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TECHNOLOGICAL INSTITUTE OF THE PHILIPPINES

Manila

COSMOS
Virtual and Augmented Reality Amusement and Development Center
25th Avenue, Bonifacio Global City, Taguig, Philippines

A Thesis Presented to the Faculty of


Architecture and Drafting Technology Department
College of Engineering and Architecture

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

Thesis Proponent:
Kent Paul John Oraura Miano

Thesis Adviser:
Ar. Rodrigo B. Depaz Jr.

March 2019
COSMOS
Virtual and Augmented Reality Amusement and Development Center

10th avenue, Bonifacio Global City, Taguig City

Miano, Kent Paul John Oraura

Technological Institute of the Philippines

Manila

March, 2019
Acknowledgement

First and foremost, I would like to thank my family for their support, financially, morally,

and emotionally. For the patience and understanding. And thank you for being my inspiration and

motivation during those tiring days.

To our mentors that departed their knowledge and giving their best to teach and mold

me to be a better person who encouraged me and whom I looked for when I needed advices

during the capstone.

I would like to express my sincere gratitude to my thesis adviser Ar. Rodrigo B. Depaz,

Jr. for setting my mind into more complex possibilities of ideas and learning. To my panels Ar. T-

Jay Demark M. Cadete, Ar. Primalyn G. Hipona, Ar. Rowee Andrew A. Apor and head juries Ar.

Joseph P. Alcoran, Ar. Romeo S. Camacho for their unselfish sharing of their expertise and their

support during my thesis capstone project. The skills, knowledge, and values I have learned will

always be kept in my heart and be remembered as I continue my journey.


TABLE OF CONTENTS

CHAPTER 1 ____________________________________ 1-6

PROJECT BACKGROUND
THE PROJECT 1
PROJECT OBJECTIVES 2
THE CLIENTS 3
PROJECT SCOPE AND LIMITATIONS 4
TARGET BENEFICIARIES 4
VR DEMAND ANALYSIS 5
PROJECT DEVELOPMENT 6

CHAPTER 2 ____________________________________ 7-29

SITE SELECTION CRITERIA


SITE INTRODUCTION 7
GEOGRAPHY, LOCATION, AREA 8
TOPOGRAPHY, ELEVATION, SLOPE 8
SLOPE MAP 9
WATER SUPPLY 10
SOLID WASTE 10
POWER SUPPLY 10
COMMUNICATIONS 10

THE SITE
INTRODUCTION 11
CONCEPT DIAGRAM OF BGC 12
EXISTING SITE PHOTOS 13
SITE CRITERIA 15
MACRO-MESO SITE ANALYSIS
FLOOD MAP HAZARD 18
EARTHQUAKE FAULTLINE MAP 19
MACRO: ECONOMIC NODES 20
MACRO: MOVEMENT & ACCESSIBILITY 21
MACRO: NODES 22
MESO: TERMINALS & ROAD NETWORK 23
MESO: INSTITUTIONAL/SCHOOLS 24
MESO: RELATED FACILITIES 25
MACRO: CIVIC OPERATION FACILITIES 26
MICRO: SITE ANALYSIS 27
SWOT ANALYSIS 28
INITIAL SITE SCHEMATIC DIAGRAM 29

CHAPTER 3 ____________________________________ 30-46

DESIGN STANDARDS AND PERTINENT LAWS


RELATED REVIEW LITERATURE 30
PERTINENT BUILDING LAWS 36

DESIGN CONCEPTS
FORM CONCEPT 42
STRUCTURAL CONCEPT 43
FUNCTIONAL CONCEPT 44
DESIGN PHILOSOPHY 44
DESIGN CONCEPT 44
SPECIALIZED ALLIED SERVICES 45
CHAPTER 4A ____________________________________ 47-71
ARCHITECTURAL DESIGN DEVELOPMENT
SITE PROGRAMMING 47
ARCHITECTURAL/SPACE PROGRAMMING 50
ORGANIZATIONAL CHART 59
USER ANALYSIS 60
USER’S TARGET ACTIVITIES 61
USER’S CIRCULATION 62
DELIVERY CIRCULATION DIAGRAM 63
USER CHART PER ZONE 63
SPACE PROGRAM MATRIX 64
BUBBLE DIAGRAM 67
DESIGN CONSTRAINTS 68

INITIAL DESIGN TRANSLATION


BUILDING FORM CONCEPT 71

CHAPTER 4B ____________________________________ 72-89

ARCHITECTURAL ENGINEERING
PROJECT COST ANALYSIS 72
DEMAND ANALYSIS 76
RETURN OF INVESMENT 77

BUILDING UTILITIES
WATER SUPPLY 78
WASTE MANAGEMENT 79
POWER SUPPLY 79
COMMUNICATION 80
NETWORKS 80

BUILDING TECHNOLOGY 81
“The great creation comes from scrap mind”
– Kent P.J.O. Miano
All your dreams and goals in your life are like taking care a tree you need to observe

and track it from the time of sprouting, protecting it from the pest and ensuring its best

growth and this will be profitable for your own and to others. Becoming a great architect is

my ultimate goal to achieve. Just like other professional, they already grown their own

trees in somewhat maximum potential. They manage to adopt their learning from their

environment and become a skillful one and achieved those goals. As an architecture

student it extremely inspired me from that they work as an individual, merging all of

elements in designing and constructing highly distinctive structures together with other

professionals to sustain and develop human needs and desired goals and i will strive to

become one of them. Seeing myself standing in the front of crowds and other professionals

sharing my expertise with full of passion is my dream.


REFERENCES

NATIONAL BUILDING CODE OF THE PHILIPPINES, SERIES OF 2015

STATISTA STATISTICS

NEWZOO STATISTICS

VR SHINJUKU, JAPAN

AUGMENTED TRICK-EYE MUSEUM. SOUTH KOREA

LINKS

https://vrzone-pic.com/shinjuku/en/floorguide.html

https://variety.com/2018/digital/news/spaces-terminator-vr-irvine-1202915335/

http://spacesvr.ca/

https://www.augment.com/

https://www.augment.com/blog/virtual-reality-vs-augmented-reality/

https://newzoo.com/insights/infographics/the-filipino-gamer/

https://www.statista.com/topics/2532/virtual-reality-vr/

https://www.statista.com/statistics/426469/active-virtual-reality-users-worldwide/

https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/

https://www.rappler.com/previous-articles?filterMeta=virtual%20reality

https://www.clickthecity.com/time-out/a/34262/vr-the-first-virtual-reality-park-in-the-philippines-opens-in-
s-maison-conrad-manila

https://iconcept.com.ph/article/how-virtual-reality-impacts-businesses-industries/

https://ph.asiatatler.com/society/how-virtual-reality-is-changing-the-world-as-we-know-it

https://sea.pcmag.com/consumer-electronics-reviews-ratings-comparisons/10991/the-best-vr-virtual-
reality-headsets

https://www.theguardian.com/technology/2016/nov/10/virtual-reality-guide-headsets-apps-games-vr
COSMOS
VIRTUAL AND AUGMENTED REALITY AMUSEMENT AND DEVELOPMENT CENTER

CHAPTER 1: PROJECT BACKGROUND

A. The Project
Through the centuries the human civilization rapidly grown into what we didn’t expect now. The
bridge of technology is becoming more and more sufficient and mobilize the development of our
civilization. The means of technology in lives become very important in order to live, survive, and evolve.
Technology has been part of every human being from the simplest Alexander Graham Bell’s telephone
to Steve Jobs’ smart phone. We cannot deny that together with the technology growth is also a growth of
our ideas. Technology is widely used in different and almost the entire things we have here on earth.
Entertainments and amusements have been part of it. The state of excitement and entertained is one of
the reason why human overgrown its creativity and ideas pertains to technology, and some of the result
now a days is the bloom of the new technology of entertainment and amusement which is the virtual
reality and augmented reality.

The virtual reality and augmented reality is the new technology of ideas of entertainment,
education, and simulation of real world activities or in imaginative world of ideas. The world of virtual
reality merges the power of 3D graphics. Virtual reality technology is widely used for various purposes.
Such as video games, engineering, entertainment, education, design, films, media, medicine and many
more. Virtual reality makes various important changes in life of humans and their day to day activities.
The virtual reality technology makes users feel that they experience the real locations and hearing the
real sounds and seeing the real things. Virtual Reality is a technology that uses software for creating an
artificial environment.

Although the history of Virtual Reality is only about half a century old, all kinds of technologies
in the VR field are developing rapidly. VR is a computer generated simulation that replaces or augments
the real world by various media. In a VR environment, participants have a perception of presence, which
can be described by the sense of immersion and intuitive interaction. One of the major VR applications is
in the field of sports, and gaming in which a life-like sports environment is simulated, and the body actions
of players can be tracked and represented by using VR tracking and visualisation technology. In the
entertainment field, exergaming that merges video game with physical exercise activities by employing
tracking or even 3D display technology can be considered as a small scale VR. Many people have the
feeling to use more and more virtual reality technology. It is highly reckoned by the disabled people.
Because using virtual reality they can explore the real world. Films which are produced for VR gives the

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permission to the audiences to view the whole surroundings in each and every scene. Thus, it creates
interactive viewing experience for the audiences.

Augmented reality on the other hand is part of virtual reality it is the integration of digital
information with the user's environment in real time. Unlike virtual reality, which creates a totally artificial
environment, augmented reality uses the existing environment and overlays new information on top of it.
It is an enhanced version of reality where live direct or indirect views of physical real-world environments
are augmented with superimposed computer-generated images over a user's view of the real-world, thus
enhancing one’s current perception of reality. Augmented reality uses your existing natural environment
and simply overlays virtual information on top of it. As both virtual and real worlds harmoniously coexist,
users of augmented reality experience a new and improved natural world where virtual information is used
as a tool to provide assistance in everyday activities.

Both VR and AR aim to serve the user with a truly enriched and enhanced experience that is
completely immersive. The project COSMOS allows people to interact in a virtual environment and
promotes deep thinking skills of strategy and educational enhancement when engage in the virtual and
augmented technology. The promise of the project for learning lies in the fact that they are fun, they
provide immediate feedback, and allow users to experiment in a realistic environment with no real world
affect or consequences. The proposed project will cater interactive virtual reality arcades and augmented
reality technology.

B. Project Objectives
The proposed project is intended to promote new gaming and amusement technology in the Philippines
that will help to promote local advancement of gaming industry and to set new experience of amusement center in
the country. The project aim for the following objectives:

• To let people experience the computer-generated worlds without having to buy a headset.
• Virtual reality allows for all types of gamers and all types of people who just want to have good experiences
• To showcase new form of interaction arcade technology experience in the country
• To be known as the first VR and AR amusement center in the country
• Experience a new level of immersive entertainment
• To give new set of challenge and opportunities to any films and games, app creators or entrepreneur who
are working at creating more immersive technology experiences.
• To increase the growth of gaming technology in the country
• To allow people to experiment in virtual world without real world consequences and gain ideas

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B. The Clients
Since virtual reality and augmented reality technology is a huge business industry that needs a huge
amount of investment it is preferably that It should be invested by multiple tech companies and other
related companies to lessen the initial investment of each company. The following are the possible
investors that could take the project into real business and this are all base on existing articles :

HARAYA LABS
Haraya Labs is a start-up company that builds virtual-reality platforms where students can
experience laboratories, interactive laboratories, for students to learn science and technology.
In the article BusinessMirror that was published July 18, 2017 to better teach 21st-century
learners, a company advocates for virtual reality (VR) be integrated and utilized in the Philippine
educational system. Paolo Espiritu, CEO and cofounder of Haraya Labs, a VR platform-building company,
shared in a networking event sponsored by the Department of Trade and Industry (DTI) that is time for
the country to introduce VR as a great tool in engaging students and helping them keep up with the other
countries’ standard in education.
The Haraya Labs can be one of the proponent or client as it has its advocacy for pushing virtual
and augmented reality technology in the educational system in the country.

WAVEPLAY INTERACTIVE INC.


Is pioneered interactive gaming for advertising (AdverGaming) in the Philippines. In the
Philippines, virtual reality is now becoming a valuable tool for marketing experiences, and Waveplay
Interactive is ready to take Virtual Reality challenge for events, activations, showrooms, marketing, and
advertising. The Waveplay Interactive is expert for custom-designed VR applications, which can be used
for virtual reality games, virtual reality (VR) branded immersions and more.

BANDAI NAMCO
Bandai Namco Entertainment Inc. (BNEI) is a Japanese video game development company and
publisher. The company also releases videos, music, and other entertainment products related to its
intellectual properties. The company is specializes in management and sales of video games and other
related entertainment products. Bandai Namco runs the largest dedicated VR arcade in Tokyo, that of VR
Zone Shinjuku

SUPERDATA
Founded by veteran games industry researchers, SuperData Research is the world’s leading
provider of market intelligence. SuperData offers quantitative and qualitative insights on free-to-play
games, digital console, mobile, PC downloadable, streaming media and gaming video content, eSports,

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and virtual reality. SuperData helps its customers understand what people play, connect to, watch, and
spend on.
Through proprietary data partnerships SUPERDATA collect point-of-sale and event data from
publishers, developers, and payment service providers. This allows them to base their analyses on the
monthly spending of over 160 million unique, paying digital gamers, worldwide. This makes them the only
provider to offer insights into the age of personal media using transaction-level data that is truly
comprehensive and cross-platform. With their data and insights, they guide the strategy of major
publishers, developers, brands, hardware makers, venues, investors, and everyone else with a stake in
the evolving consumer.
The SUPERDATA working with their clients, they have established the geographical definitions
of the major digital games markets in Africa, Europe, Latin America, North America, Middle East and Asia
including the Philippines.

D. Project Scope and Limitations

The projects is limited to the parameter of amusement arcade facilities and research facilities,
public interacting zones, parks, research development facilities, VR interactive zone and AR gallery, BPO
buildings, showroom spaces, conventional spaces, and other related facilities.

The primary output of this study is an architecture design program or plan including site
development plan which will be supported and enriched with structural systems, utility systems and
general material concepts and innovation concepts. The output consist of floor plans, elevations,
electrical, and other plans needed and stated in the design manual.

D.1.0. Target Beneficiaries


a. The Learners
Students and Trainee
Using 3D and virtual reality environments as part of your training methodology allows
your students or workforce to experience an entirely new side of training. This type of technology
breathes life back into traditional computer based learning
b. The Public
Gaming Enthusiast or The Players
Brings new gaming experience to engage using the mind and body instead of traditional
gaming like sitting for an hour while just looking on the screen

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c. The Professionals
Technology and Gaming Entrepreneur
Bring opportunities to local and international entrepreneur as the project will be the door
of the advancement of gaming specified to VR and Hologram technology. Virtual reality is the
hottest topic in tech

D.2.1. Demand Analysis

Number of active virtual reality users worldwide from 2014 to 2018 (in millions)

The statistic depicts a forecast regarding the number of active virtual reality users from
2014 to 2018. The total number of active virtual reality users is forecast to reach 171 million by
2018. The VR market is set to grow at an extraordinary rate in the coming years, with revenues
from virtual reality software alone forecast to increase by over three thousand percent in four
years. (Statista, 2018)

The table chart shows the extremely inflation rate of number of users around the world
of virtual reality market that also means to include different types of virtual industry like
augmented reality. Meaning in the 2017 all in all users comprises of 90 million and 171 million
in 2018 around the world. That means to say:
171 – 90 = 81
81 / 90 x 100 = 90%
The increase in inflation rate from 2017 to 2018 is 90% and probably much more higher
in the succeeding years to come around the world.

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COSMOS Demand of Users
Open at 10:00am to 8:00pm = 10 hours = 3000 visitors
3000 visitors/ 10 hours = 300 visitors per hour
Approximately 75% of occupancy is intended for visitors (8,500sqm.) = 28.3 sqm.

Comparing to Shinjuku VR zone Demand of Users


10:00am to 10:am = 12 hours = 1500 visitors
1500 visitors/ 12 hours = 125 visitors per hour
3,500sqm. /125 = 28 sqm.

E. Project Development
Input Process Output

The plotted land bearing can be


The actual size and boundaries of Secure a copy of land registration
used for the development of the
the site location of the site
site

The result of the data can be used


Gather a data for the possible and
VR and hologram equipment to determine and to compute the
required equipment for the project
total spaces need for the proposal

Secure a copy of zoning map and To identify if the facilities present


Map of the existing building and its
comprehensive land use map in within the site is enough for it to
environment
the city hall function

This can be used to compute the


Total population in the area of the Gather data about the possible
additive space area for its possible
site and its possible users total population of users
visitors

Gather data regarding the allied


The data can be used to provide
Allied facilities needed of the companies or organizations that
spaces needed base on its full
proposal can help and need to put the
function
project in fully function

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COSMOS
VIRTUAL AND AUGMENTED REALITY AMUSEMENT AND DEVELOPMENT CENTER

CHAPTER 2 : SITE JUSTIFICATION

A. Site Selection Criteria

The chosen site is located at Taguig City. It is a highly urbanized city located in the
south-eastern portion of Metro Manila in the Philippines. From being a thriving fishing community along
the shores of Laguna de Bay, it is now an important residential, commercial and industrial center.
According to the 2015 census, Taguig is the seventh-most populous city in the Philippines, it has a
population of 804,915.

Bonifacio Global City aerial view

The Fort Bonifacio Global City Taguig City Philippines


As highly urbanized city, Taguig is home to Fort Bonifacio Global City and five (5) thriving
industrial centers - (1) the Mañalac Estate in Bagumbayan; 2) the Food Terminal, Inc., the nation's food
center, is situated in Western Bicutan. It boasts of over 300 medium scale companies with businesses
covering food manufacturing, electronics, garments and service industries; (3) the Veteran's Center and
the (4) RSBS in Western Bicutan are also home to industrial companies. (5) The Napindan-Elizalde
Industrial compound produces steel.

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A.1.1. Geography, Location and Area
It is bounded by Laguna de Bay in the East; Pateros, Pasig and Taytay in the north; Makati and
Pasay in the west; Parañaque in the southwest; and Muntinlupa in the south. The city belongs to the
Laguna de Bay watershed region otherwise known as the Laguna de Bay Basin

It has a total area of 4,538.2 hectares ( 45.382 sq. km. ) as per approved Cadastral Survey
Mcdam 500 D by the NCR Land Management Bureau indicating a 1995 average density of 8,403 persons
per sq. km. It covers 18 barangays including some 1,626.2 hectares in what used to be he Fort Bonifacio
Military Reservation.

A.1.2. Topography, Elevation and Slope


About sixty-five percent of the land in Taguig is level while the rest are rolling to hilly. It is
characterized by coastal plains and hilly areas extending in the north-south direction along the Manila
Bay. Surface elevation ranges from 0-10 meters above the mean sea level on the coastal plains and 20-
70 meters on the hills.
As per the Slope Map of Taguig, the following is the indicated slope distribution.

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SITE

The image above shows the distribution of land sloping in the parameter of Taguig City. The
map was provided by the local government of Taguig City specifically to the City Planning and
Development Office Department.

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A.1.3. Water Supply
Like Fort Bonifacio, Taguig in the 21st century will have a dual water supply system consisting
of drinking water and recycled supply systems. The drinking water system supplies high quality water to
meet the expectations of the international business community. Initial water supply would be from MWSS,
and in the longer term, from a water treatment plant and supply from Laguna de Bay. To minimize the
use of higher quality drinking water supply, the, the recycled water system will supply water for toilet
flushes and other recycled water uses such as path hosing, watering of lawns, and washing cars. Water
for this supply will ultimately be recycled water from the proposed sewage treatment plant.

A.1.4. Solid Waste


For solid waste disposal, the assumed unit is taken as 0.5 kg. capita per day. For the predicted
population, total solid waste is estimated to be 1009ton/day. Localized collection of solid waste could be
provided by the municipality or a private service contractor may be employed. Collected waste would be
carried to a waste would be compacted and loaded into containers for transfer to sanitary landfill sites.
The municipal officials are amenable to the installation of a transfer site and to delivering the solid waste
disposal areas, such as the Cardona and San Mateo disposal area. Education and training on classifying,
sorting, storage, and disposal could be provided through the municipal health and sanitation departments.

A.1.5. Power Supply


Power upgrading and development of the Taguig power system by Meralco will be made tandem
to the development of Bonifacio Global City part of Taguig. Existing overhead power lines of Napocor and
Meralco will be changed to underground system in the Taguig area. New and Upgraded main power lines
(high voltage and medium voltage) will be run underground) along the new C5 and C6 highway that run
across Taguig. New substations will be provided and existing substation will be upgraded to meet the
power demands of Taguig as a City.

A.1.6. Communications
PLDT and new telecommunication companies like SMART are starting to provide Taguig with
new telephone lines. New telecom centers, fiber opties communication networks, and satellite links will
also provided to meet the communication requirements of Taguig.

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A.1.0. The Site
The proposed Virtual and Augmented Reality Amusement and Development Center is located
in 10th avenue, BGC, Taguig City. The site of the proposed project is divided by two parcel of land the blk.
57 and blk. 56. The blk. 57 consist of 7,456 sqm. of land area and the blk. 56 consist of 8,300 sqm. of
land area. The both lot has an approximately 1.5 hectare or 15,756 square meters of total lot area. The
site is located in the southeast part of the Maybank Performing Arts Theater/BGC Arts Center and just
northeast part of Trion Towers.

Aerial view of the site and its existing environment via google map satellite 2018.
SITE

The site of the proposed project was bounded with


existing commercial-residential and recreational center. Bonifacio
Global City is a true child of the 21st century a modern wonder of
contemporary living populated by great minds and passionate
hearts. From tidy roads and contemporary office blocks to storied
high streets and playful parks, the city is the perfect marriage of
form and function. The BGC has an environment that nurtures the
passion to live, work and play. But more than a remarkable
confluence of architecture, accessibility, and activity BGC is a
triumph of the human spirit and great ideas.

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Concept Diagram of Fort Bonifacio Global City

SITE

In the picture shown above the site can be located in the portion of City Center which is the part of land
of Bonifacio Global City at this area is intended for civic centers and this will be the center of urban core of the city
or they call it as heart of the city. The City Center Area comprises of central commercials, entertainment districts,
arrival plazas , and city center promenade.

The City Center is bounded and surrounded by areas intended for institutional (in the northeast
part), Bonifacio Boulevard in the northern part which is intended for business districts such as banks, hospitals,
headquarter towers, and other related facilities. In the western part it is intended for residential zone which is
classified as Crescent West this area comprises of neighborhood residentials, parks where Manila Golf Club is
situated. The southwest portion is the Gateway of the Bonifacio Global City and intended for the used of mixed
used buildings. The concept of the Gateway area of Bonifacio Global City is to make the feeling of upon entering
the Bonifacio Global City visitors can feel the transition of suburban into urban. Lastly, in the southeast part it is
intended for Station Square which are facilities that is pertaining to transit is situated. It also serves as the entrance
of the Bonifacio Global City and comprises of business, convention center, station terminals, international trade
center, and other related facilities.

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The site of the proposed project is divided by two parcel of land the blk. 57 and blk. 56. The blk. 57 consist of 7,456
sqm. of land area and the blk. 56 consist of 8,300 sqm. of land area. The both lot has an approximately 1.5 hectare
or 15,756 square meters of total lot area.

The City Planning and Development and the City Assessors Office of the Taguig City have provided the
important documents needed for the chosen lot.

BLK 57
BLK 56

Lot bearing of the site blk 57 & blk 56:


LOT 1(BLK 57) = 7,456 sqm. LOT 2 (BLK 56) = 8,300 sqm.
POINT TECHNICAL DESCRIPTION LENGTH POINT TECHNICAL DESCRIPTION LENGTH
PT 1-2 N. 18° 12' E. 43.98 m PT 1-2 N. 18° 12' E. 43.97 m
PT 2-3 S. 71° 48' E. 41.06 m PT 2-3 S. 71° 48' E. 38.66 m
PT 3-4 S. 71° 48' E. 41.06 m PT 3-4 S. 71° 48' E. 38.66 m
PT 4-5 S. 18° 12' W. 43.97 m PT 4-5 S. 15° 28' W. 4.14 m
PT 5-6 S. 18° 12' W. 49.97 m PT 5-6 S. 14° 06' W. 8.00 m
PT 6-7 S. 67° 30' W. 8.21 m PT 6-7 S. 12° 17' W. 8.00 m
PT 7-8 N. 63° 16' W. 8.00 m PT 7-8 S. 10° 28' W. 8.00 m
PT 8-9 N. 61° 34' W. 8.00 m PT 8-9 S. 08° 39' W. 8.00 m
PT 9-10 N. 59° 51' W. 8.00 m PT 9-10 S. 06° 51' W. 8.00 m
PT 10-11 N. 58° 09' W. 8.00 m PT 10-11 S. 05° 02' W. 0.24 m
PT 11-12 N. 56° 26' W. 3.58 m PT 11-12 S. 05° 02' W. 7.76 m
PT 12-13 N. 56° 26' W. 4.42 m PT 12-13 S. 03° 13' W. 8.00 m
PT 13-14 N. 54° 43' W. 8.00 m PT 13-14 S. 01° 25' W. 8.00 m
PT 14-15 N. 53° 01' W. 8.00 m PT 14-15 S. 00° 24' E. 8.00 m
PT 15-1 6 N. 51° 18' W. 8.00 m PT 15-1 6 S. 02° 13' E. 8.00 m
PT 16-17 N. 49° 36' W. 8.00 m PT 16-17 S. 33° 51' W. 6.75 m
PT 17-18 N. 47° 57' W. 7.31 m PT 17-18 N. 89° 00' W. 8.00 m
PT 18-1 N. 18° 12' E. 33.34 m PT 18-19 N. 87° 17' W. 8.00 m
PT 19-20 N. 85° 35' W. 8.00 m
PT 20-21 N. 83° 52' W. 8.00 m
PT 21-22 N. 82° 10' W. 8.00 m
PT 22-23 N. 80° 27' W. 8.00 m
PT 23-24 N. 78° 44' W. 7.29 m
PT 24-25 N. 78° 44' W. 0.71 m
PT 25-26 N. 77° 02' W. 8.00 m
PT 26-27 N. 75° 19' W. 8.00 m
PT 27-28 N. 73° 36' W. 8.00 m
PT 28-29 N. 71° 50' W. 8.59 m
PT 29-30 N. 26° 54' W. 7.65 m
PT 30-1 N. 18° 12' E. 52.28 m

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A.1.1. Existing Site Photos

Southern part of the site blk. 57 on the left and blk. 56 on the right side

Western part of the site blk. 57. The building in the middle is the SM Aura

Northern part of the site blk. 56 on left side and blk. 57 on right side

Existing vegetation:
As part of urban planning of Bonifacio Global City the area has a wide sidewalks, plenty
of trees, each public sidewalks has planted trees in it to kept safety and cleanliness.

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A.2.0. Site Criteria
The Table shows the general and specific characteristics of the site needed by the proposed project. The
weight percentage are based and ranked on the estimated demand character of the proposal.
A.1.1. Description of rating system

DESCRIPTION RATING SCORE /3


1. Character of lot area 25% 3
2. Accessibility 20% 3
3. Proximity 10% 2
4. Physical Feature 10% 3
5. Physical Elements 10 % 3
6. Sustainability 10% 3
7. Site Context/ Location Info. 15% 3
Total 100% 20/21

A.1.2. Site Criteria Description

1. Character of lot area – refers to the size of the lot and if it is sufficient, its expansion
capabilities, irregularity and the quality of the soil.
2. Accessibility – refers to access in highways and roads going to the site and the availability
of ingress and egress points toward and outward the site.
3. Proximity – refers to adjacent supporting facilities, utilities and institutions.
4. Physical features – refers to the review of topography and contains hydrology check for
exisiting flood plains, water sheds and drainage problems.
5. Physical elements – this are existing vegetation and landscape to see if the site is safe from
environmental hazards.
6. Sustainability – refers to the review of redevelopment potential, analyze transit availability
around the site
7. Site Context/ Location Information – reviews the project impact on local goals, programs,
and issues

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SATISFACTOR
EXCELLENT GRAD
CRITERIA WEIGHT (%) POOR (1) Y
(3) E
(2)
25% - These criteria got the
Character of the
highest percentage rank due to
Lot Lot size with
the weight of activities that was Lot size with an
Lot size with an an
assumed in the proposal. This approximate
-Size sufficiency approximate size approximate 3
includes if the size of the site is size of 0.5
-Expansion of 1 hectares size of 1-2
sufficient, site requirements from hectares
Capabilities hectares
building code and zoning
-Quality of Soil
ordinances
Moderately
Low Accessible to
accessible to
20% - it is important that the accessibility on major and
major and minor
proposed project is accessible major roads, minor roads,
Accessibility roads but has 2
through any means of lack of alternate alternate roads
less accessibility
transportation and road networks routes present are present the
to alternate
on the site site
routes
Proximity With more than With more than With more than
45 minutes 30 minutes drive 15 minutes
-Residential 10% - the ideal site for the drive to major to major drive to major
-Utilities, proposed project may require a establishment establishment establishment 3
Facilities and lot that is quite distant from other such as fire such as fire such as fire
Institutions station, police, station, police, station, police,
-Water supply hospitals hospitals hospitals
Physical
10% - these are important Poor quality of Satisfactory Excellent
Features
consideration also to know what soil, no quality of soil, no quality of soil,
-Topography
type of materials and kind of vegetation vegetation no vegetation 3
-Conservation
construction to used in the present in the present in the present in the
Program
proposed project area area area
Regulations
Physical 10% - it is important to consider Under Under Under
Elements the flexibility of the site to developed: developed: developed:
environment hazard since this Within the 15 Within the 30 Within the 45 3
-Safe from the facility is intended for education minutes radius minutes radius of minutes radius
environment and institutional purposes of major faults major faults and of major faults

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-Floods and prone prone hazard and prone
-Vegetation hazard areas. areas. hazard areas.

Energy
Sustainability Less energy
Energy efficient efficient for
-Potential in efficient for
for water and water and
development 10% - the project must exhibits a water and
electrical supply electrical
-Alternative site that can sustain the important electrical
but shows supply 3
transit availability elements for the project that help supply, lack of
potential for alternative
-Application of conserve time and energy alternative
adjustments and routes are
green routes present
development present on the
technologies on the site
site
Less than 5- Around than 2- Less than 1km
Site Context/ 4km away from 3km away from away from
Location 15% - the sustainability of the site nodes of nodes of nodes of
Information neighborhood facilities in terms of landmarks, landmarks, landmarks,
3
profitability feedback to the commercial, commercial, commercial,
- economic project malls, and other malls, and other malls, and
- potential users public center public center other public
areas areas center areas

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B. Macro-Meso Site Analysis: Region/Province/Town

B.1.1. Flood Map Hazard

SITE

The image above shows the areas that are prone to flood hazard in the parameter of Taguig
City. The map was provided by the local government of Taguig City specifically to the City Planning and
Development Office Department.

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B.1.2. Earthquake Faultline Map

SITE

The image above shows the areas that are in line in the earthquake faultline in the parameter of
Taguig City. The map was provided by the local government of Taguig City specifically to the City Planning
and Development Office Department.

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B.1.3. Macro Analysis
The region is the center of culture, economy, education and government of the Philippines.
Designated as a global power city, NCR exerts a significant impact on commerce, finance, media, art,
fashion, research, technology, education, and entertainment, both locally and internationally.

Taguig is mainly a residential,


commercial, and industrial highly
urbanized which is bordered by major
established economic or upmarket
areas in the National Capital Region.
These areas such as:
#1 - Ortigas Center is a central
business district located within the
joint boundaries of Pasig,
Mandaluyong and Quezon City, it is
Metro Manila's second most
important business district after the
Makati CBD,
#2 - Bonifacio Global City (also
known as BGC, Global City, or The
Fort) is a financial and lifestyle district
in Metro Manila,
#3 - Makati Central Business
District is the leading financial and
central business district in the
Philippines located at the heart of
Makati,
#4 - Manila is the most populous
region of the country, one of the most
populous urban areas in the world,
and is one of the wealthiest regions in Southeast Asia.
#5 - The Emerald city, Muntinlupa is a home to some of the best commercial establishments in the metropolis
and is the location of Ayala Alabang Village, one of the country's biggest and most expensive residential
communities, where many of the wealthy and famous live. Known for its nickname “Emerald City of the Philippines"
by the tourism establishment.

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B.1.4. Macro Analysis : Movement and Accessibility

The site is easy accessible from almost all major economic corridors via the use of
circumferential roads that includes the Carlos P. Garcia Avenue or known as C5 road, on iits west portion
Pan-Philippine Highway or known as Maharlika Highway, and thru this national highway it is
interconnected with EDSA.

SITE

C5 Road - The road serves as a beltway around Metro Manila, spanning some 32.5 kilometres (20.2 mi)
as it transverses through the cities of Parañaque, Taguig, Makati, Pasig, Marikina, Quezon City and
Valenzuela.

Maharlika Highway (R3) - transverses through the Metro manila cities of Quezon City, Makati,
Muntinlupa, and Central Luzon and Calabarzon on its adjacent interconnection.

EDSA (C4) - is a long and straightforward road covering six (6) cities and major streets of Metro Manila
in the Philippines It also links major financial districts of the Makati Central Business District, Lundayang
Ortigas , and Lundayang Araneta .

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B.1.5. Macro Analysis

Taguig has become fast urbanized from the social rural set-up. The increase in industries,
development and socio-economic growth during the last two decades have raised Taguig to the level of
a FIRST CLASS-A CITY.

The figure is a photographic study of the city-wide context the proposed project should connect to.

Having its first class title taguig is also bordered and surrounding with big cities that is catering
interactive zone facilities or amusement parks these includes the World of Fun in Cainta, famous
Timezone of Pasig, Enchanted Kingdom Incorporated in the northwest part of taguig situated in Makati
City, Scream Park and the most known amusement park of the Philippines Star City of Pasay, Dreamplay
of Paranaque, etc.

Taguig is the home of commercial and interactive zone facilities in touch to modern and new
technological based factor. Some of its well-known interactive amusement center/parks and related
facilities are the Mind Museum, Active Fun, TLC Park, Kidzania Manila, Venice Piazza Grand Canal Mall,
Bungee Bungee, City Kart Racing, Fun Ranch, a lot more interactive zones.

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B.2.0. Meso Analysis: 2km Surroundings and Environment
B.2.1. Terminals and Road Network

Distance
Rank Detail
from Site
1 Sucat-Market Market Terminal 0.61 km
2 BGC Bus Terminal - Market Market 0.84 km
3 Market FX Terminal 0.97 km

The site can be accessed via public jeepneys, point to point bus, FX, and about within 1.00 km
existing terminals can be found such as the following shown in the table. The site is bounded by MRT line
3 which three stations are situated near the area this are Ayala Station, Buendia Station, and Guadalupe
Station.
Site Transportation Routes:
- via MRT line 3 commuters can drop on ayala station and they can head towards the
BGC bus terminal which drop off commuters at different points within BGC, including the market
market and the site. This routes are represented by green hidden lines in the picture above.
- for public jeepneys, under the ayala station jeepney terminal can be found and
transport commuters around BGC this is represented by green hidden lines in the picture above.

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B.2.2. Institutions and Schools

Distance
Rank Detail
from Site
1 System Technology Institute -Global City 1.02 km
2 Treston International School 1.20 km
3 MGC New Life Christian Academy 1.23 km
4 Global Leaders International School 1.27 km
5 The British School Manila 1.34 km
6 international School Manila 1.40 km
7 Pitogo High School 1.71 km

Within approximately 2 kilometer radius from the site location there are 7 institutions and schools
located. This educational institution comprises of pre-school to college institution can be located near the
site. These institutional facilities can be the possible users for the proposed project in partnership with VR
and AR educational and development training. The following schools shown in the table can be found
near the site and ranked base on the distances from the site.

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B.2.3. Recreational, Public Interactive Nodes and Related Facilities

Distance
Rank Detail
from Site
1 BGC Art Center 0.15 km
2 SM Aura Premier 0.28 km
3 Active Fun BGC 0.41 km
4 Bonifacio High Street - Central Square 0.51 km
5 KidZania Manila 0.92 km
6 Forbes Town Center 1.03 km
7 The Mind Museum 1.04 km
8 Untown Bonifacio 1.24 km

The site is located in the city where the related facilities can be found and center of interactive zone and
amusement facilities. The site is ideal for the proposed project as the location is consist and already known for its
public nodes that attracts visitors. The table shown these public nodes 2 km around the site.
Taguig's Bonifacio Global City attracts many visitors each day as the city's commercial, redidential, and
industrial center. Top real estate companies aim to develop many of Taguig's open spaces into condominiums as
well as business and commercial areas. the city is a favorite hangout of the Filipino youth because of its busting
nightlife, its large commercial areas, novelty shops and restaurants, and its clean and green environment.

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B.2.4. Civic Operation Facilities

Distance
Rank Detail
from Site
1 Global City Police Station 0.45 km
2 St. Luke's Medical Center - Global City 1.40 km
3 Makati Sub-Station Fire Station 1.84 km
4 Ospital ng Makati 1.87 km
5 Comembo Fire Station 2.02 km

The site was located in a good distance to civic operational facilities which could be beneficial
and advantage to the site’s safety and emergency scenarios. Although there is no fire station within the
BGC the Makati fire station can be alternative emergency response department in case of emergency
within the boundary of the site. The table shown the civic operational facilities that can be found 2km
around the site.

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C. Micro Site Analysis: The Site and its Immediate Environments

C.1.0. Wind Path


This shows the wind path through the site. The green arrows indicate the northeast monsoon
(amihan) while the cyan arrows indicate the direction of the southwest monsoon (habagat) towards the
site. Due to existing mid and high rise structures around the site wind natural path could be disperse in
southern and northern part of the site.
C.2.0. Sun Path
The sun rises at 5:30am more or less depending on the month and season and will set at 6:oopm
more or less depending on the month and season. Existing buildings in the eastern part of the site could
can huge shadows during approximately 5:30-8:30am.
C.3.0. Traffic Flow and Noise Source
Light vehicular noise comes from the minor road this noise is represented by the blue noise
icons. This noise is not really affecting much the site since the location of the site doesn’t have problem
with vehicular traffic.
The site is bounded by minor route of BGC such as 9th avenue in the western part of blk 57, 10th
avenue road at the middle of both site, 11th avenue road in eastern part of the site which connects routes
going to Ayala Market Market and SM Aura Premier. Both sites are accessible in all sides.

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C.4.0. SWOT Analysis

OPPORTUNITIES

-Tourist influx

- Showcase new technology in the city and awareness

- Promote social interaction expansion


STRENGTH

- The site is situated in a city


center of public interactive parks WEAKNESS
and facilities
- Has huge existing buildings
- Surrounded by well-known malls situated at the east, north &
and public spaces south part which could affect
sun light and wind path.
-Near to related facilities and area BLK 57
nodes of visitors BLK 56 - has 6 meter minor road in the
middle of both site
- Very noticeable lot and
accessible

- Brand name and


technology
TREATS

-Big amount of financial capital needed

- The impact to public might be low at first as it is


unfamiliar to some.

- Might produce too much noise

- Intense Competition

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D. Initial Site Schematic Diagram

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COSMOS
VIRTUAL AND AUGMENTED REALITY AMUSEMENT AND DEVELOPMENT CENTER

CHAPTER 3: DESIGN INPUTS

A. Design Standards and Pertinent Laws


A.1.0. Related Review Literature
A.1.1. RRL # 1 (International)
Project Name: Shinjuku VR Zone
Location: Kabukicho, Shinjuku, Japan

Brief Summary:
VR Zone Shinjuku is the largest VR indoor amusement park found in Shinjuku Japan.
VR Zone Shinjuku opened its doors on the 14th day of July, 2017. It was built by a game
development company and publisher Bandai Namco. The company are proceeding with their
largest virtual reality entertainment facility and for those that can’t make the trip, the company
says that it has plans to expand worldwide.
Special Details:
The Shinjuku VR Zone is a two-storey building housing more than 15 activities, it is
offering free roaming multiplayer VR activities or also known as Field VR Activity this comprises
of 3-6 players in a team. This Field VR Activity consist of approximately 300sq.m. and up of floor
area depending on the complexity of the game. VR ZONE SHINJUKU's admission fee is 800yen
(Approx. PHP 370) for adults and 500yen (Approx. PHP 230) for children between 6 to 12. Also,
you need to pay for each activity. VR activities cost 1,200yen (Approx. PHP 555) each and
activities you don't wear VR headsets cost 1,000yen (Approx. PHP 463) each. From its official
web site, you can buy a 1 day/4 ticket for 4,400yen (Approx. PHP 2,038) which includes the

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admission fee and 4 activities. The two floors have a total space of about 3,500 square meters
(37,600 square feet), and it's expected to serve 1,500 visitors per day.
Significance of Study:
The Shinjuku VR Zone is an indoor amusement facility that caters VR activities. The
project Cosmos will also run and limited to indoor VR and AR activities and leisure park.

A.1.2. RRL # 2 (International)


Project Name: Oriental Science Fiction Valley
Location: Guiyang, Guizhuo, China

Brief Summary:
The new VR park, named simply ‘Oriental Science Fiction Valley‘, is the China’s first
Virtual Reality Theme Park and has now opened its doors, within them reside a bevy of VR
attractions and rides that hope to capitalize on China’s steadily growing VR industry. It opened
its door to public on April 29th, 2018. The theme park make use of the latest in VR technology to
transports visitors to a sci-fi location full of exciting rides and virtual attractions that most will
have never seen before. The park is the world’s first virtual reality theme park based around
science fiction has opened its gates in Guiyang, China.
Special Details:
The massive VR park spans 330 acres (134 hectares) and houses within its various
sci-fi-inspired buildings 35 different VR attractions including everything from shooters, virtual
roller coasters, to guided spaceship tours of the region’s most scenic spots. Its organizers have
already spent $470 million (PHP24.5 billion) creating the park, and while it features a few non-

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VR attractions such as bungee jumping (from the arm of the robot), most rides will use some
combination of VR headsets and motion platforms.
Significance of Study:
Relating to the proposed project is comprises of VR rides that needing special
equipment and rides for VR activities. Highlights of the new park include roller coasters,
simulators, interactive shooting rides and free roam VR activities. The park makes a new
experience by combining modern technologies such as VR and Augmented Reality with
traditional recreational facilities.

A.1.3. RRL # 3 (Local)


Project Name: VR+ Next Generation Virtual Reality
Location: Level 2 of S Maison, Conrad Manila

Brief Summary:
VR+ Next Generation Virtual Reality brings a one-of-a-kind VR (virtual reality) gaming
experience to the country. VR+ takes the best of gaming technology to create the very first virtual
reality park in the Manila Philippines. Powered by OMAS Entertainment and ONIK
Entertainment, the immersive VR games in VR+ don't just allow players into the world of zombies
and haunted houses with a headset, gamers also get to stand and walk around in specially built
rooms and structures, and even holding shooting equipment to make it feel even more real. A
game can last for about 20 minutes and can extend longer, depending on how good players
perform in the different attractions.
Special Details:
The VR+ just opened to public this year 2018, VR+ has a total of 5 games and 6 rooms
(approx. 15-35sq.m. varies each room) each player gets a gun and a headset for each game.
VR+ currently is offering soft opening rates that ranges from PHP 300 – 450 for single player,

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PHP750 for 2 in 1 VR activities, PHP1,000 for 3 in 1 VR activities, PHP1,300 for 4 in 1 VR
activities, and PHP1,200-2900 for group package that is good for 4-8 people and will last 20-40
minutes depending on the player performance.
Significance of Study:
The park offering multiplayer games, where you and your friends can choose your VR
adventure, like entering a haunted house, shooting or surviving a zombie attack this facilities
relates to the study of the proposed project. The park use equipments such as VR specialized
computer guns, and controllers.

A.1.4. RRL # 4 (Local)


Project Name: Infinitum Virtual Reality Zone
Location: 2nd Floor, Plazuela de Iloilo, Benigno Aquino Avenue, Mandurriao, Iloilo City

Brief Summary:
Infinitum Virtual Reality Zone is the first and only Virtual Reality Arcade in the
Philippines that opened on January, 2017. The concept of developing this amusing arcade zone
came from three siblings namely, Dominic Genson, Bea Genson, Bryan Genson and Christian
Go. The Infinitum is located in Iloilo City
Special Details:
The Infinitum Virtual Reality Zone admission fee is 149PHP for 15 min. , 289 PHP for
30 min. and 499 for 1 hour. The facility also offer Birthday Mobile/ Barkada Nights/ University
Packages for 3,000PHP minimum of 3 hours for Iloilo Citizens only. There are 4 portals/ rooms
with one system (VR headset) each. The Management recommends limiting the number of
people per room to 6. The facility also offers membership cards where you can get awards and
promos at certain points and also has high score cup where if you beat their staff’s score you’ll
be able to get a 1 hour free.
Significance of Study:

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The Infinitum VR Zone offers educational experiential games such as TheBlu where it
allows participants to discover and explore about marine life it shows beautiful scenery and
creatures by just looking around. In the proposed project VR introduce to schools as kind of
educational experience.

A.1.5. RRL # 5 (International)


Project Name: VR Entertainment Centre PVRK
Location: The Dubai Mall, Dubai

Brief Summary:

Launched in March 2018 the attraction is designed to ‘Challenge Reality’, blurring the
lines between perception and reality through unforgettable and mind-blowing experiences,
spanning wholly immersive rides, interactive games and educational journeys. VR PVRK(PARK)
is a Virtual reality and Augmented Reality Theme Park in Dubai inside the Dubai Mall. According
to Emaar, the VR park will bring together virtual reality developers from around the world “to
deliver an unprecedented and awe-inspiring” experience, using immersive rides including a
roller coaster educational journeys and games.
The VR Park will be set across two levels of Dubai Mall and will focus on the concept
of ‘shared escapism’, with attractions allowing visitors to interact with each other and ‘live’ the
virtual reality experience with family and friends.
Special Details:
Emaar Entertainment, the pioneer of innovative entertainment, leisure and retail
concepts in the region, owns and manages the 7,000 sqm VR Park in The Dubai Mall, the
ultimate virtual reality and augmented reality attraction. VR PVRK is free entry, just purchase a

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pass to play for just 100AED(approx. PHP500) for child unlimited day pass and
150AED(approx. PHP700) for adult unlimited day pass. The VR PVRK also offers VR and AR
Cinemas Facilities.
Significance of Study:
The inclusion of live VR and AR leisure park, and educational activities will boost the
attractional effect to the visitors and might consider as additional attraction of the proposed
project.

A.1.6. RRL # 6 (International)


Project Name: Augmented Reality Trickeye Museum
Location: Seoul, South Korea

Brief Summary:
The Trickeye Museum is "one of a kind" painting gallery which combines art with high-
end technology featuring AR (Augmented Reality) effect and 2D/3D illusions. Instead of merely
viewing paintings as one would in a typical art gallery, visitors can interact with paintings using
the newly developed Trickeye Camera app to make paintings come alive and become part of
the artworks while recording it on video or taking pictures.
Special Details:
The museum stays open each day all year round from 9 a.m. until 9 p.m. Its main
facilities comprises of Trickeye Museum, Ice Museum, Carnival Street, and Experience Hall.
With just one admission ticket, visitors can enjoy both the Trickeye Museum. The admission
ticket or participation fees for adults is 15,000 won (Approximately 260php), group more than
20 person 11,000 won (Approximately 190php) and for children and youth with student ID age
18 and under 12,000 won (Approximately 207php) or if in group of student more than 20 youth
8,000 won (approximately 138php). The parking fee is free for the first 30 minutes and 1,000

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(approximately 18php) for additional 15 minutes. The Trickeye Museum has structure size of
2,314 square meter with maximum capacity occupancy of 700 – 800 people.
Significance of Study:
The proposed project COSMOS will be house with augmented gallery just like the
Trickeye Museum that will interact its arts to the visitors using augmented reality effects. With
the use of augmented reality technology Trickeye artworks have become more realistic than
ever.

A.2.0. Pertinent Building Laws


Tabulation of Design Standards: PD 1096 (National Building Code of the Philippines), BP 344
(Accessibility Law), PD 1185 (Fire Code of the Philippines)

Subject Law Regulation Expedient Law

At least 250mm thick, 600mm


Foundation PD 1096
below ground surface

Occupant Load 18.6 sq.m/person PD 1096

Stair Width At least 750mm PD 1096

Stair Riser Max. of 200mm PD 1096

Stair Tread At least 200mm PD 1096

Entrance and exit At least 1 entrance & 1 exit PD 1096

Head Room Clearance 2.00m PD 1096/PD 1185

Passageway from Inner Court At least 1.20m PD 1096

2.70m – 1st Storey


Min. Ceiling Height for Buildings 2.40m – 2nd storey PD 1096
2.10m – Succeeding Storeys

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1.80 – Mezzanine

Window Openings At least 750mm PD 1096

Eaves Over Required Windows Max. of 200mm PD 1096

Size and Dimension of Rooms

6.00sq.m. w/ min. dimension of


Rooms for Human Habitation PD 1096
2.00m

3.00sq.m. w/ min. dimension of


Kitchens PD 1096
1.50m

1.20sq.m w/ min. dimension of


Toilet and Bath PD 1096 ; BP 344
0.90m ; 2.25sq.m.

Minimum spacing for seats in a


chair type measurement from 0.85m PD 1096
back to back.

Exits

Occupant Load of Less than 10 At least 1 exit ; At least 2 exits PD 1096 ; PD 1185

Occupant Load of 10-499 At least 2 exits PD 1096

Occupant Load of 500-999 At least 3 exits PD 1096

Occupant Load of 1000 above At least 4 exits PD 1096

Distance to Exits w/o Sprinkle


Max. of 45m ; Max of 46m PD 1096 ; PD 1185
System

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Distance to Exits w/ Sprinkle
Max. of 60m ; Max of 61m PD 1096 ; PD 1185
System

Min. Exit Door Width 700mm ; 710mm PD 1096 ; PD 1185

Min. Exit Door Height 2.00m PD 1096/PD 1185

Min. Corridor Width 1.10m ; 550mm PD 1096 ; PD 1185

Max. Slope of Passageway 1:8 PD 1096

Dead Ends Max. of 6.00m PD 1096/PD 1185

Stairways for Buildings

Min. Stair Width; Occupant load


750mm PD 1096
of 10 below

Min. Stair Width; Occupant load


900mm PD 1096
of 10-50

Min. Stair Width; Occupant load


1.10m PD 1096
of 10-50 above

Riser

250mm ; 250mm class A & 230


Tread PD 1096 ; PD 1185
class B

Min. Width 1.10m ; 1.12m PD 1096 ; PD 1185

3.60m ; 2.75 for class A &


Distance between Landings PD 1096 ; PD 1185
3.70m for class B

Dimensions of Landings in the Equal to the width of stairway ;


PD 1096 ; PD 1185
Direction of Travel 1.12m

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800-900mm from nosing ; 760-
Height of Handrails PD 1096 ; PD 1185
895mm from nosing

Sidewalks, Ramp, Arcades, Driveways and Parking

Min. width of Sidewalk 1/6 R.O.W. PD 1096

800mm for sidewalks


Plan Strip PD 1096
exceeding 2.00m in width

Slope of Entryway 1:3 or 1:40 PD 1096

Max. Slope of Ramps 1:10 ; 10% PD 1096 ; PD 1185

2.40x5.00m (perpendicular and


Size of Parking Slot diagonal), 2.00x6.00m (parallel) PD 1096 ; BP 344
; 3.70x5.00m

Bus and Truck Loading Slot 3.60x12.00mm PD 1096

Minimum clearance of an
3.00m PD 1096
arcade above sidewalk.

Parking Slot per sq.m. 50sq.m.

Escalators

Angle of Inclination 35 degree PD 1096

Min. Width 1.20m PD 1096

Speed 38 mpm PD 1096

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Road Network

National Road 60m-30m or less PD 1096

Provincial Road 15-20m PD 1096

Municipal and Barangay Road 10m PD 1096

Type of Occupancy Parking Requirements

1 slot parking requirement/50 sq.m. of gross floor


Amusement Centers
area

Stores, manufacturing, mercantile, wholesale 1 loading slot for every 5000sq.m. of gross floor area
and the like (minimum 1 truck loading slot)

RULE VII - CLASSIFICATION AND GENERAL REQUIREMENT OF ALL BUILDINGS BY USE OR


OCCUPANCY

Section 701. Occupancy Classified


There are 10 groups of occupancies sub-divided into 25 divisions. The proposed project falls
under occupancy classification of
Group H – Assembly Other Than Group 1
Group H Occupancies shall include:
Division 4 – Stadia, reviewing stands, amusement park structures not included within Group I
or in Division 1, 2, and 3 of this Group.

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Elevator
Hydraulic elevators are supported by a piston at the bottom of the elevator that pushes the
elevator up as an electric motor forces oil or another hydraulic fluid into the piston. The elevator
descends as a valve releases the fluid from the piston. They are used for low-rise applications of 2-8
stories and travel at a maximum speed of 200 feet per minute. The machine room for hydraulic
elevators is located at the lowest level adjacent to the elevator shaft.

Escalators
Escalators are "moving stairs" where the tread moves on a track at an incline or decline to
transport people from one floor to another. Escalators may not be used as a means of egress.

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B. Design Concepts
B.1.0. Form Concept

Sample Pictures of Dynamic Futuristic Forms in Motions

3F: Fictional Futuristic Fantasy


The form will showcase a futuristic new dynamic shapes and volumes integrated in a
fictional fantasy new dimension referencing the real world making the audience feel more active
and in excitement in each every walk inside the proposed project that will cater Virtual and
Augmented Reality amusement park. The form will set in a imaginary universe, magic, and
supernatural form shapes. According to Wikipedia the term futuristic is characterized by strong
chromaticism, long dynamic lines, suggesting speed, motion, urgency and lyricism. The form will
add an extra additional attraction to the project.

Motion
The motion of the building will be emphasis thru its shapes and form that in a glance it
looks like it changes in position and shapes. The conceptualization of motion in the building will
give a dynamic emphasis of an interactive facilities and provides new and distinct form concept.

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B.2.0. Structural Concept

Space Frame
The building will be conceptualize in its structural element based on the form concept
that is in line of dynamic shapes, motion shapes, meaning the form shape will be more applicable
using structural concept space frame. a space frame or space structure is a rigid, lightweight,
truss-like structure constructed from interlocking struts in a geometric pattern. Space frames can
be used to span large areas with few interior supports allowing it to form a free dynamic shapes
making the structure looks in motion.

Tensile Structure Membrane


The form could also be compromise the dynamic shapes using tensile structure concept
as it helps to build dynamic design to the proposed project. This structural concept might be
used in the design and conceptualization of the bridge connectors between the two lot of the
project. A tensile structure is a construction of elements carrying only tension and no
compression or bending. A tensile membrane structure is most often used as a roof, as they can
economically and attractively span large distances.

43 | P a g e
B.3.0. Functional Concept

Interactive, Creative Technology


The idea is to bring more attraction that will produce and attracts visitors locally and
internationally. Gives an active and an mind blowing experience to enter the new world of
technology and new set of experiencing the booming industry of VR and AR. The functional
integrity of the project will be subjected to interacting zones and aesthetically epic themed design
that will be pleasing and will emphasize and bring the architectural integrity into new combination
of technology.

B.4.0. Design Philosophy


“The great creation comes from scrap mind” – Kent P.J.O. Miano
Every great things in the world comes from the initial fraction or fragments that in the
end of combining and completing this fragments will make a great result. In order to motivate a
great mind it will be needing a lumpy track.
The new technology of the VR and AR starts with just simple developing a carton box
from its fragment it allows to build and completed the result.

B.5.0. Design Concept


Fictional Architecture
A design that will cater and bring interacting zone with epic vision of creativity,
adventure, and exploration using the computer generated worlds. According to Wikipedia
fictional architecture comprises artists' imagination and visual realization of unbuilt structures,
dwellings, or urban environments. the realm of fictional architecture exists somewhere between
art and architecture, wherein reality is placed on hold and artistic impulses thrive.

44 | P a g e
C. Specialized Allied Services
The following are brief discussion of the different fields/areas or processes that involves allied
services or other professionals whose aid is required in the design development of the project proposal.

a. Architectural Interiors (Interior Designers)


Architectural Interiors (AI), specifically mentioned under Secs. 3 (4) (g) and 14 (3)
of R.A. No. 9266, involves the detailed planning and design of the indoor / enclosed areas
of any proposed building / structure, including retrofit, renovation, rehabilitation or expansion
work which shall cover all architectural and utility aspects, including the architectural lay-
outing of all building engineering systems found therein.
Aid in the proposed project :
The proposed project needs an striking interior impact making it feels like people
are in new dimensional world of technology especially in the world of digital AR and VR

b. Acoustic Design (Acoustic or Sound Engineers)


Acoustic design services involves the detailed planning and design to control
sound transmission for compatibility with the architectural design concept.
Throughout architectural history, one of the limiting criteria in building design has
been the need to control sound in an enclosed space. The continuing evolution of products
and techniques in sound management and control has provided a wider flexibility in the
design of the interior environment. This allows the Architect to build an environment that
answers the acoustical demands of varied activities within an enclosed space.
Aid in the proposed project :
Since the project might produce a loud noise due to the devices and scenery audial
effect in order to perform and experience surreal gaming and interacting activities. The
proposed project needs a professional that can design and perform analysis to lessen and
enhance sound systems projections and controls.

c. Architectural Lighting Layout and Design (Lighting Engineer/ Electrical Lighting


Technicians)
Architectural Lighting Layout and Design Services involves the detailed planning
and design of light transmission, timing and control for compatibility with the architectural
design concept.
One of the limiting criteria in building design has been the need to control light in
an enclosed or defined space. The continuing evolution of products and techniques in
lighting has provided a wider flexibility in the design of the building’s interior and exterior

45 | P a g e
environments. This allows the Architect to build an environment that answers the lighting
demands of varied activities within and outside a building.
Aid in the proposed project :
The project must be luminated aesthetically to bring the futuristic impact that
makes the facilities lively and active. it requires professionals that are qualified and trained
to design the illumination for the facilities and the building. It consist of controlling artificial
light, electric lights for art and entertainment.

d. Structural Conceptualization (Structural Engineers)


The Architect in this area of practice conceives, chooses and develops the type,
disposition, arrangement and proportioning of the structural elements of an architectural
work, giving due considerations to safety, cost-effectiveness, functionality and aesthetics.
Aid in the proposed project :
In order to set the integrity of erection of the form of the building an analysis of
structural element needed must be perform by a professionals that is trained to bring the
structure’s durability and strength.

e. Site Development Planning (SDP) Services (Landscape Architects)


The space planning, architectural lay-outing and utilization of spaces within and
surrounding a specific building / structure in relation with the existing natural and/or built
environments have to be a well-coordinated effort so that both the building / structure and
the host environment shall act as one. Arising from his concept of the total environment, the
Architect is not merely concerned with the building / structure he creates but with the
grounds and surrounding space as well. He studies the existing environment in relation to
the building / structure and consequently lays out the areas / grounds immediately
surrounding the building / structure.
Ordinarily, the landscaping layout of small building projects could be done by the
Architect as part of the site development planning (SDP) effort. However, if the project is
large in scale, the Architect must hire other State-regulated professionals (RLPs) as
qualified Specialist Consultants (SCs).
Aid in the proposed project :
The site of the proposed project must be well planned and analyze by professionals
that is experts and well trained in accordance to landscaping of the site. To bring a pleasing
appearance outside and make attract people to go inside. In accordance to the local
government of the Bonifacio Global City it is required by local law to enhance and bring the
green field in the city.

46 | P a g e
COSMOS
VIRTUAL AND AUGMENTED REALITY AMUSEMENT AND DEVELOPMENT CENTER

CHAPTER 4A: ARCHITECTURAL PROGRAMMING

A. Architectural Design Development


A.1.1.Site Planning and Site Programming
REQUIREMENTS/
CRITERIA FORMULA REFERENCES COMPUTED ACTUAL
INPUTS
GROUP H
PD 1096
Assembly Other Than
National Code of
Group I
the Phillippines
Division H-4
Rule 7
Classification Covered amusement
N/A Classification And N/A N/A
Group parks, amusement and
General
entertainment complexes,
Requirements
etc.
Of All Buildings By
Clubhouses, beach houses
Use Or Occupancy
and the like
C-2 (Commercial Two or
Medium Commercial) - a
municipal or city level of
commercial use or
PD 1096
occupancy, characterized
National Code of
mainly as a medium-rise
the Phillippines
building/structure for
Rule 7
medium to high intensity
Zoning N/A Classification And N/A N/A
commercial/ trade, service
General
and business activities,
Requirements Of All
e.g., three to five (3 to 5)
Buildings By Use Or
storey shopping centers,
Occupancy
medium to large office or
mixed use/occupancy
buildings/structures and
the like.

47 | P a g e
Under PD 1096
Corner lot abutting 3 or
National Building
more streets, alleys, river,
Lot Type N/A Code of the N/A N/A
etc.
Philippines
Without Firewall
Rule 8
Under PD 1096
Number of allowable
National Building
storeys/floors above
Code of the
established grade = 6
Philippines
BHL Meters above highest
(Base on table
(Building Height N/A grade = 18 N/A N/A
VII.2. of Rule 7)
Limit) 15.00 meters (or must
Building Height
complement the duly-
Limit (BHL) by Type
approved BHL in the major
of Use or
zone it is part of)
Occupancy
Under PD 1096
Setbacks Front : 5m
National Building
Below 10.00 N/A Side : 2m N/A N/A
Code of the
meters Rear : 2m
Philippines
Based on
TLA Computed
N/A 15,756 sqm 15,756 sqm 15,756 sqm
(Total Lot Area) Technical
Description of TCT

PSO Under PD 1096


10,946.96
(Percentage of 75% of TLA 75% of 15,756 (Base on the table 11,817 sqm.
sqm.
Site Occupancy) VIII.1. of Rule 8)

AMBF Under PD 1096


(Allowable (PSO was based on
Maximum TLA x PSO 15,756 x 75% the table VIII.1. of 11,817 sqm. 6,045.7 sqm.
Building Rule 8)
Footprint)
Rule 8
Maximum ISA
(Percentage based
(Impervious 20% of TLA 20% of 15,756 3,151.2 sqm. 3,052.4 sqm.
on table VIII.I of
Surface Area)
Rule 8)

48 | P a g e
Rule 8
Minimum USA
(Percentage based
(Unpaved 5% of TLA 5% of 15,756 787.8 sqm. 2,654.2 sqm.
on table VIII.I of
Surface Area)
Rule 8)
MACA
Under PD 1096
(Maximum
National Building 14,968.2
Allowable PSO + ISA 11,817 + 3,151.2 N/A
Code of the sqm.
Construction
Philippines
Area)
Under PD 1096
National Building
Code of the
Minimum TOSL
Philippines
(Total Open
25% of TLA 25% of 15,756 3,939 sqm. 5,706.6 sqm.
Space within
Rule 8
Lot)
(Percentage based
on table VIII.I of
Rule 8)

Amusement Center = 1
slot parking requirement/50
sq.m. of occupancy floor Public Public
area Parking Lot Parking Lot
Under PD 1096 = 186 = 186
Total Parking 9,300 sqm.(occupancy)/50 National Building
N/A
Lot = 186 slots Code of the
Philippines PWD PWD
PWD slots = 3-4 slots Parking Lot Parking Lot
for every 50 slot provide 1 = 3-4 = 3-4
PDW

49 | P a g e
A.2.1. Architectural/ Space Programing

ADMINISTRATIVE SPACES
USER FURNITURE, FIXTURE, EQUIPMENT OUTPUT
Sub Total
Total Unit Break-
SPACE Manual Pedal Pivotal Sub Total Total Area Sub Total C in sq.m. Circulati Total
Type Quantity Area in Type Quantity Dimension in down
(0.48sq.m.) (0.96sq.m.) (2.50sq.m.) A in sq.m. in sq.m. B in sq.m. (Sub.A+S on (sq.m.)
sq.m. Meter/s (meters)
ub.B)

Receptionist 5 X 4.8 Information Desk 1 3.00 x 0.80 2.4


ATM 2 1.00 x 1.50 3
Guard 4 X 1.92
Security Desk 2 0.70 x 0.50 0.7
LOBBYAND
144.22 Couch(set) 5 3.00 x 4.00 60 73.18 217.4 100% 434.64 21 x 20.5
LOUNGE Usher Staff 5 X 12.5
Chairs 10 0.45x0.75 3.38
File Cabinet 2 0.60x1.00 1.2
Guest 50 X 125
Reception Desk 1 1.00 x 2.50 2.5

Waiting Bench 2 2.50 x 1.00 5


User 10 X 9.6
ELEVATOR
10.08 5 15.08 100% 30.16 5x6
LOBBY
Security 1 X 0.48

File Cabinet 4 0.60 x 1.00 2.4


Staff 5 X 2.4
Table 2 1.20 x 0.75 1.8
TICKETING Computer Table 4 0.70 x 0.80 2.24
Usher 4 X 3.84 44.64 20.66 65.3 50% 97.95 10 x 9.7
AREA/BOOTH Chair 8 0.45 x 0.45 1.62
Waiting Bench 4 0.60 x 4.50 10.8
Visitor 40 X 38.4
Info. Desk 1 1.00 x 1.80 1.8

File Cabinet 3 0.60 x 1.00 1.8


Head Officer 1 X 0.48
Table 2 1.20 x 0.75 1.8
ADMINISTRATI
Asst. Head Computer Table 8 0.70 x 0.80 4.48
ON STAFF 1 X 0.96 9.12 10.105 19.225 50% 28.84 5.6 x 5.1
Officer Chair 10 0.45 x 0.45 2.025
OFFICE
Admin Staff 8 X 7.68

File Cabinet 2 0.60 x 1.00 1.2


Head Officer 1 X 0.48
Table 2 1.20 x 0.75 1.8
ACCOUNTING Asst. Head Computer Table 3 0.70 x 0.80 1.68
1 X 0.96 4.32 5.7 10.02 50% 15.03 4 x 3.7
OFFICE Officer Chair 5 0.45 x 0.45 1.02
Admin Staff 3 X 2.88

Filing Cabinet 2 0.40 x 0.80 0.64


Head Officer 1 X 0.48
Table 3 1.20 x 0.75 2.7
Asst. Head Computer Set w/ Table 4 0.70 x 0.80 2.24
1 X 0.48
SECURITY Officer Chair 8 0.45 x 0.45 1.62
10.56 11.76 22.32 50% 33.48 6 x 5.5
OFFICE Locker 3 0.50 x 1.20 1.8
Security Staff 6 X 5.76
Sofa 1 0.70 x 1.80 1.26
Discussion Table 1 1.00 x 1.50 1.5
Guest 4 X 3.84

Conference Table 1 4.90 x 1.50 7.35


User 20 X 9.6
CONFERENCE Chair 20 0.50 x 0.50 5
10.08 12.35 22.43 50% 33.65 6 x 5.6
ROOM 1
Speaker 1 X 0.48

Conference Table 1 4.90 x 1.50 7.35


User 20 X 9.6
CONFERENCE Chair 20 0.50 x 0.50 5
10.08 12.35 22.43 50% 33.65 6 x 5.6
ROOM 2
Speaker 1 X 0.48

Filing Cabinet 3 0.40 x 0.80 0.96


Head Officer 1 X 0.48
Table 2 1.20 x 0.75 1.8
COMPUTER
Asst. Head Computer Set 11 0.70 x 0.80 6.16
AR AND VR 1 X 0.48
Officer Chair 17 0.45 x 0.45 3.45
TECHNICAL 30.76 17.47 48.23 50% 72.35 9x8
Sofa 2 0.70 x 1.50 2.1
STAFF Technicians 10 X 25
Discussion Table 2 1.00 x 1.50 3
OFFICE
Staff 5 X 4.8

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


TOILET FOR Male 6 X 5.76
Cubicel w/ WC 9 1.20 x 0.90 9.72
ADMIN 11.52 11.85 23.37 50% 35.06 5.8 x 6
Urinal 3 0.42 x 0.42 0.53
OFFICES Female 6 X 5.76

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


Male 8 X 7.68
PUBLIC Cubicel w/ WC 12 1.20 x 0.90 12.96
15.36 15.27 30.63 50% 45.95 7 x 6.5
TOILET Urinal 4 0.42 x 0.42 0.71
Female 8 X 7.68

File Cabinet 2 0.60 x 1.00 1.2


Head Officer 1 X 0.48
Discussion Table 1 1.00 x 2.20 2.2
MARKETING Asst. Head Computer Table 4 0.70 x 0.80 2.24
1 X 0.48 3.84 8.66 12.5 50% 18.75 4.5 x 4.1
OFFICE Officer Chair 5 0.45 x 0.45 1.02
Head Desk 1 1.00 x 2.00 2
Staff 3 X 2.88
50 | P a g e
Filing Cabinet 2 0.40 x 0.80 0.64
Physician 1 X 0.48
Table 1 1.20 x 0.75 0.9
Asst. Computer Set 2 0.70 x 0.80 1.12
1 X 0.48
Physician Chair 3 0.45 x 0.45 0.61
Sofa 1 0.80 x 1.50 1.2
CLINIC Nurse 2 X 5 14.22 40.72 54.94 100% 109.88 10 x 10.9
Hospital Bed 3 1.50 x 2.10 9.45
Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6
TOILET FOR Male 6 X 5.76
Cubicel w/ WC 9 1.20 x 0.90 9.72
ADMIN 11.52 11.85 23.37 50% 35.06 5.8 x 6
Urinal 3 0.42 x 0.42 0.53
OFFICES Female 6 X 5.76

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


Male 8 X 7.68
PUBLIC Cubicel w/ WC 12 1.20 x 0.90 12.96
15.36 15.27 30.63 50% 45.95 7 x 6.5
TOILET Urinal 4 0.42 x 0.42 0.71
Female 8 X 7.68

File Cabinet 2 0.60 x 1.00 1.2


Head Officer 1 X 0.48
Discussion Table 1 1.00 x 2.20 2.2
MARKETING Asst. Head Computer Table 4 0.70 x 0.80 2.24
1 X 0.48 3.84 8.66 12.5 50% 18.75 4.5 x 4.1
OFFICE Officer Chair 5 0.45 x 0.45 1.02
Head Desk 1 1.00 x 2.00 2
Staff 3 X 2.88

Filing Cabinet 2 0.40 x 0.80 0.64


Physician 1 X 0.48
Table 1 1.20 x 0.75 0.9
Asst. Computer Set 2 0.70 x 0.80 1.12
1 X 0.48
Physician Chair 3 0.45 x 0.45 0.61
Sofa 1 0.80 x 1.50 1.2
CLINIC Nurse 2 X 5 14.22 40.72 54.94 100% 109.88 10 x 10.9
Hospital Bed 3 1.50 x 2.10 9.45
Medical Storage 1 2.00 x 3.00 6
Staff 1 X 2.5
Counseling Cubicle 1 2.00 x 2.00 4
Physician Office 1 3.00 x 3.20 9.6
Patient 6 X 5.76
Treatment Room 1 3.00 x 2.40 7.2

Counter Ledge w/ Lav. 1 0.80 x 2.00 0.81


Male 2 X 1.92
Cubicel w/ WC 3 1.20 x 0.90 3.24
CLINIC TOILET 3.84 4.23 8.07 50% 12.11 4X3
Urinal 1 0.42 x 0.42 0.18
Female 2 X 1.92

File Cabinet
Kitchen Counter Top 12 0.60 x 2.40
1.20 1.00 1.2
2.88
STAFF
INCIDENT Head Officer
User 1
30 X X 0.48
19.2
Long Table Table
Discussion 31 2.50
1.00 x 1.20
2.20 9
2.2
LOUNGE AND
RESPONSE 19.2
5.28 23.98
5.18 43.18
10.46 100%
50% 86.36
15.69 9.5
4 x x3.9
9
Chair
Computer Table 30
1 0.45
0.70 x 0.45
0.80 6.1
0.56
PANTRY
TEAM Staff 5 X 4.8
Sofa
Chair 36 0.80
0.45 x 2.50
0.45 6
1.22

Table 4 1.00 x 1.60 6.4


Visitor/ Staff 20 X 19.2
SMOKING Bench
Kitchen Counter Top 81 1.20 x 0.50
2.40 4.8
2.88
STAFF User 30 X 19.2 19.2 12.97 32.17 100% 64.34 8x8
LOUNGE Garbage
Long TableBin 3 0.30
2.50 x 0.30
1.20 0.27
9
LOUNGE AND 19.2 23.98 43.18 100% 86.36 9.5 x 9
Plant
Chair Box 6
30 0.50
0.45 x 0.50
0.45 1.5
6.1
PANTRY
Sofa 3 0.80 x 2.50 6
TOTAL 1152.2
Table 4 1.00 x 1.60 6.4
Visitor/ Staff 20 X 19.2
SMOKING Bench 8 1.20 x 0.50 4.8
19.2 12.97 32.17 100% 64.34 8x8
LOUNGE
Garbage Bin 3 0.30 x 0.30 0.27
Plant Box 6 0.50 x 0.50 1.5

TOTAL 1167.89

MAINTENANCE SPACES
USER FURNITURE, FIXTURE, EQUIPMENT OUTPUT
Sub Total
Total Unit Break-
SPACE Manual Pedal Pivotal Sub Total Total Area Sub Total C in sq.m. Circulati Total
Type Quantity Area in Type Quantity Dimension in down
(0.48sq.m.) (0.96sq.m.) (2.50sq.m.) A in sq.m. in sq.m. B in sq.m. (Sub.A+S on (sq.m.)
sq.m. Meter/s (meters)
ub.B)

Panel Board 4 2.50 x 0.50 5


ELEC. ROOM Staff 2 X 1.92 1.92 9.32 11.24 50% 16.86 4.2 x 4
Generator 3 1.80 x 0.80 4.32

AHU Unit 1 2.50 x 1.60 4


HVAC ROOM Staff 2 X 1.92 1.92 5.8 7.72 50% 11.58 3.8 x 3
Chiller 1 1.80 x 1.00 1.8

Garbage Cart 6 1.00 x 2.00 12


Staff 4 X 2.5 2.5
GARBAGE Garbage Dumpster 3 1.80 x 1.30 7.02
25.02 27.52 50% 41.28 7 x 5.9
RM. Segregation Room 1 2.00 x 3.00 6
Staff 0

Chair 7 0.45 x 0.45 1.42


Head 1 X 0.48
Table 2 1.20 x 0.75 1.8
MAINTENANC
6.24 Computer Set with 8.28 14.52 50% 21.78 5 x 4.3
E OFFICE 2 0.70 x 0.80 0.56
Staff 6 X 5.76 Table
Discussion Table 1 3.00 x 1.50 4.5

STORAGE Storage Cabinet 3 1.50x3.00 13.5


Staff 2 X 1.92 1.92 13.5 15.42 100% 30.84 6 x 5.1
RM.

Chair 6 0.45 x 0.45 1.22


HOUSE Head 1 X 0.48
Table 1 1.20 x 0.75 0.9
KEEPING 12.98 6.62 19.6 50% 29.4 5.8 x 5
Cleaning Storage 1 1.50 x 2.00 3
OFFICE Staff 5 X 12.5
Discussion Table 1 1.00 x 1.50 1.5

File Cabinet 2 0.60 x 1.00 1.2


Head Officer 1 X 0.48
Discussion Table 1 1.00 x 2.20 2.2
Asst. Head Computer Table 4 0.70 x 0.80 2.24
CCTV ROOM 1 X 0.48 2.88 8.85 11.73 50% 17.6 4.4 x 4
Officer Chair 4 0.45 x 0.45 0.81
Main Monitoring Scr. 1 0.80 x 3.00 2.4
Staff 2 X 1.92

Bed 10 2.00 x 1.60 32


User 10 X 9.6
SLEEPING Drawer 10 0.70 x 0.70 4.9
9.6 40.9 50.5 50% 75.75 8.7 x 8.7
QUARTER Sofa 2 2.50 x 0.80 4
51 | P a g e
LOCKER Locker 10 0.45 x 0.90 4.05
User 10 X 9.6 9.6 8.05 17.65 100% 35.3 6 x 5.8
ROOM Bench 2 2.50 x 0.80 4

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


Male 3 X 2.88
TOILET & Cubicle w/ WC 4 1.20 x 0.90 4.32
Table 1 1.20 x 0.75 0.9
KEEPING 12.98 6.62 19.6 50% 29.4 5.8 x 5
Cleaning Storage 1 1.50 x 2.00 3
OFFICE Staff 5 X 12.5
Discussion Table 1 1.00 x 1.50 1.5

File Cabinet 2 0.60 x 1.00 1.2


Head Officer 1 X 0.48
Discussion Table 1 1.00 x 2.20 2.2
Asst. Head Computer Table 4 0.70 x 0.80 2.24
CCTV ROOM 1 X 0.48 2.88 8.85 11.73 50% 17.6 4.4 x 4
Officer Chair 4 0.45 x 0.45 0.81
Main Monitoring Scr. 1 0.80 x 3.00 2.4
Staff 2 X 1.92

Bed 10 2.00 x 1.60 32


User 10 X 9.6
SLEEPING Drawer 10 0.70 x 0.70 4.9
9.6 40.9 50.5 50% 75.75 8.7 x 8.7
QUARTER Sofa 2 2.50 x 0.80 4

LOCKER Locker 10 0.45 x 0.90 4.05


User 10 X 9.6 9.6 8.05 17.65 100% 35.3 6 x 5.8
ROOM Bench 2 2.50 x 0.80 4

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


Male 3 X 2.88
TOILET & Cubicle w/ WC 4 1.20 x 0.90 4.32
5.76 6.28 12.04 50% 18.06 4 x 4.5
BATH Urinal 2 0.42 x 0.42 0.36
Female 3 X 2.88

Hydraulic Fluid Tank 4 0.60 x 0.60 1.44


ELEVATOR User 2 X 1.92
Computer Controller 1 0.70 x 0.70 0.98
MECHANICAL 1.92 3.42 5.34 50% 8.01 2.6 x 3
Controller Machine 4 0.50 x 0.50 1
ROOM

Computer Controller 1 0.70 x 0.70 0.49


User 2 X 1.92
Pressure Vessel Area 1 1.50 x 1.00 1.5
FIRE
Sprinkler Water Tank 1 2.00 x 2.50 5
PROTECTION 1.92 9.55 11.47 50% 17.21 4.3 x 4
Reserve Reservoir 1 1.60 x 1.60 2.56
SYSTEM

Computer Controller 1 0.70 x 0.70 0.49


User 10 x 1.92
Main Distribution Panel 1 1.50 x 1.50 2.25
WATER
Water Pump Machine 1 0.60 x 0.25 0.15
MANAGEMEN 1.92 8.81 10.73 50% 16.11 4x4
Cool/Boiler Machine 1 0.60 x 0.60 0.36
T ROOM
Reservoir 1 2.50 x 2.00 5
Filter Tank 1 0.75 x 0.75 0.56

Working Table 2 1.20 x 3.00 7.2


REPAIR User 10 x 1.92
Storage 1 4.00 x 5.00 20
ROOM/ WORK 1.92 35.69 37.61 50% 56.42 7.7 x 7
Computer 4 0.70 x 0.80 2.24
SHOP
Testing Area 1 2.50 x 2.50 6.25

TOTAL 396.2

COMMERCIAL AND RENTAL SPACES


USER FURNITURE, FIXTURE, EQUIPMENT OUTPUT
Sub Total
Total Unit Break-
SPACE Manual Pedal Pivotal Sub Total Total Area Sub Total C in sq.m. Circulati Total
Type Quantity Area in Type Quantity Dimension in down
(0.48sq.m.) (0.96sq.m.) (2.50sq.m.) A in sq.m. in sq.m. B in sq.m. (Sub.A+S on (sq.m.)
sq.m. Meter/s (meters)
ub.B)

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT Storage 1 1.20 x 1.20 1.44
34.98 43.24 78.22 50% 117.33 11 x 10.6
1 Comfort Room M/F 1 2.00 x 2.00 4
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT Storage 1 1.20 x 1.20 1.44
34.98 43.24 78.22 50% 117.33 11 x 10.6
2 Comfort Room M/F 1 2.00 x 2.00 4
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT Storage 1 1.20 x 1.20 1.44
34.98 43.24 78.22 50% 117.33 11 x 10.6
3 Comfort Room M/F 1 2.00 x 2.00 4
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT Storage 1 1.20 x 1.20 1.44
34.98 43.24 78.22 50% 117.33 11 x 10.6
5 Comfort Room M/F 1 2.00 x 2.00 4
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT
6
34.98
Storage
Comfort Room M/F
1
1
1.20 x 1.20
2.00 x 2.00
1.44
4
43.24 78.22 52
50% | P117.33
a g e11 x 10.6
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Kitchen w/ Equip't 1 2.50 x 4.00 10
Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT Storage 1 1.20 x 1.20 1.44
34.98 43.24 78.22 50% 117.33 11 x 10.6
5 Comfort Room M/F 1 2.00 x 2.00 4
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT Storage 1 1.20 x 1.20 1.44
34.98 43.24 78.22 50% 117.33 11 x 10.6
6 Comfort Room M/F 1 2.00 x 2.00 4
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kitchen w/ Equip't 1 2.50 x 4.00 10


Gen. Mngr. 1 X 0.96
Comfort Room M/F 2 1.20 x 2.00 4.8
Table Set 6 1.30 x 1.30 10.14
Kitchen Staff 5 X 12.5
RESTAURANT Storage 1 1.20 x 1.20 1.44
34.98 43.24 78.22 50% 117.33 11 x 10.6
6 Comfort Room M/F 1 2.00 x 2.00 4
Server 4 X 10
Chair 24 0.45 x 0.45 4.86
Management Office 1 2.50 x 3.20 8
Customer 24 X 11.52

Kiosk Kiosk 10 2.00 x 2.50 50


10 X 9.6
Vendor Kitchen 10 3.00 x 3.60 108
Driking Fountain 5 0.80 x 0.80 3.2
Kitchen Staff 20 X 50
Table Set w/ Chair 25 1.70 x 1.70 72.25
FOOD COURT 175.6 233.45 409.05 100% 818.1 30 x 26.2
Janitor/
8 X 20
Server

Customer 100 X 96

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


Male 8 X 7.68
PUBLIC Cubicel w/ WC 12 1.20 x 0.90 12.96
15.36 15.27 30.63 50% 45.95 7 x 6.5
TOILET Urinal 4 0.42 x 0.42 0.71
Female 8 X 7.68

Cabinet Storage 4 3.00 x 1.20 14.4


User 8 X 20
COLD ROOM Cold Room 1 5.00 x 3.00 15
20 40.6 60.6 50% 90.9 10 x 9
& STORAGE Shelf Storage 4 1.00 x 2.80 11.2

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 1 Storage 1 2.00 x 2.00 4
Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 2 Storage 1 2.00 x 2.00 4
Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 3 Storage 1 2.00 x 2.00 4
Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 4 Storage 1 2.00 x 2.00 4
Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 5 Storage 1 2.00 x 2.00 4

Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 6 Storage 1 2.00 x 2.00 4
Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 7 Storage 1 2.00 x 2.00 4
Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 8 Storage 1 2.00 x 2.00 4

Customer 15 X 37.5 53 | P a g e
Cashier or Cashier Table 8 1.00 x 1.60 4.8
3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 1
STORE 6 Storage 1 2.00 x 2.00 4

Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 7 Storage 1 2.00 x 2.00 4
Customer 15 X 37.5

Cashier Table 1 1.00 x 1.60 1.6


Cashier 1 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
OUTLET Display Table 4 1.00 x 1.00 4
Staff 2 X 5 43.46 10.08 53.54 50% 80.31 9 x 8.9
STORE 8 Storage 1 2.00 x 2.00 4

Customer 15 X 37.5

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 1
Guard 1 X 0.48

User or
15 X 14.4
Customer

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 2
Guard 1 X 0.48

User or
15 X 14.4
Customer

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 3
Guard 1 X 0.48

User or
15 X 14.4
Customer

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 4
Guard 1 X 0.48

User or
15 X 14.4
Customer

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 5
Guard 1 X 0.48

User or
15 X 14.4
Customer

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 6
Guard 1 X 0.48

User or
15 X 14.4
Customer

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 7
Guard 1 X 0.48

User or
15 X 14.4
Customer

Cashier or Cashier Table 8 1.00 x 1.60 4.8


3 X 2.88
Teller Chair 8 0.50 x 0.50 2
Storage 1 2.00 x 3.00 6
Staff 5 X 4.8
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 8
Guard 1 X 0.48

User or
15 X 14.4
Customer

GENERAL Office 1 4.00 x 5.00 20


Staff 10 X 25
STORAGE/ Shelf Storage 10 1.00 x 2.80 28
32.5 48 80.5 50% 120.75 12 x 10
DELIVERY
Guard 3 X 7.5
DOCK

Cashier Table 2 1.00 x 1.60 3.2


Cashier 2 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
COSMOS Staff (w/ 1 Display Stand 4 1.00 x 3.20 12.8
5 X 12.5 32.66 20.48 53.14 50% 79.71 9 x 8.8
GIFT SHOP Guard) Storage 1 2.00 x 2.00 4
Customer 20 X 19.2
54 | P a g e
Cashier Table 3 1.00 x 1.60 4.8
Cashier 3 X 2.88
Display Cabinet 6 1.20 x 0.40 0.48
COSMOS
Display Stand 8 1.00 x 3.20 25.6
SHOP (VR Staff 6 X 15
Storage 1 4.00 x 3.00 12
AND AR 93.36 42.88 136.24 50% 204.36 15 x 13.6
SPECIAL Guard 1 X 0.48
SHOP)
RENTABLE
22.56 12.8 35.36 50% 53.04 7.5 x 7
SPACE 8
Guard 1 X 0.48

User or
15 X 14.4
Customer

GENERAL Office 1 4.00 x 5.00 20


Staff 10 X 25
STORAGE/ Shelf Storage 10 1.00 x 2.80 28
32.5 48 80.5 50% 120.75 12 x 10
DELIVERY
Guard 3 X 7.5
DOCK

Cashier Table 2 1.00 x 1.60 3.2


Cashier 2 X 0.96
Display Cabinet 6 1.20 x 0.40 0.48
COSMOS Staff (w/ 1 Display Stand 4 1.00 x 3.20 12.8
5 X 12.5 32.66 20.48 53.14 50% 79.71 9 x 8.8
GIFT SHOP Guard) Storage 1 2.00 x 2.00 4

Customer 20 X 19.2

Cashier Table 3 1.00 x 1.60 4.8


Cashier 3 X 2.88
Display Cabinet 6 1.20 x 0.40 0.48
COSMOS
Display Stand 8 1.00 x 3.20 25.6
SHOP (VR Staff 6 X 15
Storage 1 4.00 x 3.00 12
AND AR 93.36 42.88 136.24 50% 204.36 15 x 13.6
SPECIAL Guard 1 X 0.48
SHOP)
Customer 30 X 75

Cashier Table 1 1.00 x 0.60 0.6


Vendor 1 X 0.48
KIOSK STALL Display Rack 2 1.00 x 1.00 2
1.44 2.6 4.04 50% 6.06 2.5 x 2.4
1
Staff/Helper 1 X 0.96

Cashier Table 1 1.00 x 0.60 0.6


Vendor 1 X 0.48
KIOSK STALL Display Rack 2 1.00 x 1.00 2
1.44 2.6 4.04 50% 6.06 2.5 x 2.4
2
Staff/Helper 1 X 0.96

Cashier Table 1 1.00 x 0.60 0.6


Vendor 1 X 0.48
Display Rack 2 1.00 x 1.00 2
KIOSK STALL
1.44 2.6 4.04 50% 6.06 2.5 x 2.4
3
Staff/Helper 1 X 0.96

Cashier Table 1 1.00 x 0.60 0.6


Vendor 1 X 0.48
KIOSK STALL Display Rack 2 1.00 x 1.00 2
1.44 2.6 4.04 50% 6.06 2.5 x 2.4
4
Staff/Helper 1 X 0.96

Cashier Table 1 1.00 x 0.60 0.6


Vendor 1 X 0.48
KIOSK STALL Display Rack 2 1.00 x 1.00 2
1.44 2.6 4.04 50% 6.06 2.5 x 2.4
5
Staff/Helper 1 X 0.96

Cashier Table 1 1.00 x 0.60 0.6


Vendor 1 X 0.48
KIOSK STALL Display Rack 2 1.00 x 1.00 2
1.44 2.6 4.04 50% 6.06 2.5 x 2.4
6
Staff/Helper 1 X 0.96

TOTAL 3166.91

ARCADE/ INTERACTIVE ZONES


USER FURNITURE, FIXTURE, EQUIPMENT OUTPUT
Sub Total
Total Unit Break-
SPACE Manual Pedal Pivotal Sub Total Total Area Sub Total C in sq.m. Circulati Total
Type Quantity Area in Type Quantity Dimension in down
(0.48sq.m.) (0.96sq.m.) (2.50sq.m.) A in sq.m. in sq.m. B in sq.m. (Sub.A+S on (sq.m.)
sq.m. Meter/s (meters)
ub.B)

Receptionist 5 X 4.8 Information Desk 1 3.00 x 0.80 2.4


ATM 2 1.00 x 1.50 3
Guard 4 X 1.92
Security Desk 2 0.70 x 0.50 0.7
LOBBYAND
94.22 Couch(set) 5 3.00 x 4.00 60 73.18 167.4 150% 418.5 20.9 x 20
LOUNGE Usher Staff 5 X 12.5
Chairs 10 0.45x0.75 3.38
File Cabinet 2 0.60x1.00 1.2
Visitors 30 X 75
Reception Desk 1 1.00 x 2.50 2.5

File Cabinet 4 0.60 x 1.00 2.4


Staff 5 X 2.4
Table 2 1.20 x 0.75 1.8
TICKETING Computer Table 4 0.70 x 0.80 2.24
Usher 4 X 3.84 44.64 20.66 65.3 50% 97.95 10 x 9.7
AREA/BOOTH Chair 8 0.45 x 0.45 1.62
Waiting Bench 4 0.60 x 4.50 10.8
Visitor 40 X 38.4
Info. Desk 1 1.00 x 1.80 1.8

Information Desk 3 3.00 x 0.80 7.2


Visitor 60 X 150
Tree of Cosmos 1 5.20 x 5.20 27.04
TREE OF Chairs 3 0.45 x 0.45 0.61
Usher/Info 3 X 2.88 160.38 51.49 211.87 200% 635.61 25 x 25.4
COSMOS Telephone Stand 4 0.80 x 1.00 3.2
Waiting Bench 8 2.80 x 0.60 13.44
Security 3 X 7.5

Computer Controller 2 0.90 x 0.90 1.62


Player 12 X 30
Equipment Storage 1 2.50 x 2.00 5
VR FIELD Couch(set) 2 3.00 x 4.00 24
Waiting 12 X 5.76
TEAM (MULTI- Changing Area 1 4.00 x 4.00 16
45.18 48.42 93.6 200% 280.8 17 x 16.5
PLAYER Info. Desk 1 1.00 x 1.80 1.8
Tech. Staff 2 X 1.92
SHOOTING)
Staff 3 X 7.5
55 | P a g e
Computer Controller 2 0.90 x 0.90 1.62
Player 6 X 15
Equipment Storage 1 2.50 x 2.00 5
Couch(set) 2 3.00 x 4.00 24
VR FIELD Waiting 12 X 5.76
Changing Area 1 4.00 x 4.00 16
TEAM (TEAM 30.18 48.42 78.6 200% 235.8 15.7 x 15
Info. Desk 1 1.00 x 1.80 1.8
ADVENTURE) Tech. Staff 2 X 1.92
AREA/BOOTH Chair 8 0.45 x 0.45 1.62
Waiting Bench 4 0.60 x 4.50 10.8
Visitor 40 X 38.4
Info. Desk 1 1.00 x 1.80 1.8

Information Desk 3 3.00 x 0.80 7.2


Visitor 60 X 150
Tree of Cosmos 1 5.20 x 5.20 27.04
TREE OF Chairs 3 0.45 x 0.45 0.61
Usher/Info 3 X 2.88 160.38 51.49 211.87 200% 635.61 25 x 25.4
COSMOS Telephone Stand 4 0.80 x 1.00 3.2
Waiting Bench 8 2.80 x 0.60 13.44
Security 3 X 7.5

Computer Controller 2 0.90 x 0.90 1.62


Player 12 X 30
Equipment Storage 1 2.50 x 2.00 5
VR FIELD Couch(set) 2 3.00 x 4.00 24
Waiting 12 X 5.76
TEAM (MULTI- Changing Area 1 4.00 x 4.00 16
45.18 48.42 93.6 200% 280.8 17 x 16.5
PLAYER Info. Desk 1 1.00 x 1.80 1.8
Tech. Staff 2 X 1.92
SHOOTING)
Staff 3 X 7.5

Computer Controller 2 0.90 x 0.90 1.62


Player 6 X 15
Equipment Storage 1 2.50 x 2.00 5
Couch(set) 2 3.00 x 4.00 24
VR FIELD Waiting 12 X 5.76
Changing Area 1 4.00 x 4.00 16
TEAM (TEAM 30.18 48.42 78.6 200% 235.8 15.7 x 15
Info. Desk 1 1.00 x 1.80 1.8
ADVENTURE) Tech. Staff 2 X 1.92

Staff 2 X 7.5

Computer Controller 2 0.90 x 0.90 1.62


Player 12 X 30
Equipment Storage 1 2.50 x 2.00 5
VR FIELD Couch(set) 2 3.00 x 4.00 24
Waiting 12 X 5.76
TEAM (MULTI- Changing Area 1 4.00 x 4.00 16
45.18 48.42 93.6 200% 280.8 17 x 16.5
PLAYER Info. Desk 1 1.00 x 1.80 1.8
Tech. Staff 2 X 1.92
FIGHT)
Staff 3 X 7.5

Computer Controller 2 0.90 x 0.90 1.62


Player 6 X 15
Equipment Storage 1 2.50 x 2.00 5
Couch(set) 2 3.00 x 4.00 24
VR FIELD Waiting 12 X 5.76
Changing Area 1 4.00 x 4.00 16
TEAM (TEAM 30.18 48.42 78.6 200% 235.8 15.7 x 15
Info. Desk 1 1.00 x 1.80 1.8
SURVIVAL) Tech. Staff 2 X 1.92

Staff 2 X 7.5

Computer Controller 2 0.90 x 0.90 1.62


VR ARCADE Player 8 X 7.68
Equipment Storage 1 1.50 x 2.00 3
MACHINE 12.68 24.78 37.46 100% 74.92 8.8 x 8.5
Cart VR Machine 8 1.20 x 2.10 20.16
(KART) Staff 2 X 5

Computer Controller 2 0.90 x 0.90 1.62


VR ARCADE Player 8 X 7.68
Equipment Storage 1 1.50 x 2.00 3
MACHINE 12.68 34.86 47.54 100% 95.08 10 x 9.5
Flying VR Flatform 8 1.80 x 2.10 30.24
(FLY) Staff 2 X 5

Computer Controller 2 0.90 x 0.90 1.62


VR ARCADE Player 8 X 7.68
Equipment Storage 1 1.50 x 2.00 3
MACHINE 12.68 24.78 37.46 100% 74.92 8.8 x 8.5
Slide VR Machine 8 1.20 x 2.10 20.16
(SLIDE) Staff 2 X 5

Computer Controller 2 0.90 x 0.90 1.62


VR ARCADE Player 8 X 7.68
Equipment Storage 1 1.50 x 2.00 3
MACHINE 12.68 26.22 38.9 100% 77.8 9 x 8.6
Ride VR Machine 8 1.50 x 1.80 21.6
(RIDE) Staff 2 X 5

Computer Controller 2 0.90 x 0.90 1.62


VR ARCADE Player 8 X 7.68
Equipment Storage 1 1.50 x 2.00 3
MACHINE 12.68 30.57 43.25 100% 86.5 10 x 8.6
Omni Flatform 8 1.80 x 1.80 25.95
(OMNI) Staff 2 X 5

Computer Controller 2 0.90 x 0.90 1.62


VR ARCADE Player 8 X 7.68
Equipment Storage 1 1.50 x 2.00 3
MACHINE 12.68 25.1 37.78 100% 75.56 10 x 7.5
VR Egg Seats 8 1.60 x 1.60 20.48
(EGG SEATS) Staff 2 X 5

VR ARCADE Computer Controller 2 0.90 x 0.90 1.62


Player 8 X 7.68
MACHINE Equipment Storage 1 1.50 x 2.00 3
12.68 27.74 40.42 100% 80.84 9 x 8.9
(STANDING Standing Spc. Flatform 8 1.70 x 1.70 23.12
Staff 2 X 5
SPACE)

Display Booth 10 2.00 x 2.50 50


Guest 60 X 150
Equipment Storage 1 1.50 x 2.00 3
AR
Reception 1 2.50 x 3.00 7.5
INTERACTIVE Staff 5 X 12.5 170 120.5 290.5 200% 871.5 30x 29
Exhibit Room 3 5.00 x 4.00 60
GALLERY
Security 3 X 7.5

Reception Desk 3 1.00 x 2.50 7.5


GALLERY Receptionist 3 X 2.88
Chair 3 1.50 x 2.00 9
LOBBY AND 7.88 32.5 40.38 100% 80.76 9 x 8.9
Wainting Bench 4 5.00 x 0.80 16
LOUNGE Security 2 X 5

VR MOTION Computer Controller 3 0.90 x 0.90 1.62


Player 15 X 37.5
CONTROL Interactive Space 15 1.50 x 2.00 45
45 46.62 91.62 50% 137.43 10 x 13.7
FIELD
Staff 3 X 7.5
(SHOOTING)

VR MOTION Computer Controller 3 0.90 x 0.90 1.62


Player 15 X 37.5
CONTROL Interactive Space 15 1.50 x 2.00 45
45 46.62 91.62 50% 137.43 10 x 13.7
FIELD
Staff 3 X 7.5 56 | P a g e
(SPORTS)

VR MOTION Computer Controller 3 0.90 x 0.90 1.62


Player 15 X 37.5
CONTROL Interactive Space 15 1.50 x 2.00 45
45 46.62 91.62 50% 137.43 10 x 13.7
FIELD (BEAT
Staff 3 X 7.5
SABER)
Staff 2 X 5
SPACE)

Display Booth 10 2.00 x 2.50 50


Guest 60 X 150
Equipment Storage 1 1.50 x 2.00 3
AR
Reception 1 2.50 x 3.00 7.5
INTERACTIVE Staff 5 X 12.5 170 120.5 290.5 200% 871.5 30x 29
Exhibit Room 3 5.00 x 4.00 60
GALLERY
Security 3 X 7.5

Reception Desk 3 1.00 x 2.50 7.5


GALLERY Receptionist 3 X 2.88
Chair 3 1.50 x 2.00 9
LOBBY AND 7.88 32.5 40.38 100% 80.76 9 x 8.9
Wainting Bench 4 5.00 x 0.80 16
LOUNGE Security 2 X 5

VR MOTION Computer Controller 3 0.90 x 0.90 1.62


Player 15 X 37.5
CONTROL Interactive Space 15 1.50 x 2.00 45
45 46.62 91.62 50% 137.43 10 x 13.7
FIELD
Staff 3 X 7.5
(SHOOTING)

VR MOTION Computer Controller 3 0.90 x 0.90 1.62


Player 15 X 37.5
CONTROL Interactive Space 15 1.50 x 2.00 45
45 46.62 91.62 50% 137.43 10 x 13.7
FIELD
Staff 3 X 7.5
(SPORTS)

VR MOTION Computer Controller 3 0.90 x 0.90 1.62


Player 15 X 37.5
CONTROL Interactive Space 15 1.50 x 2.00 45
45 46.62 91.62 50% 137.43 10 x 13.7
FIELD (BEAT
Staff 3 X 7.5
SABER)

VR MOTION Computer Controller 3 0.90 x 0.90 1.62


Player 15 X 37.5
CONTROL Interactive Space 15 1.50 x 2.00 45
45 46.62 91.62 50% 137.43 10 x 13.7
FIELD
Staff 3 X 7.5
(SURVIVAL)

Computer Controller 3 0.90 x 0.90 1.62


VR MOTION Player 15 X 37.5
Interactive Space 15 1.50 x 2.00 45
CONTROL 45 46.62 91.62 50% 137.43 10 x 13.7
FIELD (LABO) Staff 3 X 7.5

Computer Controller 4 0.90 x 0.90 0.81


WINDOW Player 20 X 50
Storage 1 1.00 x 1.00 1
WORLD (JOB 60 61.81 121.81 100% 243.62 24.3 x 10
Interactive Space 20 1.50 x 2.00 60
SIMULATOR) Staff 4 X 10

Computer Controller 4 0.90 x 0.90 0.81


WINDOW Player 20 X 50
Storage 1 1.00 x 1.00 1
WORLD 60 61.81 121.81 100% 243.62 24.3 x 10
Interactive Space 20 1.50 x 2.00 60
(SCENERY) Staff 4 X 10

Computer Controller 4 0.90 x 0.90 0.81


WINDOW Player 20 X 50
Storage 1 1.00 x 1.00 1
WORLD 60 61.81 121.81 100% 243.62 24.3 x 10
Interactive Space 20 1.50 x 2.00 60
(EDUCATION) Staff 4 X 10

WINDOW Computer Controller 4 0.90 x 0.90 0.81


Player 20 X 50
WORLD Storage 1 1.00 x 1.00 1
60 61.81 121.81 100% 243.62 24.3 x 10
(PLANETARIU Interactive Space 20 1.50 x 2.00 60
Staff 4 X 10
M)

Information Desk 1 3.00 x 1.20 3.6


Visitor 20 X 50
Treadmill 5 1.70 x 0.80 6.8
Bike 5 1.60 x 0.80 6.4
VR GYM Staff 4 X 3.84 58.84 39.2 98.04 200% 294.12 18 x 16.3
Rowing 5 2.40 x 0.80 9.6
Boxing 5 1.60 x 1.60 12.8
Security 2 X 5

Counter Ledge w/ Lav. 1 0.80 x 2.00 0.81


VR GYM Male 4 X 3.84
Cubicel w/ WC 6 1.20 x 0.90 6.48
TOILET AND 7.68 7.64 15.32 50% 22.98 4.5 x 5
Urinal 2 0.42 x 0.42 0.35
BATH Female 4 X 3.84

Digital Wall 1 6.00 x 2.00 12


NON-VR (AR Player 6 X 5.76
Computer Controller 1 0.90 x 0.90 0.81
TRAP 10.76 12.81 23.57 100% 47.14 7 x 6.7
CLIMBING) Staff 2 X 5

Balloon Area 1 0.50 x 0.50 0.25


Player 4 X 3.84
NON-VR (AR Digital Screen 1 0.20 x 2.00 0.4
6.34 0.65 6.99 100% 13.98 4 x 3.4
PANIC CUBE)
Staff 1 X 2.5

Office 1 4.00 x 5.00 20


Staff 6 X 15
GENERAL Storage Area 1 8.00 x 6.00 48
20 68 88 100% 176 14.7 x 12
STORAGE
Guard 2 X 5

Cashier Table 2 1.00 x 1.60 3.2


REWARD Staff 3 X 7.5
Display Cabinet 4 1.20 x 0.40 1.92
EXCHANGE 10 16.17 26.17 50% 39.26 6.5 x 6
Display Stand 4 1.00 x 2.20 8.8
SHOP Security 1 X 2.5
Storage 1 1.50 x 1.50 2.25

Computer Set 18 0.70 x 0.80 10.08


Head Officer 1 X 0.96
Chair 18 0.50 x 0.50 4.5
VR AND AR Software Storage 1 2.00 x 3.00 6
8 X 7.68
DEVELOPMEN Architects Simulation Room 1 5.00 x 5.00 25
48.64 86.88 135.52 50% 203.28 14.5 x 14
T TEAM Conference Room 1 5.00 x 6.00 30
Technicians 10 X 25
OFFICE Head Officer Desk 1 1.00 x 2.50 2.5
Sofa 1 2.80 x 1.00 2.8
Staff 6 X 15
Discussion Table 2 1.20 x 2.50 6

TOILET FOR Male 4 X 3.84


Counter Ledge w/ Lav.
Cubicel w/ WC
1
6
0.80 x 2.00
1.20 x 0.90
1.6
6.48
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ADMIN 7.68 8.43 16.11 50% 24.17 4.8 x 5
Urinal 2 0.42 x 0.42 0.35
OFFICES Female 4 X 3.84

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


Male 8 X 7.68
PUBLIC Cubicel w/ WC 12 1.20 x 0.90 12.96
15.36 15.27 30.63 50% 45.95 7 x 6.5
TOILET Urinal 4 0.42 x 0.42 0.71
Office 1 4.00 x 5.00 20
Staff 6 X 15
GENERAL Storage Area 1 8.00 x 6.00 48
20 68 88 100% 176 14.7 x 12
STORAGE
Guard 2 X 5

Cashier Table 2 1.00 x 1.60 3.2


REWARD Staff 3 X 7.5
Display Cabinet 4 1.20 x 0.40 1.92
EXCHANGE 10 16.17 26.17 50% 39.26 6.5 x 6
Display Stand 4 1.00 x 2.20 8.8
SHOP Security 1 X 2.5
Storage 1 1.50 x 1.50 2.25

Computer Set 18 0.70 x 0.80 10.08


Head Officer 1 X 0.96
Chair 18 0.50 x 0.50 4.5
VR AND AR Software Storage 1 2.00 x 3.00 6
8 X 7.68
DEVELOPMEN Architects Simulation Room 1 5.00 x 5.00 25
48.64 86.88 135.52 50% 203.28 14.5 x 14
T TEAM Conference Room 1 5.00 x 6.00 30
Technicians 10 X 25
OFFICE Head Officer Desk 1 1.00 x 2.50 2.5
Sofa 1 2.80 x 1.00 2.8
Staff 6 X 15
Discussion Table 2 1.20 x 2.50 6

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


TOILET FOR Male 4 X 3.84
Cubicel w/ WC 6 1.20 x 0.90 6.48
ADMIN 7.68 8.43 16.11 50% 24.17 4.8 x 5
Urinal 2 0.42 x 0.42 0.35
OFFICES Female 4 X 3.84

Counter Ledge w/ Lav. 1 0.80 x 2.00 1.6


Male 8 X 7.68
PUBLIC Cubicel w/ WC 12 1.20 x 0.90 12.96
15.36 15.27 30.63 50% 45.95 7 x 6.5
TOILET Urinal 4 0.42 x 0.42 0.71
Female 8 X 7.68

TOTAL 6231.65

The total computation result of the space programing based on the estimated spaces area
requirements are shown in the chart. This shows the following result:

Interactive Zone = 6,231.65 sq.m.


Commercial Zone = 3,166.91 sq.m.
Administrative Spaces = 1,167.89 sq.m.
Maintenance Spaces = 396.2 sq.m.
Total Estimation = 10,946.96 sq.m.

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A.2.2. Organizational Chart

The diagram shows the structure of spaces relation to each other.

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A.2.3. User Analysis
The purpose of the user analysis is provide the overview and perspectives on the
variety of people who will be play some role for the proposed project. This is categorized in
different classification or group of people that might become user of the project.

Through the use of specific hardware and software, virtual reality - sometimes called
'immersive multimedia,' as well as 'virtual environment (VE)' or 'computer-simulated life' - can
help replicate or create an environment, based on reality or the imagination of the creator. The
aim of VR is to create a sensory experience for the user sometimes including sight, touch,
hearing, smell, or even taste. (Statista, 2016)

Number of active virtual reality users worldwide from 2014 to 2018 (in millions)

The statistic depicts a forecast regarding the number of active virtual reality users from
2014 to 2018. The total number of active virtual reality users is forecast to reach 171 million by
2018. The VR market is set to grow at an extraordinary rate in the coming years, with revenues
from virtual reality software alone forecast to increase by over three thousand percent in four
years. (Statista, 2018)

The table chart shows the extremely inflation rate of number of users around the world
of virtual reality market that also means to include different types of virtual industry like
augmented reality. Meaning in the 2017 all in all users comprises of 90 million and 171 million
in 2018 around the world. That means to say:
171 – 90 = 81
81 / 90 x 100 = 90%
The increase in inflation rate from 2017 to 2018 is 90% and probably much more higher
in the succeeding years to come around the world.

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A.2.3.1. User’s Target Assumption Activities

The animated icons show the possible user of the facilities of the proposed project in which each
of them has assumption target activities upon entering the building. This can be used to analyze the
circulation of the possible users and design and plan the spaces initial insights.

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A.2.3.2. User’s Circulation
User circulation analysis helps to provide a visualization of activities of users or visitors in
chronological order. This way it helps to plan and design the structure based on the users flow of
circulation.
Commuter Circulation Diagram

Private Circulation Diagram

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Delivery Services Circulation Diagram

A.2.3.2. User Chart Per Zone


The following chart below shows the estimated percentage of categorized users of the proposed
project. The numbers given in the chart are based in the architectural programming and assumption of
user’s activities within the proposed project COSMOS.

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A.2.4. Space Program Matrix
The space program matrix diagram is use to identify the strength of relationships between
spaces in the proposed project. It provide a listing presentation of spaces on how they will be adjacent
or how spaces can be access thru other spaces. The matrix diagram helps in planning and designing of
spaces that is all based on the architectural programming.

A.2.4.1. Site Space Matrix Diagram

A.2.4.2. Administration Space Matrix Diagram

A.2.4.3. Commercial Space Matrix Diagram

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A.2.4.4. Interactive Space Matrix Diagram

A.2.4.5. Maintenance Space Matrix Diagram

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A.2.4.6. General Space Matrix Diagram

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A.2.5. Bubble Diagrams
The bubble diagram helps to determine the assumption of relationship between spaces in its
initial point station. The bubble diagram below shows the initial assumption of general spaces of the
proposed project. This diagram helps to design and plan the whole structure flow of activities and
facilities.

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A.3.0. Design Constraints
The discussion of major constraints such as Economic, Ethical and Sustainability affecting the
proposed project as well as its corresponding design solutions.

A.3.1. Economic
The major constraint of Virtual and Augmented Reality Industry is the affordability of its
equipment in order to work properly and experience decently and due to that VR and AR industry could
lead a low economic impact to the country especially that this technology is just new to the people and
people might unacknowledged this kind of field due to its expensive cost of experiencing. Because of this
constraint the industry tends to come with inferior economic increment.
Advanced technology is often expensive. If we wish to expand this virtual reality trend and reach
the masses, we have to spend billions of dollars on these features. More than that, the modern education
that takes advantage of the virtual reality environment will only be accessed by the rich ones. The poor
will not afford it; therefore, we will create inequality in education. This affects the entrance fees of the
proposed project.

Implementation
In order to balance the profitability of the project walk-in entrance is provided in which this allows
people who are new to the virtual reality and augmented reality to observe and watch in this way this
could attract new users to engage and try the trend of virtual and augmented reality. This allow to attracts
more users profitability but this is to exclude the augmented gallery as it requires different entrance
payment.
The users has their variety of choices to experience virtual reality and augmented reality
activities. Each virtual and augmented activities are placed differently in payment and ticketing. In this
way the users has their options what to experience and not to experience base on their wants and could
save more.
Consideration of the replacement and maintenance cost. The proposed project houses its own
maintenance office and a development office which are responsible for maintaining and development of
the virtual and augmented reality system especially to equipment. Facilities that can cater repairing and
rebooting or trouble shooting the equipment needed is provided in order to lessen the maintenance cost
instead of hiring third party.

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A.3.2. Ethical
There are a few ethical issues in regard to virtual environments which need to be addressed.
These are related to human behaviour and motivations and are also a concern for the gaming industry.
They include:
• The problem of desensitisation
• Virtual criminality
• Deteriorates Human Connections

Desensitisation
Concerns have been raised about a possible relationship between virtual reality and
desensitisation. This refers to virtual reality games in which there are high levels of violence or training
exercises for the military in which soldiers engage in simulated combat scenarios which include
killing.
Desensitisation means that the person is no longer affected by extreme acts of behaviour
such as violence and fails to show empathy or compassion as a result. In some situations they
actively seek out this type of scenario for the adrenaline rush and sense of power.
This has been noticed with gamers, especially those who play first person shooters or role
playing games which involve a high degree of immersion.
Another issue related to this is ‘cyber-addiction’. There are people who become addicted to
virtual reality games and as a consequence, start to blur the boundary between real and virtual life.
They spend increasing amounts of time in the virtual environment which has a detrimental effect on
their real world life.

Virtual Criminality
It is hard to imagine but what happens if someone commits a criminal act but within a virtual
environment? A potential situation is one in which several people are immersed within a virtual
environment but one of these participants becomes injured or traumatised due to the actions of
another person in that situation.

Deteriorates Human Connections


While virtual reality can be a great asset for most of the existent fields of activity, it can also
be a huge disadvantage. The traditional education is based on personal human communication and
interpersonal connections. Virtual reality is quite different; it is you and the software, and nothing else.
This can damage the relationships between students and the overall human communication.

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Implementation
The considerations of Virtual Reality must be extend and engage into the world of human
activities and definitions of normal behavior. In which at this way human cannot be apart from the positive
activities and as a reminder most of us who love science fiction have a sense of what true Virtual Reality
really is.

A.3.3. Sustainability
The proposed project COSMOS might uses large amounts of energy in order to create building
and facilities such as VR and AR field work. The virtual reality and augmented reality requires a lot of
energy consumption as this technologies can only be put into function using electricity and energy.

Implementation
Design the proposed project around energy efficiency. The of use renewable energy resources
when possible such as solar, wind turbines, etc.

A.3.4. Health and Safety


The proposed project consist of interactive play arcade zones which are entirely in the used of
computer generated systems might cause dizziness and headache for the players who are not really into
it or new to the arcade technology of virtual and augmented reality.

Implementation
In order to provide a health and safety precaution the propose project will be house a clinic that
will accommodate the players or visitors who might encounter the problem mentioned above. The clinic
will provide all the necessary needs of patient provided will psychiatrist or physician doctor. In case of
bigger emergency the proposed project is also equip with incident response team that will deliver and
accommodate patient into the nearest hospitals.

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A.4.0. Initial Design Translation
Building Form Concept

Futuristic Form and Ambience

The form of the building will implies movement and motion in which it will be
interactive playing with the eyes of the viewers. The form will showcase a futuristic new
dynamic shapes and volumes integrated in a fictional fantasy new dimension referencing the
real world making the audience feel more active and in excitement in each every walk inside
the proposed project that will cater Virtual and Augmented Reality amusement park. The form
will set in a imaginary universe, magic, and supernatural form shapes. According to Wikipedia
the term futuristic is characterized by strong chromaticism, long dynamic lines, suggesting
speed, motion, urgency and lyricism. The form will add an extra additional attraction to the
project.

Motion
The motion of the building will be emphasis thru its shapes and form that in a glance it
looks like it changes in position and shapes. The conceptualization of motion in the building will
give a dynamic emphasis of an interactive facilities and provides new and distinct form concept.

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COSMOS
VIRTUAL AND AUGMENTED REALITY AMUSEMENT AND DEVELOPMENT CENTER

CHAPTER 4B: ARCHITECTURAL ENGINEERING

B. Architectural Engineering

1. Project Cost Analysis

17 Line Cost

Line 1 : Building Cost

Area x Amount Per sq.m.

B lv 2 = 491 sqm

B lv 1 = 7,437 sqm

GF = 2,700 sq.m x 2 = 5,300 sqm

SF = 2,270x2+(300x2) = 5100 sqm

TF = 2252x2+(402)= 4,800 sqm

Total= 491+7,437+5,300+5100+4,800= 23,128 sqm

23,128 x 25,000 PHP = PHP 578,200,000

Line 2 : Site Cost

Lot Area x Land Value per sq.m. (PHP)

15,756 x 45,000 (Arcadis) = PHP 709,020,000

Line 3 : Equipment Cost

8% of Building Cost

578,200,000 PHP x 0.08 = PHP 46,256,000

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Line 4 : Premium Cost

5% of Building Cost

578,200,000 PHP x 0.05 = PHP 28,910,000

Line 5 : Contingency

10% of Building Cost

578,200,000 PHP x 0.10 = PHP 57,820,000

Line 6 : Construction Cost

Total Line 1-5

Line 1 = 578,200,000 PHP

Line 2 = 709,020,000 PHP

Line 3 = 46,256,000 PHP

Line 4 = 28,910,000 PHP

Line 5 = 57,820,000 PHP

TOTAL = PHP 1,420,206,000

Line 7 : Escalation Cost

Percent/year x line 6 x number of years

3% x 1,420,206,000 PHP x 5 years = PHP 213,030,900

Line 8 : Total Construction Cost

Line 6 + Line 7

1,420,206,000 PHP + 213,030,900 PHP = PHP 1,633,236,900

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Line 9 : Fee

Design fee 3% of Building Cost

578,200,000 PHP x 0.03 = PHP 17,346,000

Line 10 : Offsite Improvement and Lamp Cost

7% of line 1

578,200,000 PHP x 0.07 = PHP 40,474,000

Line 11 : Fixed Equipment Cost of Line 1

8% of line 1

578,200,000 PHP x 0.08 = PHP 46,256,000

Line 12 : Miscellaneous

5% of line 1

578,200,000 PHP = PHP 28,910,000

Line 13 : Contingency of Other Cost

10% of line 1

578,200,000 PHP = PHP 57,820,000

Line 14 : Other Cost

Sum of Line 9-13

Line 9 = 17,346,000 PHP

Line 10 = 40,474,000 PHP

Line 11 = 46,256,000 PHP

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Line 12 = 28,910,000 PHP

Line 13 = 57,820,000 PHP

TOTAL = PHP 190,806,000

Line 15 : Project Cost

Sum of Line 8 & 14

Line 8 = PHP 1,633,236,900

Line 14 = PHP 190,806,000

TOTAL = PHP 1,824,042,900

Line 16 : Owner’s Contingency

5% of Line 1

578,200,000 PHP x 0.05 = PHP 28,910,000

Line 17 : Total Project Cost

Sum of Line 15 & 16

Line 15 = PHP 1,824,042,900

Line 16 = PHP 28,910,000

TOTAL = PHP 1,852,952,900

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Demand Analysis

Number of active virtual reality users worldwide from 2014 to 2018 (in millions)

The statistic depicts a forecast regarding the number of active virtual reality users from
2014 to 2018. The total number of active virtual reality users is forecast to reach 171 million by
2018. The VR market is set to grow at an extraordinary rate in the coming years, with revenues
from virtual reality software alone forecast to increase by over three thousand percent in four
years. (Statista, 2018)

The table chart shows the extremely inflation rate of number of users around the world
of virtual reality market that also means to include different types of virtual industry like
augmented reality. Meaning in the 2017 all in all users comprises of 90 million and 171 million
in 2018 around the world. That means to say:
171 – 90 = 81
81 / 90 x 100 = 90%
The increase in inflation rate from 2017 to 2018 is 90% and probably much more higher
in the succeeding years to come around the world.

COSMOS Demand of Users


Open at 10:00am to 8:00pm = 10 hours = 3000 visitors
3000 visitors/ 10 hours = 300 visitors per hour
Approximately 75% of occupancy is intended for visitors (8,500sqm.) = 28.3 sqm.

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Comparing to Shinjuku VR zone Demand of Users
10:00am to 10:am = 12 hours = 1500 visitors
1500 visitors/ 12 hours = 125 visitors per hour
3,500sqm. /125 = 28 sqm.

Return of Investment
Income Generation
The Cosmos Virtual and Augmented Reality Amusement and Development Center will
generate its income from different offers of the project.

ACTIVITIES Visitors Hours Fee Income per day Annually


Basic Entrance Fee 300.00 10.00 100.00 300,000.00 3,600,000.00
Kids Entrance Fee 100.00 10.00 50.00 50,000.00 600,000.00
TOTAL 4,200,000.00
Table 1.1. Return of Investment (in PHP)
ACTIVITIES ACTIVITIES Players Players
Minutes Minutes
Fee Fee
Income per
Income
day per Per
day Month(25)
Per Month(25) Annually Annually
VR Field (Multi-Player
VR Field (Multi-Player
Shooting) Shooting)
12.00 12.00
30.00 450.00
30.00 450.00 108,000.00108,000.002,700,000.00
2,700,000.00
12.00 12.00
32,400,000.00
32,400,000.00
VR Field (Team
VR Field
Adventure)
(Team Adventure) 6.00 30.00
6.00 350.00
30.00 350.00 42,000.0042,000.001,050,000.00
1,050,000.00
12.00 12.00
12,600,000.00
12,600,000.00
VR Field ( Multi-Player
VR Field ( Multi-Player
Fight) Fight)
12.00 12.00
30.00 400.00
30.00 400.00 96,000.0096,000.002,400,000.00
2,400,000.00
12.00 12.00
28,800,000.00
28,800,000.00
VR Field (Tam
VR Field
Survival)
(Tam Survival) 8.00 30.00
8.00 350.00
30.00 350.00 56,000.0056,000.001,400,000.00
1,400,000.00
12.00 12.00
16,800,000.00
16,800,000.00
VR ArcadeVR Machine
Arcade(Kart)
Machine (Kart) 8.00 20.00
8.00 150.00
20.00 150.00 36,000.0036,000.00 900,000.00900,000.00
12.00 12.00
10,800,000.00
10,800,000.00
VR ArcadeVR Machine
Arcade(Fly)
Machine (Fly) 8.00 20.00
8.00 150.00
20.00 150.00 36,000.0036,000.00 900,000.00900,000.00
12.00 12.00
10,800,000.00
10,800,000.00
VR ArcadeVR Machine
Arcade(Ride)
Machine (Ride) 8.00 20.00
8.00 150.00
20.00 150.00 36,000.0036,000.00 900,000.00900,000.00
12.00 12.00
10,800,000.00
10,800,000.00
VR ArcadeVR Machine
Arcade(Omni)
Machine (Omni)15.00 15.00
15.00 250.00
15.00 250.00 150,000.00150,000.003,750,000.00
3,750,000.00
12.00 12.00
45,000,000.00
45,000,000.00
VR ArcadeVRMachine
Arcade(Standing
Machine Space)
(Standing Space)
30.00 30.00
15.00 100.00
15.00 100.00 120,000.00120,000.003,000,000.00
3,000,000.00
12.00 12.00
36,000,000.00
36,000,000.00
AR Interactive
AR Interactive
Gallery Gallery 20.00 20.00
30.00 500.00
30.00 500.00 200,000.00200,000.005,000,000.00
5,000,000.00
12.00 12.00
60,000,000.00
60,000,000.00
VR MotionVR Control
Motion Field
Control Field 15.00 15.00
20.00 200.00
20.00 200.00 90,000.0090,000.002,250,000.00
2,250,000.00
12.00 12.00
27,000,000.00
27,000,000.00
VR and ARVR Gymand AR Gym 40.00 40.00
60.00 200.00
60.00 200.00 80,000.0080,000.002,000,000.00
2,000,000.00
12.00 12.00
24,000,000.00
24,000,000.00
TOTAL TOTAL 315,000,000.00
315,000,000.00
The Cosmos Virtual and Augmented Reality Zone will open for 10 hours per day from 10am to 8pm
Table 1.2. Return of Investment (in PHP)
ACTIVITIES Per Month No. Annually
Commercial Rentable Space 30,000.00 8.00 240,000.00
Kiosk Stall 8,000.00 16.00 128,000.00
Outlet Store 15,000.00 8.00 120,000.00
488,000.00
Table 1.3. Return of Investment (in PHP)

Years of Return of Investment


Total Project Cost / Total Income

1,852,952,900 PHP/ 319,688,000 PHP = 5.79/ 5 years and 8 months

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2. Building Utilities

Water Supply
Like Fort Bonifacio, Taguig in the 21st century will have a dual water supply system
consisting of drinking water and recycled supply systems. The drinking water system supplies
high quality water to meet the expectations of the international business community. Initial water
supply would be from MWSS, and in the longer term, from a water treatment plant and supply
from Laguna de Bay. To minimize the use of higher quality drinking water supply, the, the
recycled water system will supply water for toilet flushes and other recycled water uses such as
path hosing, watering of lawns, and washing cars. Water for this supply will ultimately be recycled
water from the proposed sewage treatment plant.

BGC has its own water utility company. Water rates in BGC is around P135 per cubic
meter, which means a bill of around P700 (USD 14) for a two-person household. This water rate
is higher than elsewhere in Metro Manila. According to the water company, they pre-filter the
water so that it is drinkable from the tap. Nonetheless, many residents are still worried about the
safety of the water, and either install their own filter or buy filtered water.
Providing Cisterns and Rainwater harvesting in the site

Thru this simple technology of storing and collecting rainwater it can be very beneficial
for the project as this technology will lessen the consumption of water usage. This benefits could
be result into low-cost maintenance, once the system is all up and running ou really don’t need
to invest much money in keeping it running. It could lower the water bills of the project since
collecting your own water means spending less on the water provider companies. The collected
water could be use to flush the toilets, wash clothes and dishes, and to water gardens. Rainwater
cistern and harvesting can lead to major savings. This technology also great for irrigation as

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rainwater is not subjected to any chemicals found in the ground water and therefore os ideal for
irrigation as well as for watering plants in the site project.

Solid Waste
For solid waste disposal, the assumed unit is taken as 0.5 kg. capita per day. For the
predicted population, total solid waste is estimated to be 1009ton/day. Localized collection of
solid waste could be provided by the municipality or a private service contractor may be
employed. Collected waste would be carried to a waste would be compacted and loaded into
containers for transfer to sanitary landfill sites. The municipal officials are amenable to the
installation of a transfer site and to delivering the solid waste disposal areas, such as the
Cardona and San Mateo disposal area. Education and training on classifying, sorting, storage,
and disposal could be provided through the municipal health and sanitation departments.

Waste management

A city’s clean image is directly linked to how the city manages its waste. Visitors have
observed the ample number of colorful trash cans in several public locations in the city. Since all
of the buildings in the area are owned by developers, a proper waste management program is
usually in place to ensure that trash does not destroy the clean image of BGC.

For example, the waste of all buildings registered with the Philippine Economic Zone
Authority (PEZA) are being managed by a department of the city government under a
memorandum of agreement.

Power Supply
Power upgrading and development of the Taguig power system by Meralco will be
made tandem to the development of Bonifacio Global City part of Taguig. Existing overhead
power lines of Napocor and Meralco will be changed to underground system in the Taguig area.
New and Upgraded main power lines (high voltage and medium voltage) will be run
underground) along the new C5 and C6 highway that run across Taguig. New substations will
be provided and existing substation will be upgraded to meet the power demands of Taguig as
a City.

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Communications
PLDT and new telecommunication companies like SMART are starting to provide
Taguig with new telephone lines. New telecom centers, fiber opties communication networks,
and satellite links will also provided to meet the communication requirements of Taguig.

Centralized utility networks


Unsightly power, water and pipelines plague even business districts. However, there is
nary a power line, water meter, or a gas pipe that can be seen in Fort Bonifacio. According to
the Fort Bonifacio Development Corporation, the public-private partnership of government and
private entities involved in the development of BGC, electricity supply is serviced to buildings
and infrastructures courtesy of wires hidden underground to keep the city’s landscape clean.

FDBC also said that the gas supply of the city is serviced through a network also well-
hidden as well, courtesy of Bonifacio Gas Corporation, a joint venture between FBDC and
Pilipinas Shell. The city also has a fiber optic communications network that is also built
underground to provide services like high-speed Internet, Voice over Internet Protocol (VOIP),
and local phone lines to businesses.

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3. Building Technology

Precast Concrete Panels

Precast concrete is a very versatile product that can come in any engineered shape, size or
texture. Regardless of project type or complexity, precast concrete's design flexibility can be a cost
efficient and sustainable solution for your building requirements. Precast concrete cladding is formed by
off-site manufactured precast concrete panels, which can be used to clad a wide range of buildings.

The advantages of precast concrete include:

• speed of construction
• reliable supply — made in purpose-built factories and not weather affected
• high level performance in thermal comfort, durability, acoustic separation, and resistance to fire
and flood

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• inherent strength and structural capacity able to meet engineering design standards for housing
ranging from individual cottages to multi-storey apartments
• highly flexible in form, shape and available finishes
• ability to incorporate services such as electrical and plumbing in precast elements
• high structural efficiency, low wastage rates on site
• minimal waste, as most waste in the factory is recycled
• safer sites from less clutter
• ability to incorporate waste materials such as fly ash
• high thermal mass, providing energy cost saving benefits
• simply designed for deconstruction, reuse or recycling.

Sample of Curve concrete panels:

The curved roofing of the Cosmos Structure can be done by using concrete panels with steel
framing at this way it can minimize the weight of the upper structural element of the building and provide
a cost effective installation of materials.

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Glass-fibre reinforced cladding (GFRC)

The glass-fibre reinforced cladding (GFRC) used inside the new below ground stations is one
example where prototyping has resulted in significant programme benefits.

Through the prototyping and testing programme, the GFRC cladding and cladding grid has been
optimised to achieve a lighter weight, cost-effective solution to the complex double curvature geometries.

The application of Glass-fibre reinforced cladding (GFRC) can be also used as sound proofing
inside thebuilding as the Project Cosmos will cater an interactive facilities it will cause a noisy
environment. Application of this materials can minimize the sound noise for each VR and AR facility
activities.

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3D Glass Led Flooring

The 3D technology is gaining increasing popularity. 3D floor has been used more and more in
shopping malls, halls, offices, homes and apartments due to its creativity and high performance. This is
the latest fad in the fancy floor world.

The application of digital 3d glass floor in the Cosmos structure is to give an continuous flow of
interactive activities inside the buildings. The digital 3d glass floor can be located in the interconnected
bridge of the structure at level two and level three floor. This is to give users fan way of interacting the
structure while crossing to other side of the building. While standing on the surface of the glass users can
see the view of the ground.

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Cosmos Tree Digital Led Tree

A ‘Centre Tree’ posing as the interface of the facility which will allow guests to interact with the
building itself through touch.

The Comos tree can be develop by the use of installing projection mapping panels which acts
like a digital led with sensor detector which can interact with its users inside the building.

The Cosmos treecan be located at the end-center of the building. The projection of digital images
of the Cosmos Tree can be various beautiful images of projection mapping. You can think about which
activity you want to try, or have a little rest here.

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Low Emmisivity Glass

Source: Vitro Architectural Glass

Low-E coatings have been developed to minimize the amount of ultraviolet and
infrared light that can pass through glass without compromising the amount of visible light that is
transmitted. Low emissivity glass is glass that has an invisible microscopic coating applied to it in order
to improve its thermal efficiency.

• It allows short wavelength heat from the sun to enter your home through the glazing.
• This solar energy works with your domestic heating system to warm up your room, which
then gives off long wavelength heat radiation.
• A large proportion of that long wave heat would vanish back out through windows made of
ordinary glass. However, the Low-e coating reflects that heat back into your room so the
heating system does not have to work as hard to maintain a comfortable room temperature.

Cosmos Initial Roof Diagram

The application of low-e glass in the project structure is to bring natural lighting and
minimize the consumption of electricity needed to light up the whole facilities inside the structure.

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Low-e glass can be installed in the roof sides where glass steel-framed panels located the sides
are intended to catch natural sun light as it is positioned in different angles to catch sun rotation
at different angles.

Rainwater harvesting and cistern

Rainwater harvesting is a technique use for collecting, storing and using rainwater for
landscape irrigation and other uses. The rainwater is collected from various hard surfaces such
as roof and special rainwater accumulator devices installed in the cosmos building. This will
reduce the consumption of potable water it can also be use in the building as alternative
replacement of tap water from main water supply and can be use to flash toilets and other uses.
The rainwater will be stored in cistern where it is generally used for rainwater catchment and
storing rainwater.

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MRS Smart Shed

The moisture, rainwater, and solar accumulator shed provides self-sustaining system that could
use to provide power electricity and water source. The MRS sheds were place around the site to
accumulate or catch enough energy source. The MRS smart shed is also installed with round digital led
screen projection which allows to interact with users and provide and promotes VR and AR activities from
outside of the building as it is located at different location inside the site of the project Cosmos.

Solar Cell Downspouts


Downspout
s

Moisture
Accumulator
Net
Seats

Rain
Catcher

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Kinetic Floor

The energy floor uses the movement of people as source of energy. This kinetic energy is
converted into electricity which powers the Floor's load given to the output. In that way the floor is reacting
to the public and involves people into an interactive activity experience. As the structure of Cosmos
promote an interactive facilities kinetic floors would be very beneficial material for the project.

Generating off-grid electricity just by walking around or powering streetlights with your footsteps
are no longer visions of a sustainable future, but reality. Kinetic tiles that generate power from human
movement enable everyone to generate renewable energy.

The technology we use to harvest kinetic energy is an electromechanical one. Our tiles are
designed to slightly displace vertically when people step on them. This vertical movement results in a
rotatory motion that generates electrical energy.

The combination of photovoltaic technology and kinetic energy harvesting is unique in the world
and leads to an increased energy output of 25 Wp per tile.

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CHAPTER 5: DESIGN TRANSLATION

All Drawings Are Shown In The Portfolio

CHAPTER 6 : SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

SUMMARY

The project Cosmos located at the 25th avenue Bonifacio Global City, Taguig, Philippines with
total land area of 15,756 square meters or 1.5 hectares will cater the first Virtual and Augmented Reality
Amusement and Development Center in the country.

The project COSMOS is a tree-storey building housing more than 20 activities, it is offering free
roaming multiplayer Virtual Reality activities or also known as Field VR Activity this comprises of 3-8
players in a team. This Field VR Activity consist of approximately 300sq.m. and up of floor area depending
on the complexity of the game. The project also offers Virtual and Augmented Reality machines that
replicates or gives an imaginative world of experience in a virtual world. The project make use of the latest
in VR technology to transports visitors to a fictional and fantasy location full of exciting rides and virtual
attractions that most will have never seen before. The proposed project COSMOS will also be house with
augmented gallery that will interact its arts to the visitors using augmented reality effects through camera
phones and other devices. With the use of augmented reality technology artworks will become more
realistic and interactive when taking a pictures or videos.

CONCLUSIONS

The study concludes that the country can able to connect with this kind of technology and bring
new attraction of entertainment. According to Statista a research company, in 2017 approximately 24%
of gamers of the Philippines where male and 21% ay female. This statistic report is factored in various
gaming activities technology like phones(mobile gamers), computers, etc. In year 2017, the population of
the country hits 104 mil and has 29.9 million gamers that makes 28.67 % of the country's population in
that year. Base on Newzoo, a global market intelligence company with an interest in games, mobiles, and
e-sports. That makes the gaming industry in the country rank 29 worldwide in terms of game revenues,
making 29.9 million gamers in the Philippines, spending a total of $354 million. In 2018 the country hits
rank 26 worldwide in terms of gaming revenues spending a total of $478 million with 107 million population
in that year and makes 61.68% of the population are gamers ( classified as casual, heavy gamers, people
who just plays varies of games for a few minutes of time).

With this statistic numbers the country can capable of housing this kind of project that brings the
newest technology of entertainment. The trend of this technology has been gradually increase since the
year 2017 as the Japan opens its first largest VR center followed by China that opens its VR and AR
theme park in year 2018.

The idea is to bring more attraction that will produce and attracts visitors locally and
internationally. Gives an active and an mind blowing experience to enter the new world of technology and
new set of experiencing the booming industry of VR and AR. The functional integrity of the project will be
subjected to interacting zones and aesthetically epic themed design that will be pleasing and will
emphasize and bring the architectural integrity into new combination of technology.

RECOMMENDATIONS

The visitors could enjoy every part of the structure as it is built for interactive space the promise
of the Project for learning lies in the fact that they Are fun, provide immediate feedback, and allow Users
to experiment in a realistic environment With no real world effect or consequences. The project cosmos
allows people to interact in a virtual environment and promotes deep thinking skills of strategy and in
educational enhancement when engage in the virtual Augmented technology. The studies suggest that
this kind of technology will help the country in terms of revenues in the gaming industry and bring the
newest form of entertainment that the technology brought from decades of development.

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