Geology from real field to 3D modeling and Google Earth virtual environments: Methods and goals from the Apennines (Furlo Gorge, Italy)

Author(s):  
Mauro De Donatis ◽  
Sara Susini ◽  
Marco Foi
2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Yea Som Lee ◽  
Bong-Soo Sohn

3D maps such as Google Earth and Apple Maps (3D mode), in which users can see and navigate in 3D models of real worlds, are widely available in current mobile and desktop environments. Users usually use a monitor for display and a keyboard/mouse for interaction. Head-mounted displays (HMDs) are currently attracting great attention from industry and consumers because they can provide an immersive virtual reality (VR) experience at an affordable cost. However, conventional keyboard and mouse interfaces decrease the level of immersion because the manipulation method does not resemble actual actions in reality, which often makes the traditional interface method inappropriate for the navigation of 3D maps in virtual environments. From this motivation, we design immersive gesture interfaces for the navigation of 3D maps which are suitable for HMD-based virtual environments. We also describe a simple algorithm to capture and recognize the gestures in real-time using a Kinect depth camera. We evaluated the usability of the proposed gesture interfaces and compared them with conventional keyboard and mouse-based interfaces. Results of the user study indicate that our gesture interfaces are preferable for obtaining a high level of immersion and fun in HMD-based virtual environments.


Author(s):  
L. Inzerillo ◽  
F. Leto Barone ◽  
R. Roberts

<p><strong>Abstract.</strong> This paper presents a pipeline that aims at illustrating the procedure to realize a 3D model of a complex building integrating the UAV and terrestrial images and modifying the 3D model in order to publish to Google Earth in an interactive modality so as to provide better available models for visualization and use. The main steps of the procedure are the optimization of the UAV flight, the integration of the different UAV and ground floor images and the optimization of the model to be published to GE. The case study has been identified in a building, The Eremo di Santa Rosalia Convent in Sicily which hash more staggered elevations and located in the hills of the hinterland and of which, the online platform only indicate the position on Google Maps (GM) and Google Earth (GE) with a photo from above and a non-urban road whose GM path is not corresponding with the GE photo. The process highlights the integration of the models and showcases a workflow for the publication of the combined 3D model to the GE platform. </p>


The main argument is shifting from 2D to 3D is in the beginning stages and creating 3D building is not trivial but a complex process. 3D building can be combined with the maps on Google Earth to provide geological knowledge. The location details in Google Map in Satellite view are not up to date. The map’s image shown in 2D mapping modelling should be substituted by 3D modelling to provide clearer visual view of the location. The main objective in this project is to construct an interactive 3D model of UTHM campus Pagoh that provide latest information about the developed building in UTHM Pagoh on Google Earth. Unmanned Aerial Vehicles (UAV) has to be launced to collect footage of UTHM campus Pagoh and continue 3D modeling by using SketchUp software. Sketch up is one of the modelling software that employed to construct 3D building. The building of UTHM campus Pagoh models is presented in visual video. Lastly, 3D building was merged onto Google Earth and a visualization video is made to demonstrate the UTHM campus Pagoh in the context of real life scene.


Author(s):  
Thomas D. Fincannon ◽  
Tim Smoker ◽  
Michael Pate

The purpose of this study was to examine various levels of anthropomorphism on perceived intensities of emotion with 3D computer images. Previous research has indicated that less attention to detail in virtual environments and lower levels of anthropomorphism in images result in greater levels of presence and social presence respectively. Images were designed to be happy, sad, or neutral in both high and low anthropomorphic conditions. Participants observed the images and rated the intensity of the expressed emotion on a 7-point Likert Scale. The intensity of expressed emotion for happy and sad conditions was averaged for each participant. Using this average, the low anthropomorphic condition reported significantly greater intensities of emotion than the high anthropomorphic condition. There were no significant differences between high and low anthropomorphic conditions of the neutral face.


Author(s):  
Calvin Davis ◽  
Jaired Collins ◽  
Joshua Fraser ◽  
Haoxiang Zhang ◽  
Shizeng Yao ◽  
...  

2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

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