Modeling three-dimensional terrain in urban propagation environment using geospatial data in cyberspace

Author(s):  
Zhengqing Yun ◽  
Soo Yong Lim ◽  
M F Iskander
2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Bernhard Jenny ◽  
Kadek Ananta Satriadi ◽  
Yalong Yang ◽  
Christopher R. Austin ◽  
Simond Lee ◽  
...  

<p><strong>Abstract.</strong> Augmented reality (AR) and virtual reality (VR) technology are increasingly used for the analysis and visualisation of geospatial data. It has become simple to create an immersive three-dimensional AR or VR map with a combination of game engines (e.g., Unity), software development kits for streaming and rendering geospatial data (e.g., Mapbox), and affordable hardware (e.g., HTC Vive). However, it is not clear how to best interact with geospatial visualisations in AR and VR. For example, there are no established standards to efficiently zoom and pan, select map features, or place markers on AR and VR maps. In this paper, we explore interaction with AR and VR maps using gestures and handheld controllers.</p><p>As for gesture-controlled interaction, we present the results of recent research projects exploring how body gestures can control basic AR and VR map operations. We use motion-tracking controllers (e.g., Leap Motion) to capture and interpret gestures. We conducted a set of user studies to identify, explore and compare various gestures for controlling map-related operations. This includes, for example, mid-air hand gestures for zooming and panning (Satriadi et al. 2019), selecting points of interest, adjusting the orientation of maps, or placing markers on maps. Additionally, we present novel VR interfaces and interaction methods for controlling the content of maps with gestures.</p><p>As for handheld controllers, we discuss interaction with exocentric globes, egocentric globes (where the user stands inside a large virtual globe), flat maps, and curved maps in VR. We demonstrate controller-based interaction for adjusting the centre of world maps displayed on these four types of projection surfaces (Yang et al. 2018), and illustrate the utility of interactively movable VR maps by the example of three-dimensional origin-destination flow maps (Yang et al. 2019).</p>


Sensors ◽  
2020 ◽  
Vol 20 (20) ◽  
pp. 5967
Author(s):  
Ahyun Lee ◽  
Yoon-Seop Chang ◽  
Insung Jang

Digital twin technology based on building a virtual digital city similar to a real one enables the simulation of urban phenomena or the design of a city. A geospatial platform is an essential supporting component of digital twin cities. In this study, we propose a planetary-scale geospatial open platform that can be used easily in the most widely used game engine environment. The proposed platform can visualize large-capacity geospatial data in real time because it organizes and manages various types of data based on quadtree tiles. The proposed rendering tile decision method provides constant geospatial data visualization according to the camera controls of the user. The platform implemented is based on Unity3D, and therefore, one can use it easily by importing the proposed asset library. The proposed geospatial platform is available on the Asset Store. We believe that the proposed platform can meet the needs of various three-dimensional (3-D) geospatial applications.


2021 ◽  
Vol 3 (2) ◽  
pp. 127-132
Author(s):  
Olesya I. Malygina ◽  
Ekaterina A. Popp ◽  
Inna N. Yevsyukova

The third digital revolution leads to the emergence of a huge amount of geospatial data. A digital double is a digital three-dimensional copy of a real-world environment in which all available geospatial data is presented in a geo-referenced and object-oriented manner. Semantically enriched three-dimensional models of cities with reference to artificial intelligence can become powerful centers of integrated information for computer spatial analysis of cities and their modern development as independent managed units.


Information ◽  
2020 ◽  
Vol 11 (9) ◽  
pp. 425
Author(s):  
Maxim Spur ◽  
Vincent Tourre ◽  
Erwan David ◽  
Guillaume Moreau ◽  
Patrick Le Callet

Virtual reality (VR) headsets offer a large and immersive workspace for displaying visualizations with stereoscopic vision, as compared to traditional environments with monitors or printouts. The controllers for these devices further allow direct three-dimensional interaction with the virtual environment. In this paper, we make use of these advantages to implement a novel multiple and coordinated view (MCV) system in the form of a vertical stack, showing tilted layers of geospatial data. In a formal study based on a use-case from urbanism that requires cross-referencing four layers of geospatial urban data, we compared it against more conventional systems similarly implemented in VR: a simpler grid of layers, and one map that allows for switching between layers. Performance and oculometric analyses showed a slight advantage of the two spatial-multiplexing methods (the grid or the stack) over the temporal multiplexing in blitting. Subgrouping the participants based on their preferences, characteristics, and behavior allowed a more nuanced analysis, allowing us to establish links between e.g., saccadic information, experience with video games, and preferred system. In conclusion, we found that none of the three systems are optimal and a choice of different MCV systems should be provided in order to optimally engage users.


Author(s):  
Julian Keil ◽  
Dennis Edler ◽  
Thomas Schmitt ◽  
Frank Dickmann

AbstractModern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly. In addition, recent advances of game engine capabilities enable effortless implementation of virtual reality (VR) compatibility. 3D environments created with VR compatibility can be experienced from an egocentric and stereoscopic perspective that surpasses the immersion of the ‘classical’ screen-based perception of 3D environments. Not only game developers benefit from the possibilities provided by game engines. The ability to use geospatial data to shape virtual 3D environments opens a multitude of possibilities for geographic applications, such as construction planning, spatial hazard simulations or representation of historical places. The multi-perspective, multimodal reconstruction of three-dimensional space based on game engine technology today supports the possibility of linking different approaches of geographic work more closely. Free geospatial data that can be used for spatial reconstructions is provided by numerous national and regional official institutions. However, the file format of these data sources is not standardized and game engines only support a limited number of file formats. Therefore, format transformation is usually required to apply geospatial data to virtual 3D environments. This paper presents several workflows to apply digital elevation data and 3D city model data from OpenStreetMap and the Open.NRW initiative to Unity-based 3D environments. Advantages and disadvantages of different sources of geospatial data are discussed. In addition, implementation of VR compatibility is described. Finally, benefits of immersive VR implementation and characteristics of current VR hardware are discussed in the context of specific geographic application scenarios.


2021 ◽  
Author(s):  
Mihal Miu ◽  
Xiaokun Zhang ◽  
M. Ali Akber Dewan ◽  
Junye Wang

Geospatial information plays an important role in environmental modelling, resource management, business operations, and government policy. However, very little or no commonality between formats of various geospatial data has led to difficulties in utilizing the available geospatial information. These disparate data sources must be aggregated before further extraction and analysis may be performed. The objective of this paper is to develop a framework called PlaniSphere, which aggregates various geospatial datasets, synthesizes raw data, and allows for third party customizations of the software. PlaniSphere uses NASA World Wind to access remote data and map servers using Web Map Service (WMS) as the underlying protocol that supports service-oriented architecture (SOA). The results show that PlaniSphere can aggregate and parses files that reside in local storage and conforms to the following formats: GeoTIFF, ESRI shape files, and KML. Spatial data retrieved using WMS from the Internet can create geospatial data sets (map data) from multiple sources, regardless of who the data providers are. The plug-in function of this framework can be expanded for wider uses, such as aggregating and fusing geospatial data from different data sources, by providing customizations to serve future uses, which the capacity of the commercial ESRI ArcGIS software is limited to add libraries and tools due to its closed-source architectures and proprietary data structures. Analysis and increasing availability of geo-referenced data may provide an effective way to manage spatial information by using large-scale storage, multidimensional data management, and Online Analytical Processing (OLAP) capabilities in one system.


2012 ◽  
Vol 170-173 ◽  
pp. 2794-2798
Author(s):  
Jian Chun Fu ◽  
Song Yan

After making deep analysis of the geospatial data organization mode, data clipping, data extraction, data mosaic of terrain original data, which are based on geospatial database theories such as ArcGis, GeoDataBase, are studied in detail. This research, beneficial for sharing and inter-operation of spatial information, makes it possible the realization of the three-dimensional visualization in Yuntai Mountain area of Jiaozuo.


Author(s):  
Megen Brittell

Sonification of geospatial data must situate data values in two (or three) dimensional space. The need to position data values in space distinguishes geospatial data from other multi-dimensional data sets. While cartographers have extensive experience preparing geospatial data for visual display, the use of sonification is less common. Beyond availability of tools or visual bias, an incomplete understanding of the implications of parameter mappings that cross conceptual data categories limits the application of sonification to geospatial data. To catalyze the use of audio in cartography, this paper explores existing examples of parameter mapping sonification through the framework of the geographic data cube. More widespread adoption of auditory displays would diversify map design techniques, enhance accessibility of geospatial data, and may also provide new perspective for application to non-geospatial data sets.


2009 ◽  
Vol 12 (18) ◽  
pp. 32-36
Author(s):  
Duc Trong Tran

Despite considerable research, GIS remains two-dimensional or three-dimensional operation, with limiting capability in working with time dimension. As an additional effort in temporal GIS research, the Author adapts "Base State with Amendments Model” and develops corresponding temporal GIS module for managing historical parcel data. This module, based on ArcObject of ArcGIS, allows to rebuild and display parcel historical tree or to rebuild parcel region state at a specific point in time. Illustration results prove great potential in applying temporal GIS module in temporal parcel data management.


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