scholarly journals The “Country of cities” web-GIS: development experience and approaches used in creating a history-oriented geoportal

Author(s):  
Artur Gafurov ◽  
Bulat Usmanov ◽  
Oleg Yermolayev ◽  
Airat Gubaidullin ◽  
Petr Khomyakov ◽  
...  

Providing convenient access to spatial information for multiple users is a big challenge. To solve this problem, researchers present the results of their research on thematic geoportals—geographic information systems (GIS) located on the Web. The main functionality of such web-GIS, in addition to directly displaying interactive spatial information, is the possibility of making custom searches, measuring lengths and areas, and providing access to related multimedia materials. Archaeological geoportals, unlike other thematic GIS, require special approaches to the implementation, as there is a necessity to provide convenient access not only to spatial information, but also a gallery of multimedia materials, as well as detailed descriptions. This paper describes the approach to the development of cartographic web-resource “Country of Cities” which provides access to the results of interdisciplinary research of Volga Bulgarian settlements. for user-friendly access to both cartographic and descriptive materials, it was decided to divide the geoinformation and analytical component into two separate but interconnected portals within one web resource. Web-GIS is based on the leaflet library and provides interactive access, besides the information about each ancient settlement itself, to the series of analytical maps—risk map of the development of exogenous processes, risk map of the destruction of ancient settlements, their present state, and many others. The main graphic and descriptive materials are presented on the web portal, where a special page was created for each ancient settlement with a descriptive block, a gallery with images of the settlement from an unmanned aerial vehicle, thematic and historical maps, as well as an interactive three-dimensional textured model of the corresponding archaeological site.

Author(s):  
A. Scianna ◽  
M. La Guardia ◽  
M. L. Scaduto

In the last few years, the need to share on the Web the knowledge of Cultural Heritage (CH) through navigable 3D models has increased. This need requires the availability of Web-based virtual reality systems and 3D WEBGIS. In order to make the information available to all stakeholders, these instruments should be powerful and at the same time very user-friendly. However, research and experiments carried out so far show that a standardized methodology doesn’t exist. All this is due both to complexity and dimensions of geometric models to be published, on the one hand, and to excessive costs of hardware and software tools, on the other. In light of this background, the paper describes a methodological approach for creating 3D models of CH, freely exportable on the Web, based on HTML5 and free and open source software. HTML5, supporting the WebGL standard, allows the exploration of 3D spatial models using most used Web browsers like Chrome, Firefox, Safari, Internet Explorer. The methodological workflow here described has been tested for the construction of a multimedia geo-spatial platform developed for three-dimensional exploration and documentation of the ancient theatres of Segesta and of Carthage, and the surrounding landscapes. The experimental application has allowed us to explore the potential and limitations of sharing on the Web of 3D CH models based on WebGL standard. Sharing capabilities could be extended defining suitable geospatial Web-services based on capabilities of HTML5 and WebGL technology.


Author(s):  
A. Scianna ◽  
M. La Guardia ◽  
M. L. Scaduto

In the last few years, the need to share on the Web the knowledge of Cultural Heritage (CH) through navigable 3D models has increased. This need requires the availability of Web-based virtual reality systems and 3D WEBGIS. In order to make the information available to all stakeholders, these instruments should be powerful and at the same time very user-friendly. However, research and experiments carried out so far show that a standardized methodology doesn’t exist. All this is due both to complexity and dimensions of geometric models to be published, on the one hand, and to excessive costs of hardware and software tools, on the other. In light of this background, the paper describes a methodological approach for creating 3D models of CH, freely exportable on the Web, based on HTML5 and free and open source software. HTML5, supporting the WebGL standard, allows the exploration of 3D spatial models using most used Web browsers like Chrome, Firefox, Safari, Internet Explorer. The methodological workflow here described has been tested for the construction of a multimedia geo-spatial platform developed for three-dimensional exploration and documentation of the ancient theatres of Segesta and of Carthage, and the surrounding landscapes. The experimental application has allowed us to explore the potential and limitations of sharing on the Web of 3D CH models based on WebGL standard. Sharing capabilities could be extended defining suitable geospatial Web-services based on capabilities of HTML5 and WebGL technology.


Author(s):  
H. Ostadabbas ◽  
H. Weippert ◽  
F.-J. Behr

<p><strong>Abstract.</strong> On the judicial basis of § 196 Baugesetzbuch (BauGB, 2018) every municipality in the Federal Republic of Germany must publish standard land values in €/m<sup>2</sup> for its whole district area in a biennial cycle. The standard land values have to be derived comprehensively for different land use categories within this district. With the help of Geographic Information Systems (GIS) all the necessary data for the derivation of the standard land values can be analyzed. This data consists of cadastral information (ALKIS) (AdV, 2008) for each municipality district like streets, buildings, land parcels, areas of application for special building law as well as geocoded data about purchasing prices within the district’s real estate transactions. The following work contributes to both requirements, the statutory determination of the standard land values answering the legal necessity and the setting up of the generated geo data in the Web according to the transparency demanded by the European INSPIRE (Infrastructure for Spatial Information in Europe) directive. This report describes the implementation of the automated process of the setup of the relevant data layers based on ALKIS data in an Open Source GIS (QGIS) using SQL and Python scripts. The standard land values are visualized and presented in a Web GIS. After the evaluation of different alternatives, QGIS Server and Lizmap, an Open Source QGIS Web Client, were used for the web based presentation and accordingly configured.</p>


Author(s):  
Vladimir Vladimirov ◽  
Evgenii Petrovich Krupochkin

The article discusses the creation of a thematic resource on the history of the Trans-Siberian Railway using modern Web-GIS tools which will provide for accumulating source information collected during research and presenting it in a form accessible for researchers. The online GIS allows one to work with the materials named in several modes: &nbsp;interactive, tabular (with a description of the source base) as well as modes of editing information in the cloud storage database or in a limited mode of data input and data loading. The GIS project is represented by a set of vector and raster data transformed to work in a modern coordinate system: historical maps and diagrams, satellite images in the form of mosaics and image fragments obtained through available geoservices (Google, Yandex, Bing). Digital layers are also available which are generated and edited based on the digitization of historical and modern maps of different scales. Simultaneously with the work on the web-resource, the authors are creating the Transsib desktop GIS. The development and launch of the web-GIS "Trans-Siberian Railway" gives its users a number of new opportunities including the availability of generalized information and cartographic database on the history of the construction and operation of the Transsib as well as an opportunity for several users to work with project materials simultaneously, search for the necessary metadata information in the GIS, etc.


Algorithms ◽  
2021 ◽  
Vol 14 (3) ◽  
pp. 72
Author(s):  
Luca Tonti ◽  
Alessandro Patti

Collision between rigid three-dimensional objects is a very common modelling problem in a wide spectrum of scientific disciplines, including Computer Science and Physics. It spans from realistic animation of polyhedral shapes for computer vision to the description of thermodynamic and dynamic properties in simple and complex fluids. For instance, colloidal particles of especially exotic shapes are commonly modelled as hard-core objects, whose collision test is key to correctly determine their phase and aggregation behaviour. In this work, we propose the Oriented Cuboid Sphere Intersection (OCSI) algorithm to detect collisions between prolate or oblate cuboids and spheres. We investigate OCSI’s performance by bench-marking it against a number of algorithms commonly employed in computer graphics and colloidal science: Quick Rejection First (QRI), Quick Rejection Intertwined (QRF) and a vectorized version of the OBB-sphere collision detection algorithm that explicitly uses SIMD Streaming Extension (SSE) intrinsics, here referred to as SSE-intr. We observed that QRI and QRF significantly depend on the specific cuboid anisotropy and sphere radius, while SSE-intr and OCSI maintain their speed independently of the objects’ geometry. While OCSI and SSE-intr, both based on SIMD parallelization, show excellent and very similar performance, the former provides a more accessible coding and user-friendly implementation as it exploits OpenMP directives for automatic vectorization.


2021 ◽  
pp. 159101992110147
Author(s):  
Oktay Algin ◽  
Gokhan Yuce ◽  
Ural Koc ◽  
Gıyas Ayberk

Purpose There is no study on the role of three-dimensional compressed sensing time of flight MR angiography (3D-CS-TOF) in the management of the WEB device. We evaluated the efficacy of 3-tesla 3D-CS-TOF for the management and follow-up of the WEB device implantations. Materials and methods Seventy-three aneurysms of 69 patients treated with the WEB device were retrospectively examined. Morphological parameters and embolization results of the aneurysms were assessed and compared on 3D-CS-TOF, CTA, and DSA images. Results Occluded, neck remnant, and recurrent aneurysms were observed in 61 (83.6%), 7 (9.6%), and 5 (6.8%) aneurysms, respectively. Inter- and intra-reader agreement values related to aneurysm size measurements were perfect. Aneurysms size, age, and proximal vessel tortuosity were negatively correlated with the visibility of the aneurysms and parent vessels on 3D-CS-TOF images (p = 0.043; p = 0.032; p < 0.001, respectively). Subarachnoid hemorrhage and age are associated with 3D-CS-TOF artifacts (p = 0.031; p = 0.005, respectively). 3D-CS-TOF findings are in perfect agreement with DSA or CT angiography (CTA) results (p < 0.001). Conclusion According to our results, 3D-CS-TOF can be an easy, fast, and reliable alternative for the management or follow-up of WEB assisted embolization.


2021 ◽  
Vol 7 (1) ◽  
pp. 540-555
Author(s):  
Hayley L. Mickleburgh ◽  
Liv Nilsson Stutz ◽  
Harry Fokkens

Abstract The reconstruction of past mortuary rituals and practices increasingly incorporates analysis of the taphonomic history of the grave and buried body, using the framework provided by archaeothanatology. Archaeothanatological analysis relies on interpretation of the three-dimensional (3D) relationship of bones within the grave and traditionally depends on elaborate written descriptions and two-dimensional (2D) images of the remains during excavation to capture this spatial information. With the rapid development of inexpensive 3D tools, digital replicas (3D models) are now commonly available to preserve 3D information on human burials during excavation. A procedure developed using a test case to enhance archaeothanatological analysis and improve post-excavation analysis of human burials is described. Beyond preservation of static spatial information, 3D visualization techniques can be used in archaeothanatology to reconstruct the spatial displacement of bones over time, from deposition of the body to excavation of the skeletonized remains. The purpose of the procedure is to produce 3D simulations to visualize and test archaeothanatological hypotheses, thereby augmenting traditional archaeothanatological analysis. We illustrate our approach with the reconstruction of mortuary practices and burial taphonomy of a Bell Beaker burial from the site of Oostwoud-Tuithoorn, West-Frisia, the Netherlands. This case study was selected as the test case because of its relatively complete context information. The test case shows the potential for application of the procedure to older 2D field documentation, even when the amount and detail of documentation is less than ideal.


Complexity ◽  
2020 ◽  
Vol 2020 ◽  
pp. 1-13
Author(s):  
Xiao Liang ◽  
Honglun Wang ◽  
Haitao Luo

The UAV/UGV heterogeneous system combines the air superiority of UAV (unmanned aerial vehicle) and the ground superiority of UGV (unmanned ground vehicle). The system can complete a series of complex tasks and one of them is pursuit-evasion decision, so a collaborative strategy of UAV/UGV heterogeneous system is proposed to derive a pursuit-evasion game in complex three-dimensional (3D) polygonal environment, which is large enough but with boundary. Firstly, the system and task hypothesis are introduced. Then, an improved boundary value problem (BVP) is used to unify the terrain data of decision and path planning. Under the condition that the evader knows the position of collaborative pursuers at any time but pursuers just have a line-of-sight view, a worst case is analyzed and the strategy between the evader and pursuers is studied. According to the state of evader, the strategy of collaborative pursuers is discussed in three situations: evader is in the visual field of pursuers, evader just disappears from the visual field of pursuers, and the position of evader is completely unknown to pursuers. The simulation results show that the strategy does not guarantee that the pursuers will win the game in complex 3D polygonal environment, but it is optimal in the worst case.


2013 ◽  
Vol 36 (5) ◽  
pp. 546-547 ◽  
Author(s):  
Theresa Burt de Perera ◽  
Robert Holbrook ◽  
Victoria Davis ◽  
Alex Kacelnik ◽  
Tim Guilford

AbstractAnimals navigate through three-dimensional environments, but we argue that the way they encode three-dimensional spatial information is shaped by how they use the vertical component of space. We agree with Jeffery et al. that the representation of three-dimensional space in vertebrates is probably bicoded (with separation of the plane of locomotion and its orthogonal axis), but we believe that their suggestion that the vertical axis is stored “contextually” (that is, not containing distance or direction metrics usable for novel computations) is unlikely, and as yet unsupported. We describe potential experimental protocols that could clarify these differences in opinion empirically.


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