Enterprise-level architecture for interactive web-based 3D visualization of geo-referenced repositories

Author(s):  
Bruno Simões ◽  
Giuseppe Conti ◽  
Stefano Piffer ◽  
Raffaele de Amicis
2018 ◽  
pp. 31-63 ◽  
Author(s):  
Lukáš Herman ◽  
Tomáš Řezník ◽  
Zdeněk Stachoň ◽  
Jan Russnák

Various widely available applications such as Google Earth have made interactive 3D visualizations of spatial data popular. While several studies have focused on how users perform when interacting with these with 3D visualizations, it has not been common to record their virtual movements in 3D environments or interactions with 3D maps. We therefore created and tested a new web-based research tool: a 3D Movement and Interaction Recorder (3DmoveR). Its design incorporates findings from the latest 3D visualization research, and is built upon an iterative requirements analysis. It is implemented using open web technologies such as PHP, JavaScript, and the X3DOM library. The main goal of the tool is to record camera position and orientation during a user’s movement within a virtual 3D scene, together with other aspects of their interaction. After building the tool, we performed an experiment to demonstrate its capabilities. This experiment revealed differences between laypersons and experts (cartographers) when working with interactive 3D maps. For example, experts achieved higher numbers of correct answers in some tasks, had shorter response times, followed shorter virtual trajectories, and moved through the environment more smoothly. Interaction-based clustering as well as other ways of visualizing and qualitatively analyzing user interaction were explored.


2014 ◽  
Vol 3 (3) ◽  
pp. 35-49 ◽  
Author(s):  
Jan Klimke ◽  
Benjamin Hagedorn ◽  
Jürgen Döllner

Virtual 3D city models provide powerful user interfaces for communication of 2D and 3D geoinformation. Providing high quality visualization of massive 3D geoinformation in a scalable, fast, and cost efficient manner is still a challenging task. Especially for mobile and web-based system environments, software and hardware configurations of target systems differ significantly. This makes it hard to provide fast, visually appealing renderings of 3D data throughout a variety of platforms and devices. Current mobile or web-based solutions for 3D visualization usually require raw 3D scene data such as triangle meshes together with textures delivered from server to client, what makes them strongly limited in terms of size and complexity of the models they can handle. This paper introduces a new approach for provisioning of massive, virtual 3D city models on different platforms namely web browsers, smartphones or tablets, by means of an interactive map assembled from artificial oblique image tiles. The key concept is to synthesize such images of a virtual 3D city model by a 3D rendering service in a preprocessing step. This service encapsulates model handling and 3D rendering techniques for high quality visualization of massive 3D models. By generating image tiles using this service, the 3D rendering process is shifted from the client side, which provides major advantages: (a) The complexity of the 3D city model data is decoupled from data transfer complexity (b) the implementation of client applications is simplified significantly as 3D rendering is encapsulated on server side (c) 3D city models can be easily deployed for and used by a large number of concurrent users, leading to a high degree of scalability of the overall approach. All core 3D rendering techniques are performed on a dedicated 3D rendering server, and thin-client applications can be compactly implemented for various devices and platforms.


2013 ◽  
Vol 11 (4) ◽  
pp. 1-16 ◽  
Author(s):  
Ming-Shiou Kuo ◽  
Tsung-Yen Chuang

The teaching of 3D digital game design requires the development of students’ meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to visualize ideas from imagination. Therefore, 3D visualization is a key skill in this context. To help students fully focus on game design rather than on complicated 3D modeling or animation skills, this study developed an authoring package that is integrated with Google 3D Warehouse, SketchUp, and a web-based 3D multi-user platform: 3D Cyber Worlds. The proposed game design authoring package was used with 53 college students for one semester, while a total of 108 students were involved in the overall study. The results indicate that the package achieved its aim of in assisting students in the game design process, including that of 3D modeling, and is feasible for future development using advance web technologies. Examples of the students’ game design projects and feedback on the use of this authoring package are also presented and discussed.


Author(s):  
Kevin Foltz ◽  
William R. Simpson

The Enterprise Level Security (ELS) model focuses on designing secure, distributed web-based systems starting from basic principles. One area of ELS that poses significant design challenges is protection of web server private keys in a public cloud. Web server private keys are of critical importance because they control who can act as the server to represent the enterprise. This includes responding to requests as well as making requests within the enterprise and to its partners. The cloud provider is not part of this trusted network of servers, so the cloud provider should not have access to server private keys. However, current cloud systems are designed to allow cloud providers free access to server private keys. This paper proposes design solutions to securely manage private keys in a public cloud. An examination of commonly used approaches demonstrates the ease with which cloud providers can currently control server private keys. Two designs are proposed to prevent cloud provider access to keys, and their implementation issues are discussed.


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