10 Electrical System - Lighting - PT

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2014-06-17

Lecture 10 Lighting Design

Ajou University
School of Architecture

Lighting Design

 Good lighting : Providing both the proper


proper quantity
quantity and proper quality of light to
perform a task

 Lighting designed to minimize energy use

 Lighting design is dependent on the lamps or luminaries, that are available to


provide light.

 One of the basic elements of every luminaire is the way it delivers light to the
space. This is shown graphically with a candlepower distribution curve,
curve which
shows how much light is output at all angles from the luminaire.

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Lighting Design
 The Illuminating Engineering Society (IES) has established a method for determining a
range of illumination levels in lux(footcandles) appropriate to particular design conditions.

Lighting Calculations

 Lighting Calculations = Determining the quantity of light in a space.

1. Point Method
 When light source is truly small (as a point) or very small, the illumination on a
surface varies directly with the luminous intensity of the source and inversely with
the square of the distance between the source and the point.
(1) If the surface is perpendicular to the direction of the source, then the
illumination is determined by : E= I / d2 (The Inverse Square Law)
where d = the distance from the light source

[Example] If the illuminance on a surface is 40 lux at a distance of 0.5 meters from the
light source, the illuminance decreases to ( 10 ) lux at a distance of 1 meter.

Source : Lighting Research Center, Illumination Fundamentals 3

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Lighting Calculations

(2) For surfaces that are not perpendicular :


Eθ = E cosθ = I cosθ / d2 (Lambert’s Cosine Law )

- Lambert’s cosine law states that the illuminance falling on any surface depends
on the cosine of the light’s angle of incidence, θ.

Source : Lighting Research Center, Illumination Fundamentals 4

Lighting Calculations

2. Lumen Method (Zonal cavity method)


 When light source is large (as a fluorescent lamp), or is diffused (as luminaires
with diffused lens), several variables should be considered.
(1) Lumen output of each lamp (LL)
(2) Number of lamps in each luminaire (n)
(3) Number of luminaires (N)
(4) Coefficient of utilization (CU) = Efficiency of the luminaire = Utilization factor
- Ratio of lumens received on surface to lumens emitted by light source
- It represents the fact that not all the lumens produced by the lamps reach the work surface.
- It depends on fixture design and characteristics of the room (size, surface reflectance).

(5) Light
Light loss
loss factor
factor (LLF)
(LLF) : Amount of light that will be lost due to :
- Lamp
Lamp lumen
lumen depreciation
depreciation(LLD)
(LLD) : light loss with age
- Luminaire
Luminaire dirt
dirt depreciation
depreciation factor
factor (DDF)
(DDF) : light loss due to accumulated dirt, on lamps
based on the kind of environment in which they operate.
- Additional factors : lamp burnout, room surface dirt, operating voltage
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Lighting Calculations

2. Lumen Method (Zonal cavity method)


 The illumination is determined by :

N × n × LL × CU × LLF ) / A
E = Luminous flux / Area = F / A = (N

where N = Number of luminaires


n = Number of lamps in each luminaire
LL = Lumen output of each lamp
CU = Coefficient of utilization
LLF = Light loss factor = LLD× DDF

 To calculate the numbers of luminaires required in a room to maintain a given


illumination level :

N = EE×
×AA/ /nn× LL×
×LL CU×
×CU ×LLF
LLF

Lighting Calculations

Coefficient of Utilization (CU)

 CU is provided by the manufacturer and takes into account


- the pattern
pattern of
of light-distribution
light-distribution from the whole fitting,
- its light-distribution efficiency,
shape and
- the shape and size
size of
of the
the room
room for which it is being designed, and
- the reflectivity of the ceiling and walls.

 Determining the CU of a luminaire :


RoomIndex
Step 1 : Calculate the Room Index
Step 2 : Determine the reflectance of each zone
Step 3 : Determine the CU of the lighting system for the space or room

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Lighting Calculations

Coefficient of Utilization (CU)

▶ Step 1 : Calculate the Room Index

W ×L
RI =
hrc (W + L)

W : Room width (m)


L : Room length (m)
hrc : Height of the luminaires above the working plane(m)

▶ Step 2 : Determine the reflectance of each zone


Table 11.2 Reflectance for painted surface

Reflectance (%)

Source : D.V. Chadderton, Building Service Engineering 8

Lighting Calculations

Coefficient of Utilization (CU)

▶ Step 3 : Determine the CU of the lighting system for the space or room
- Use the manufacturer’s furnished photometric data

Table 11.3 Coefficient of Utilization (CU) for a bare fluorescent luminaires fitting with two 58W 1500mm lamps (%)

Reflectance (%)

Source : D.V. Chadderton, Building Service Engineering 9

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Electrical Systems in Buildings

Source : W.K.Y. Tao et al. Mechanical and electrical systems in buildings 10

Source : W.K.Y. Tao et al. Mechanical and electrical systems in buildings 11

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Electrical Systems in Buildings

Source : W.K.Y. Tao et al. Mechanical and electrical systems in buildings 12

Source : D.V. Chadderton, Building Service Engineering 13

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Electrical Systems in Buildings

Source : W.K.Y. Tao et al. Mechanical and electrical systems in buildings 14

Lighting Calculations

Example

Using the lumen method, calculate the number of luminaire of a lighting design
for a small office.
 Room dimension: length 9m, width 7m, ceiling height 3m
 Room finishes :base ceiling 70%, wall 30%
 Work plane: 0.75m above floor
 Luminaire: recessed luminaire with two 58W 1500mm lamps [Table 11-3]
 Lamp : fluorescent, 40W, 3000lm
 LLF : 70%
 Illumination level : 300lx

Work plane

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Design Consideration
 The quality of light is just as important as the amount of light provided. Important
uniformity
considerations are glare, contrast, color, and uniformity.

Glare : direct and indirect


 Direct glare results when a light source in the field of vision causes discomfort and
interference with the visual task. Not all visible light sources cause direct glare
problems. The extent of the problem depends on the brightness of the source, its
position, the background illumination, and the adaptation of the eye to the environment.
visual comfort
- In order to evaluate the direct glare problem, the visual comfortprobability
probability(VCP)
(VCP)
factor was developed. This factor is the percentage of normal observers who may
be expected to experience visual comfort in a particular environment with a
particular lighting situation. A VCP of 70 or higher is considered acceptable for
visual comfort.

 Indirect (reflected) glare occurs when a light source is reflected from a viewed surface
into the eye. If it interferes with the viewing task, it is also called veiling reflection
veiling reflection.
The effect of reflected glare is to decrease the contrast of the task and its background.

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Design Consideration

Contrast
 Contrast is the difference in illumination level between one point and nearby points.
Because people see by contrast, it is vital to the quality of an environment. (a
printed word is visible…)
 Too much contrast can be detrimental. It is difficult to se fine detail on a small,
dark object when the object is viewed against a bright background because the eye
has adapted (the iris of the eye is smaller) to the brighter background and cannot
admit enough light to see the darker object. The eye adapts by opening and closing
the iris, but this causes eye strain and fatigue.

Color
 Color
Colortemperature
temperature : Lower temperature, such as 3100K are
relatively warm colors like that of a warm white fluorescent light.
Higher color temperature, such as 5000 to 6000K, are cool colors
with a high percentage of blue.
 Color
ColorRendering Index
rendering index

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Design Consideration

Uniformity (Brightness ratios)


- For good visual performance such as that required in an office, the brightness rations
should be kept within the limits.
Ratio Areas Example
3:1 Task to immediate surroundings Book to desk top
5:1 Task to general surroundings Book to nearby partitions
10 : 1 Task to remote surroundings Book to remote wall
20 : 1 Light source to large adjacent area Window to adjacent wall

Fig. 12.10c Although this room has more than enough Fig. 12.10d Additional illumination on the vertical
illumination on the horizontal work surface, it appears surface makes this room appear as well illuminated as
dark because of the low brightness of the vertical surface the table actually is.

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Luminaire Types

Surface-mounted fixtures
 Surface-mounted fixtures are among the most commonly used types for residential
and commercial buildings.
 The luminaire is directly attached to the finished surface of the ceiling, directing all or
a majority of the light into the room.
 These fixtures are use where there is not sufficient space above the ceiling to recess a
fixture or where fixtures are added after the ceiling has been constructed.

Recessed fixtures
 Recessed fixtures are used in both residential and commercial construction and include
both incandescent and fluorescent lights.

Suspended fixtures
 Luminaires dropped below the level of the ceiling.
 These include direct incandescent or fluorescent fixtures, track lighting, indirect
systems, chandeliers, and other types of specialty lights.
 The fixture must be located far enough below the ceiling to allow for the proper spread
of light to bounce off the surface. 19

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Luminaire Types

Wall-mounted luminaires
 Wall-mounted luminaires can provide indirect, direct-indirect, or direct lighting.
 Cove lighting can also be mounted on a wall near the ceiling and will indirectly light either
the ceiling or the wall depending on how it is shielded.

Furniture-mounted lighting
 Furniture-mounted lighting is common with task-ambient systems.
 Individual lights are built unto the furniture above the work surface to provide sufficient
task illumination, whereas uplighting is provided by lights either built into the upper
portions of the furniture or as freestanding elements.

Freestanding light fixtures

 Freestanding light fixtures include items such as floor lamps

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