scholarly journals When the display matters: A multifaceted perspective on 3D geovisualizations

2017 ◽  
Vol 9 (1) ◽  
Author(s):  
Vojtěch Juřík ◽  
Lukáš Herman ◽  
Čeněk Šašinka ◽  
Zdeněk Stachoň ◽  
Jiří Chmelík

AbstractThis study explores the influence of stereoscopic (real) 3D and monoscopic (pseudo) 3D visualization on the human ability to reckon altitude information in noninteractive and interactive 3D geovisualizations. A two phased experiment was carried out to compare the performance of two groups of participants, one of them using the real 3D and the other one pseudo 3D visualization of geographical data. A homogeneous group of 61 psychology students, inexperienced in processing of geographical data, were tested with respect to their efficiency at identifying altitudes of the displayed landscape. The first phase of the experiment was designed as non-interactive, where static 3D visual displayswere presented; the second phase was designed as interactive and the participants were allowed to explore the scene by adjusting the position of the virtual camera. The investigated variables included accuracy at altitude identification, time demands and the amount of the participant’s motor activity performed during interaction with geovisualization. The interface was created using a Motion Capture system, Wii Remote Controller, widescreen projection and the passive Dolby 3D technology (for real 3D vision). The real 3D visual display was shown to significantly increase the accuracy of the landscape altitude identification in non-interactive tasks. As expected, in the interactive phase there were differences in accuracy flattened out between groups due to the possibility of interaction, with no other statistically significant differences in completion times or motor activity. The increased number of omitted objects in real 3D condition was further subjected to an exploratory analysis.

2013 ◽  
Vol 846-847 ◽  
pp. 1844-1847
Author(s):  
Shu Jun Xing ◽  
Xun Bo Yu ◽  
Tian Qi Zhao ◽  
Xin Zhu Sang ◽  
Yuan Fa Cai ◽  
...  

Most technologies provide three-dimensional (3D) display in the front of screens which are in parallel with the walls, and the sense of immersion is decreased. To get the right ground based 3D imaging, cameras imaging planes should be parallel to the public focus plane, and the cameras optical axes should be shifted to the center of the public focus plane in both vertical and horizontal directions. Virtual cameras are used to display 3D model in computer system. The virtual capturing methods for ground based 3D display are presented. The position of virtual camera is determined by the observers eye positions in the real world. An experimental system for ground based 360°3D display is demonstrated for viewing horizontally, which provides high-immersion 3D visualization. The displayed 3D scenes are compared with the real measurement in the real world.


2018 ◽  
Vol 30 (7) ◽  
pp. 1268 ◽  
Author(s):  
Guodao Sun ◽  
Puyong Huang ◽  
Yipeng Liu ◽  
Ronghua Liang

2018 ◽  
Vol 477 (2) ◽  
pp. 1495-1507 ◽  
Author(s):  
T Dykes ◽  
A Hassan ◽  
C Gheller ◽  
D Croton ◽  
M Krokos

Author(s):  
Dawei Xu ◽  
Lin Wang ◽  
Xin Wang ◽  
Dianquan Li ◽  
Jianpeng Duan ◽  
...  

2011 ◽  
Vol 2 (4) ◽  
pp. 59 ◽  
Author(s):  
Sorin Hermon ◽  
Loukas Kalisperis

<p>The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR) of Cultural Heritage (CH) assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”), issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc.), are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.</p>


2020 ◽  
Vol 8 (6) ◽  
pp. 49-59
Author(s):  
Nataliia Lipovska ◽  
Mykola Malanchii

The article reveals the technology of assessing the professional suitability of officials to perform their functions on the basis of the method of modeling and comparing assessments with the necessary parameters for the position, ie with the model. The term "model" is used as a holistic description of the coordination of the requirements of the social system (SS) with the possibilities of their implementation. The model in this case is a professional standard, which is developed for each position. The professional standard is the agreed standard by which employees should work. This method - the method of evaluation using a professional standard, is the result of the implementation of the principle of consistency in the construction of the model. According to the authors, the method is not only novelty approach, but also versatility. It is possible to estimate by means of a professional standard not only the expert, but also group, potential of collective, it is possible to make comparisons, to define weaknesses and strongnesses of the organizations. The technique developed by authors is offered that allows to carry out various necessary variations with the estimated signs, including visual display of results in various forms.Job modeling refers to ideal or imaginary modeling (as opposed to material, substantive, when modeling physical and mathematical objects) and is based largely on the idealization of the object. In our opinion, at no stage can the model be embodied in an absolutely accurate copy due to the unforeseen influence of many external factors.Modeling of evaluation characteristics in personnel activity is a necessary element in the real assessment of the state of affairs in the State Border Guard Service of Ukraine. That is why their importance is growing in the context of its reform, taking into account the impact on it of both negative and positive factors.


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.


Author(s):  
Matthias Wieczorek ◽  
André Aichert ◽  
Pascal Fallavollita ◽  
Oliver Kutter ◽  
Ahmad Ahmadi ◽  
...  

Sensors ◽  
2020 ◽  
Vol 20 (10) ◽  
pp. 2982
Author(s):  
Bruno Mataloto ◽  
João C. Ferreira ◽  
Ricardo Resende ◽  
Rita Moura ◽  
Sílvia Luís

In this research work, we present an IoT solution to environment variables using a LoRa transmission technology to give real-time information to users in a Things2People process and achieve savings by promoting behavior changes in a People2People process. These data are stored and later processed to identify patterns and integrate with visualization tools, which allow us to develop an environmental perception while using the system. In this project, we implemented a different approach based on the development of a 3D visualization tool that presents the system collected data, warnings, and other users’ perception in an interactive 3D model of the building. This data representation introduces a new People2People interaction approach to achieve savings in shared spaces like public buildings by combining sensor data with the users’ individual and collective perception. This approach was validated at the ISCTE-IUL University Campus, where this 3D IoT data representation was presented in mobile devices, and from this, influenced user behavior toward meeting campus sustainability goals.


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