDE DIRECT SUNLIGHT
WALLS AND FLOORS 11 HEAVY, OVER 8HOUR TIME LAG
ROOFS 14 HEAVY, OVER 8 HOUR TIME LAG

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
DESIGN GUIDELINES

Minimize or eliminate west facing Use plant materials (bushes, trees, Use light colored building materials
glazing to reduce summer and fall ivy-covered walls) especially on the and cool roofs (with high emissivity)
afternoon heat gain west to minimize heat gain (if summer to minimize conducted heat gain
rains support native plant growth)

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
DESIGN GUIDELINES

Provide double pane high For passive solar heating face most High Efficiency air conditioner or
performance glazing (Low-E) on of the glass area south to maximize heat pump (at least Energy Star)
west, north, and east, but clear on winter sun exposure, but design should prove cost effective in this
south for maximum passive solar gain overhangs to fully shade in summer climate

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
DESIGN GUIDELINES

In this climate air conditioning will Use open plan interiors to promote
always be needed, but can be natural cross ventilation, or use
greatly reduced if building design louvered doors, or instead use jump
minimizes overheating ducts if privacy is required

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
INFERENCE ON SPECIAL STUDY AND ITS
APPLICATION

ACOUSTICS
Review 2
A case study was presented, where the students of Taylor University, Kuala Lumpur analysed Reverberation Time of Calvary
Convention Centre in Kuala Lumpur. It was explained that the students analysis process will be used as the design process in my
design of the E Sports Venue.

Review 3
With further study of acoustics, the term variable acoustics was explored, where the Reverberation Time of a hall can be
manipulated with variable absorption or variable volume method. Two research papers about analysis of Reverberation Time of a
auditorium space using variable acoustics, was presented. The ‘IS 2526 – Code of Practice for Acoustical Design of Auditorium
and Conventional Halls’ was also presented.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
ESPORTS VENUE (1200
SEATS)
The Esports Venue, which is a part of the project, will have the special
study implemented in the design process. Initially It was decided to
have gaming events to be the only activity accommodated in the
Esports venue. With further study abouts acoustics for review 3, it was
decided to accommodate other acoustical activities like musical events,
gaming presentations and awards.

To accommodate various acoustical activities demanding unique


Reverberation Time, the concept of variable acoustics will be utilised.
The variable acoustics is divided into two categories- Variable
Absorption and Variable Volume.

The Esports Venue will accommodate the following activates:


1. Gaming Events – RT 0.8 – 1.2 sec
2. Musical Events related to Gaming – RT 1.0– 2.1 sec
3. Game Presentations and Announcements – RT 0.8 – 1.2 sec
4. Game Awards Shows – RT 0.8 – 1.2 sec

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
VARIALBE ABSORPTION VARIALBE VOLUME
THE ARCHITECTURAL ACOUSTIC DESIGN FOR A STUDIO ACUSTICUM – A CONCERT HALL WITH
MULTIPURPOSE AUDITORIUM: VARIABLE VOLUME
LE SERRE HALL IN THE VILLA ERBA CONVENTION CENTER BY
BY MARIA CAIROLI Rikard Ökvist, Anders Ågren and Sweden Björn

1. The research scholar was tasked with redesigning a convention 1. The research scholars analyse the RT value in a concert hall which
hall to accommodate more than one acoustical activity. The hall accommodates any music style. As the RT values are very different for
initially accommodated speech oriented activity, and music a Jazz music and a Symphony piece, the ceiling height of the concert
orientated activities were to be include in the redesign. hall is adjusted to achieve the RT value for the particular musical
performance.
2. Heavy curtain was used for the speech oriented activity and light
curtains were used for the music activities. A wooden pivoted 2. With increase in volume the RT value of the hall increases. The
panels system was used, where during presentations or speech, scholars therefore analyse the hall in three different configurations, in
light curtains will be concealed and when music related activities high level ceiling, low level ceiling and low level ceiling with curtains
happen heavy curtain will be concealed by the wooden pivoted exposed.
panels.
3. From the analyse of the three configurations done with acoustical
3. The scholar, in CATT Acoustics software stimulated the instruments, the scholars could conclude how the change in volume of
convention hall model developed in SketchUp and was able to the concert hall helps to achieve the desired RT value for any musical
achieve the desired RT value for both the activities. style.

4. In this variable acoustics method, it basically involves the use of


more materials along with a concealing technique to achieve the
desired RT value for a particular acoustical activity.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
VARIALBE ABSORPTION VARIALBE VOLUME
THE ARCHITECTURAL ACOUSTIC DESIGN FOR A STUDIO ACUSTICUM – A CONCERT HALL WITH
MULTIPURPOSE AUDITORIUM: VARIABLE VOLUME
LE SERRE HALL IN THE VILLA ERBA CONVENTION CENTER BY
BY MARIA CAIROLI Rikard Ökvist, Anders Ågren and Sweden Björn

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
VARIABLE ABSORPTION VARIABLE VOLUME

• Involves the exposure of different materials to alter the RT value • Involves variation in the height of the celling, thereby
required for a particular acoustical activity. The pivoted manipulation the RT value needed for the particular acoustical
wooden panels are commonly used to conceal and expose activity.
the materials.
• This method is less expensive and easy to achieve the desired
• This method is comparatively more expensive as it involves the results.
use of more materials.
• T= 0.16V/A
• T= 0.16V/A where
where A = ∑ αnSn total sound absorption,
A = ∑ αnSn total sound absorption, V = volume in cu m.
V = volume in cu m. T = reverberation time in seconds,
T = reverberation time in seconds, αn = absorption coefficient of the corresponding surface(s), and
αn = absorption coefficient of the corresponding surface(s), and Sn = individual area in sqm corresponding to each value of αn.
Sn = individual area in sqm corresponding to each value of αn.
From this reverberation time formula it can inferred that the
From this reverberation time formula it can inferred that the absorption coefficient is directly proportional to the RT value,
absorption coefficient is indirectly proportional to the RT value, thereby involves less effort for mathematical calculations, to arrive
thereby involves more effort for mathematical calculations, to arrive at the desired RT value for the particular acoustical activity.
at the desired RT value for the particular acoustical activity.
• The mechanical systems used to control the pivoted panels are
• The mechanical systems used to control the pivoted panels are easy to operate.
complex.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
From the comparison between the variable absorption and
variable volume, the variable volume method is cost effective and
easy to implement. Therefore the variable volume method wil be
used for the acoustical design of the E Sports venue.

APPLICATION PROCESS
The special study will be implemented from the preliminary stages
of the design process of the E Sports Venue. The design elements
involved are:

1. The seating profile


2. Wall profile
3. Ceiling profile
4. Acoustical materials for seating, walls, stage and ceiling

SEATING PROFILE
From the inference of the special study done in the previous
reviews, fan shaped seating profile is preferred for a multipurpose
hall design. The fan shaped profile also offers good view angle for
the audience.

Amplification systems has to be used when the distance of the


stage to last row exceeds 23m.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
WALL AND CEILING PROFILE

The convex shaped wall and ceiling profile are preferred for a
multipurpose hall. The ceiling profile will be explored with various
heights, thereby changing the volume of the auditorium and altering
the RT time needed for a particular acoustical activity.

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
ABSORPTION COEFFICIENTS OF BUILDING
MATERIALS AND INDIGENOUS
ACOUSTICAL MATERIALS
IS 2526 - CODE Of PRACTICE FOR ACOUSTICAL DESIGN OF
AUDITORIUMS AND CONFERENCE HALLS

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
FLOOR PLAN AND SECTIONS

In the final stages of the Theis, floor plan and sections depicting
the acoustical materials used for the seating area of the Esports
venue will be presented

SECTION
SEATING PLAN

ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB


SPECIAL STUDY TOPIC - ACOUSTICS
MATHEMATICAL CALCULATIONS

DIFFERENT HEIGHT CONFIGURATIONS

STEP 1 STEP 2 STEP 3


The acoustical materials utilised will be The area for which the acoustical materials are applied Using the RT value formula, it will be proved that
tabulated, along with their absorption will be calculated, and thereby arriving at the total the desirable RT value has been achieved for each
coefficient for different frequency levels. absorption value fore each material and totalling it. acoustical activity.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS

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