scholarly journals Virtual Geosites as Innovative Tools for Geoheritage Popularization: A Case Study from Eastern Iceland

Geosciences ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. 149
Author(s):  
Federico Pasquaré Pasquaré Mariotto ◽  
Fabio Luca Bonali

In this paper, we have adopted a modern, cutting-edge methodology to make geoheritage sites (geosites) available and explorable worldwide, through both immersive and non-immersive virtual reality, particularly suitable also in COVID-19 times. In doing this, we have focused our attention on five different outcroppings, shallow magma bodies in Iceland: such geological objects, although being often underestimated, are, on the contrary, very suitable for geoheritage popularization purposes. These outstanding outcrops have been transformed in virtual outcrops (VOs) through UAV-based photogrammetry 3D modelling, and have been uploaded on a brand-new, dedicated online resource (GeoVires Virtual Reality Lab for Earth Sciences) which is accessible worldwide for Earth Science teaching and communication. As already stressed above, the choice of these Icelandic shallow magma bodies has been suggested by the fact that such geological objects, although extraordinarily challenging both in terms of geotourism and teaching, are seldom the object of attention from the international scientific community. The five VOs are defined here as virtual geosites (VGs) because they are, indeed, geosites that are fully accessible with a smartphone, a tablet, or a PC; moreover, each is provided with a detailed description and notes available during 3D exploration. Our work could represent a model for future, similar efforts aimed at popularizing Earth Sciences and making geoheritage available to a broad public through VGs.

2021 ◽  
Vol 11 (12) ◽  
pp. 5466
Author(s):  
Federico Pasquaré Mariotto ◽  
Varvara Antoniou ◽  
Kyriaki Drymoni ◽  
Fabio Luca Bonali ◽  
Paraskevi Nomikou ◽  
...  

We document and show a state-of-the-art methodology that could allow geoheritage sites (geosites) to become accessible to scientific and non-scientific audiences through immersive and non-immersive virtual reality applications. This is achieved through a dedicated WebGIS platform, particularly handy in communicating geoscience during the COVID-19 era. For this application, we selected nine volcanic outcrops in Santorini, Greece. The latter are mainly associated with several geological processes (e.g., dyking, explosive, and effusive eruptions). In particular, they have been associated with the famous Late Bronze Age (LBA) eruption, which made them ideal for geoheritage popularization objectives since they combine scientific and educational purposes with geotourism applications. Initially, we transformed these stunning volcanological outcrops into geospatial models—the so called virtual outcrops (VOs) here defined as virtual geosites (VGs)—through UAV-based photogrammetry and 3D modeling. In the next step, we uploaded them on an online platform that is fully accessible for Earth science teaching and communication. The nine VGs are currently accessible on a PC, a smartphone, or a tablet. Each one includes a detailed description and plenty of annotations available for the viewers during 3D exploration. We hope this work will be regarded as a forward model application for Earth sciences' popularization and make geoheritage open to the scientific community and the lay public.


2020 ◽  
Vol 1 ◽  
Author(s):  
Reza Firoozabadi ◽  
Moamen Elhaddad ◽  
Sydney Drever ◽  
Maryam Soltani ◽  
Michael Githens ◽  
...  

Immersive virtual reality is proving effective as a non-pharmacologic analgesic for a growing number of painful medical procedures. External fixator surgical pins provide adjunctive stability to a broken pelvic bone until the bones heal back together, then pins are removed. The purpose of the present case study was to measure for the first time, whether immersive virtual reality could be used to help reduce pain and anxiety during the orthopedic process of removing external fixator pins from a conscious patient in the orthopedic outpatient clinic, and whether it is feasible to use VR in this context. Using a within-subject within wound care design with treatment order randomized, the patient had his first ex-fix pin unscrewed and removed from his healing pelvic bone while he wore a VR helmet and explored an immersive snowy 3D computer generated world, adjunctive VR. He then had his second pin removed during no VR, standard of care pain medications. The patient reported having 43% less pain intensity, 67% less time spent thinking about pain, and 43% lower anxiety during VR vs. during No VR. In addition, the patient reported that his satisfaction with pain management was improved with the use of VR. Conducting simple orthopedic procedures using oral pain pills in an outpatient setting instead of anesthesia in the operating room greatly reduces the amount of opioids used, lowers medical costs and reduces rare but real risks of expensive complications from anesthesia including oversedation, death, and post-surgical dementia. These preliminary results suggest that immersive VR merits more attention as a potentially viable adjunctive non-pharmacologic form of treatment for acute pain and anxiety during medical procedures in the orthopedic outpatient clinic. Recent multi-billion dollar investments into R and D and mass production have made inexpensive immersive virtual reality products commercially available and cost effective for medical applications. We speculate that in the future, patients may be more willing to have minor surgery procedures in the outpatient clinic, with much lower opioid doses, while fully awake, if offered adjunctive virtual reality as a non-pharmacologic analgesic during the procedure. Additional research and development is recommended.


Author(s):  
Ilario Gabriele Gerloni ◽  
Vincenza Carchiolo ◽  
Fabio Roberto Vitello ◽  
Eva Sciacca ◽  
Ugo Becciani ◽  
...  

Author(s):  
F. Liarokapis ◽  
P. Kouřil ◽  
P. Agrafiotis ◽  
S. Demesticha ◽  
J. Chmelík ◽  
...  

This paper investigates immersive technologies to increase exploration time in an underwater archaeological site, both for the public, as well as, for researchers and scholars. Focus is on the Mazotos shipwreck site in Cyprus, which is located 44 meters underwater. The aim of this work is two-fold: (a) realistic modelling and mapping of the site and (b) an immersive virtual reality visit. For 3D modelling and mapping optical data were used. The underwater exploration is composed of a variety of sea elements including: plants, fish, stones, and artefacts, which are randomly positioned. Users can experience an immersive virtual underwater visit in Mazotos shipwreck site and get some information about the shipwreck and its contents for raising their archaeological knowledge and cultural awareness.


Author(s):  
Аlexandr Berezko ◽  
Anatoly Soloviev ◽  
Roman Krasnoperov ◽  
Alena Rybkina

The present study is aimed at the integration of data on geography, geology, geophysics, geoecology and other Earth sciences in the comprehensive problem-oriented geoinformation system (GIS) including the intellectual superstructure for geoinformation analysis. At the present time GIS provide only limited opportunities for general analysis of geodata handled. At the same time, among the scientific community, dealing with the Earth sciences data, the requirement of more profound and comprehensive data analyzing and processing is constantly growing. The theory and methods of artificial intellect (AI) must become not only an integral, but the main core of a modern GIS. The methods of fuzzy mathematics correlate with a fuzzy character of geophysical data. The AI methods, developed by the authors, and presently applied to volcanic activity monitoring, search and interpretation of anomalies in geophysical fields, solving environmental, geodynamic and other problems, turned out to be a success.


2009 ◽  
Vol 3 (1-2) ◽  
pp. 175-191 ◽  
Author(s):  
Francis Rousseaux ◽  
Indira Thouvenin

This papers starts with some mysterious contribution by Michel Foucault (1967) about heterotopias as special epistemological sites. With a recent case-study – an immersive virtual reality art project dealing with some ancient abbey reconstruction and managed by a French engineering school – we analyse the successive attempts to satisfy the system users by extending Foucault's heterotopology, which appears to be useful and creative for the Virtual Reality research communities.


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