scholarly journals Ecologically Sound Procedural Generation of Natural Environments

2017 ◽  
Vol 2017 ◽  
pp. 1-17 ◽  
Author(s):  
Benny Onrust ◽  
Rafael Bidarra ◽  
Robert Rooseboom ◽  
Johan van de Koppel

Current techniques for the creation and exploration of virtual worlds are largely unable to generate sound natural environments from ecological data and to provide interactive web-based visualizations of such detailed environments. We tackle this challenge and propose a novel framework that (i) explores the advantages of landscape maps and ecological statistical data, translating them to an ecologically sound plant distribution, and (ii) creates a visually convincing 3D representation of the natural environment suitable for its interactive visualization over the web. Our vegetation model improves techniques from procedural ecosystem generation and neutral landscape modeling. It is able to generate diverse ecological sound plant distributions directly from landscape maps with statistical ecological data. Our visualization model integrates existing level of detail and illumination techniques to achieve interactive frame rates and improve realism. We validated with ecology experts the outcome of our framework using two case studies and concluded that it provides convincing interactive visualizations of large natural environments.

2021 ◽  
Vol 5 (1) ◽  
pp. 21-30
Author(s):  
Lasmedi Afuan ◽  
◽  
Nofiyati Nofiyati ◽  
Nasichatul Umayah ◽  
◽  
...  

Garbage is the residual material resulting from a production process, both industry and households. Based on Brebes district's statistical data, the Paguyangan sub-district is in fourth place with an average of 249.62 m3 of garbage per day. Paguyangan is one of the villages in the Paguyangan sub-district. Paguyangan has a garbage problem where people still have the habit of throwing garbage in the river and yards around the house. Based on this, the Paguyangan Village Hall plans to build a garbage bank to overcome the problem. A garbage bank managed activities such as recording saving's transactions. This study conducted a web-based design of the Garbage Bank Information System (SIBS). SIBS is an information system used to help process garbage transactions at a garbage bank. The purpose of this SIBS is to facilitate officers and customers in processing services at the garbage bank. The methodology used in system development is the Waterfall method. SIBS development uses PHP as a programming language and MySql as the DBMS. The result of this research is an information system that can be used in the management of Waste Management transactions. The results of system testing using Black box Testing and Mean Opinion Score (MOS) obtained that all components in this system are running well according to needs.


1970 ◽  
Vol 4 (1) ◽  
Author(s):  
Richard L Gilbert

The P.R.O.S.E. (Psychological Research on Synthetic Environments) Project was established to investigate the psychology of 3D virtual worlds. Under the auspices of the project, a systematic program of in-world behavioral research is being conducted that addresses three core questions related to the psychology of 3D immersive environments: What are the characteristics of active participants in virtual worlds? Do the principles of psychology that operate in the real world also apply to the virtual world? Do experiences in the virtual world have the capacity to influence behavior and subjective experience in the real world? The current paper describes a series of studies that examine each of these questions and outlines future directions for the project. If projections for a highly populated, ubiquitously accessible (web-based), and seamlessly integrated (interoperable) network of virtual worlds are borne out, a new realm of psychological reality and interaction will have been created that will be increasingly important for behavioral scientists to investigate and understand.


Author(s):  
H. William Killam ◽  
Paul K. Han

There has been a significant amount of research looking at the issue of displaying statistical data to the general public. Much of this work has been in the area of presenting risk data. Despite a significant amount of research, many organizations still fail to utilize this research when presenting this information in web-based tools and applications. This paper reviews a specific effort to apply this research knowledge to the design of a specific tool for displaying risk data to the general public.


2019 ◽  
Vol 3 ◽  
pp. 157
Author(s):  
Fala Cramond ◽  
Alison O'Mara-Eves ◽  
Lee Doran-Constant ◽  
Andrew SC Rice ◽  
Malcolm Macleod ◽  
...  

Background: The extraction of data from the reports of primary studies, on which the results of systematic reviews depend, needs to be carried out accurately. To aid reliability, it is recommended that two researchers carry out data extraction independently. The extraction of statistical data from graphs in PDF files is particularly challenging, as the process is usually completely manual, and reviewers need sometimes to revert to holding a ruler against the page to read off values: an inherently time-consuming and error-prone process. Methods: To mitigate some of the above problems we integrated and customised two existing JavaScript libraries to create a new web-based graphical data extraction tool to assist reviewers in extracting data from graphs. This tool aims to facilitate more accurate and timely data extraction through a user interface which can be used to extract data through mouse clicks. We carried out a non-inferiority evaluation to examine its performance in comparison to standard practice. Results: We found that the customised graphical data extraction tool is not inferior to users’ prior preferred current approaches. Our study was not designed to show superiority, but suggests that there may be a saving in time of around 6 minutes per graph, accompanied by a substantial increase in accuracy. Conclusions: Our study suggests that the incorporation of this type of tool in online systematic review software would be beneficial in facilitating the production of accurate and timely evidence synthesis to improve decision-making.


2018 ◽  
Vol 13 (1) ◽  
pp. 54-76 ◽  
Author(s):  
Juho-Pekka Virtanen ◽  
Hannu Hyyppä ◽  
Matti Kurkela ◽  
Matti T Vaaja ◽  
Tuulia Puustinen ◽  
...  

Digital 3D geometric models have become a central tool for geo-information. For many participatory and collaborative applications, distributing these models easily is essential. Several technical solutions exist for creating online systems that facilitate the study of 3D models in the context of the built environment. To provide an overview on browser based interactive 3D visualizations, we present a set of existing systems applied in Finland, and discuss their common properties and differences. To obtain first-hand experience, we experiment with an online 3D application development platform. The systems studied show a high potential for browser based 3D applications: interactive visualizations with multi-user characteristics and dynamic elements can be built by leveraging the 3D web technologies. Finally, we suggest a framework for discussing browser based 3D systems, covering the spectrum of possibilities available in modern web-based 3D for built environment applications.


Author(s):  
Werner Gaisbauer ◽  
Helmut Hlavacs

On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games did with only four people (in the beginning) for the recently released game No Man's Sky. Following in the footsteps of Hello Games, this paper tries to equip the reader with an overview about the state-of-the-art of how to build such a virtual world, i.e., a populated virtual city with buildings, streets, parks, vegetation, humans, and vehicles, using just PCG assets. Each PCG asset that is envisioned to bring the city to life is grouped and discussed in detail and the latest research trends in PCG are presented together with open questions. Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets. The city can then be used for many applications like games, virtual reality (VR), or film.


2015 ◽  
Vol 7 (1) ◽  
pp. 47-64 ◽  
Author(s):  
Miguel Candeias ◽  
Maria G.A.D. Reis ◽  
Joaquim J. Escola ◽  
Manuel Cabral Reis

The authors propose a web-based system to support students' homework, and letting their parents have access to it. From the teacher's point of view, the authors believe that one of the major advantages of their system is time saving. Like other systems available, this system gathers statistical data concerning different groups of students selected by the teacher. From these data on, the teacher can easily see where students are having problems and decide what to do next. From the student's point of view, the authors elected as main advantages of this system the prompt feedback about the exercises correctness, added to the training with different exercises sets about the same subject, besides the utilization of video, color, sound, etc., that positively reinforce child's senses. Their previous results show that students prefer to solve exercises in digital form, rather than exercises in paper form, also showing a more positive attitude towards the former. Also, the authors have seen that the use of computers has enabled the development of tactile sensitivity and motor coordination in children with special education needs.


Author(s):  
Jean-Eric Pelet ◽  
Benoît Lecat

The authors’ research examines the effectiveness of a web-based virtual learning environment (VLE) in the context of management studies. This article provides two main contributions. First, an exploratory study introduces and describes the concept of VLE applied to the training of seven students in an “interactivity design” (IS) course. Second, a confirmatory study conducted with 168 students in management presents a framework of VLE application in the context of management courses (MS). Results indicate that in the context of management studies, singular differences in the knowledge of VLEs exist between low/high skilled students. Even if a VLE can benefit skilled students, low skilled students must first understand and appreciate the full meaning of VLEs. A VLE leads to good training of students in IS courses. However, its existence must be communicated more intensively in the context of managerial studies. Furthermore, these students will need to be trained before achieving a sufficient level of competency to be able to manage projects using Second Life (SL).


Author(s):  
Keysha I. Gamor

Experiential learning has long been touted as critical to deep understanding, learning, and ownership of knowledge. Technology has ushered in many new ways for people to interact; a virtual world is one such category of technological tools that enhance engagement in a learning experience. Using a virtual world for instruction does not and should not be an ‘all or nothing’ proposition. Virtual worlds are flexible, rich, collaborative environments which can be used in a variety of ways to augment a traditional, instructor-led course, Web-based courses, and other types of courseware, in addition to serving as a ‘stand-alone’ solution. Grounded in experiential learning and constructivist theory, this chapter explores ways in which one may exploit the flexibility of a virtual world to meet the real-life demands of traditional courses.


2019 ◽  
pp. 330-347 ◽  
Author(s):  
Flavia Santoianni ◽  
Alessandro Ciasullo

The aim of this research is to deepen how digital education has been intertwined with spatial education throughout the evolution of technology resources. In the last years, the user experience has been improved by open-source, collaborative user-generated, and immersive content – starting from multimedia/hypermedia architectures to synthetic learning environments. This research analyses which spatial design principles have influenced multimedia/hypermedia, collaborative web 2.0 interfaces, and more recently the synthetic environments of virtual worlds. The evolution of technology resources supports the hypothesis of a continuous intertwining between digital and spatial education since multimedia/hypermedia architectures, in which spatial knowledge may play a significant role in web-based design according to individual differences in hypermedia fruition, prior knowledge in the field, and personal experience in web-based instruction. In collaborative user-generated content technology, visual presentation facilitates learning co-construction and spaces are intended as synchronous and asynchronous virtual knowledge spaces of communication. In 3D virtual learning environments, spatial interaction is really developed and may open full accessibility to further studies on digital and spatial education. In the joined field of learning and ICT, the main scope of digital technology knowledge sharing, and re-shaping, is the enhancement of digital skills based on experiences in educational activities and the re-thinking of the nature and the format of educational curriculum to implement more experiences in the digital – and, possibly, spatial – fields.


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