Unity game engine as a method of presentation of data collected from UAV

Author(s):  
Daniel Janos ◽  
Justyna Ruchała ◽  
Edyta Puniach ◽  
Paweł Ćwiąkała

<p>Representatives of the scientific community collect and store huge amounts of spatial data resulting from years of their studies. However, there is a common problem of visualization methods of data which would be interesting to understand for a recipient from outside of the area as well as according to the current trends. In the modern day, many spheres of our life have been moved to the virtual reality and that is why representatives of areas such as industry, science, culture and art need to deal with the representation of the real world in a 3D reality.</p><p> </p><p>This work is concerned with the current issue of visualization of spatial data collected by surveyors as well as representatives of many other areas. The proposed method of presentation of collected research data is not only low-cost at preparation but is also distinguished by its simplicity of implementation. Its functionality will be presented by using an example of the Agora area located in the Archaeological Park of Kato Paphos in Cyprus. The mentioned area was created in order to protect and promote the archaeological sites as well as the artefacts from the former epoch which have been found in the area. Such historic places are very often not fully available to see by visitors and that is why the documentation and visualization of them in 3D reality might be incredibly helpful. This kind of activity not only contributes to the popularization of archaeological research but also meets the expectations of a modern recipient who uses virtual reality more and more often in order to learn about new places. It is worth mentioning that the presented visualization of measurement data is a versatile method that is intended to be used in many different scientific and research areas.</p><p> </p><p>From a technical point of view, the presented work guides a recipient through the complete process of development of an advanced animation in the environment used in the creation of 3D computer games – the game engine Unity. In the first part of the article the suitability of the data results obtained in digital photogrammetry as well as laser scanning was estimated for purposes of applying the presented method. The work also brings up the issues of limitation of free software and raises a question of methods allowing to meet the requirements with minimized loss of quality and accuracy of the data. The next step was to present the method of importing data (a mesh model and a high-resolution texture). Operating mechanism in Unity as well as a transfer of interactive visualization into the online browser Unity Connect were discussed in the further part of the article. It is worth mentioning that thanks to the FPP (First Person Perspective) technique the developed visualization allows a user to be transferred right into the centre of the archaeological sites where the admission for the third party is usually significantly restricted.</p>

Author(s):  
E. S. Malinverni ◽  
C. Conati Barbaro ◽  
R. Pierdicca ◽  
C. A. Bozzi ◽  
A. N. Tassetti

The huge potential of 3D digital acquisition techniques for the documentation of archaeological sites, as well as the related findings, is almost well established. In spite of the variety of available techniques, a sole documentation pipeline cannot be defined a priori because of the diversity of archaeological settings. Stratigraphic archaeological excavations, for example, require a systematic, quick and low cost 3D single-surface documentation because the nature of stratigraphic archaeology compels providing documentary evidence of any excavation phase. Only within a destructive process each single excavation cannot be identified, documented and interpreted and this implies the necessity of a re- examination of the work on field. In this context, this paper describes the methodology, carried out during the last years, to 3D document the Early Neolithic site of Portonovo (Ancona, Italy) and, in particular, its latest step consisting in a photogrammetric aerial survey by means of UAV platform. It completes the previous research delivered in the same site by means of terrestrial laser scanning and close range techniques and sets out different options for further reflection in terms of site coverage, resolution and campaign cost. With the support of a topographic network and a unique reference system, the full documentation of the site is managed in order to detail each excavation phase; besides, the final output proves how the 3D digital methodology can be completely integrated with reasonable costs during the excavation and used to interpret the archaeological context. Further contribution of this work is the comparison between several acquisition techniques (i.e. terrestrial and aerial), which could be useful as decision support system for different archaeological scenarios. The main objectives of the comparison are: i) the evaluation of 3D mapping accuracy from different data sources, ii) the definition of a standard pipeline for different archaeological needs and iii) the provision of different level of detail according to the user needs.


i-Perception ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 204166952093840
Author(s):  
Adam O. Bebko ◽  
Nikolaus F. Troje

Advances in virtual reality technology have made it a valuable new tool for vision and perception researchers. Coding virtual reality experiments from scratch can be difficult and time-consuming, so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins requires complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this article, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works out-of-the-box since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.


2020 ◽  
Vol 11 (23) ◽  
pp. 16 ◽  
Author(s):  
Fabrizio Banfi

<p class="VARAbstract">Data collection, documentation and analysis of the traces of ancient ruins and archaeological sites represent an inestimable value to be handed down to future generations. Thanks to the development of new technologies in the field of computer graphics, Building Information Modelling (BIM), Virtual Reality (VR) and three-dimensional (3D) digital survey, this research proposes new levels of interactivity between users and virtual environments capable of communicating the tangible and intangible values of remains of ancient ruins. In this particular field of development, 3D drawing and digital modelling are based on the application of new Scan-to-HBIM-to-VR specifications capable of transforming simple points (point clouds) into mathematical models and digital information. Thanks to the direct application of novel grades of generation (GOG) and accuracy (GOA) it has been possible to go beyond the creation of complex models for heritage BIM (HBIM) and explore the creation of informative 3D representation composed by sub-elements (granular HBIM objects) characterized by a further level of knowledge. The value of measurement, 3D drawing and digital modelling have been investigated from the scientific point of view and oriented to the generation of a holistic model able to relate both with architects, engineers, and surveyors but also with archaeologists, restorers and virtual tourists.</p><p>Highlights:</p><ul><li><p>The concept of ‘granular HBIM objects’ is introduced to show the unexpressed potential of the scan-to-BIM process for different types of data analyses and uses.</p></li><li><p>Sustainable development of VR projects for archaeological sites is proposed, allowing users to discover the hidden historical values with new levels of interactivity and information.</p></li><li><p>HBIM and VR projects have been improved through the integration of laser scanning, digital photogrammetry (terrestrial and UAV) and advanced modelling techniques.</p></li></ul>


Author(s):  
C. Bolognesi ◽  
D. Aiello

<p><strong>Abstract.</strong> The aim of this paper is to demonstrate the power of the new digitization technologies and, in particular, of Virtual Reality (VR) to document and communicate the knowledge of Cultural Heritage (CH) and to shorten the distance between man and his history, enhancing architectural monuments or art masterpieces (even when they are somehow inaccessible), allowing original educational storytelling and producing innovative ways to learn and enjoy culture. The ultimate goal of this research is the virtual and interactive reconstruction of an important historical site, characterized by a great beauty as well as by a high artistic value: the complex of Santa Maria delle Grazie, in Milan. In order to test an effective digitization workflow, the experimentation focused on the areas of the convent that are closer to the church and that have been characterized by a troubled history: The Cloister of the Frogs, the Cloister of the Prior, the Old Sacristy, the Small Sacristy and the New Sacristy. These environments have been surveyed by combining photogrammetry and terrestrial laser scanning; then they have been modelled as NURBS or reconstructed in the form of meshes. In the end, the entire 3D model was imported in a game engine in order to create a realistic VR simulation, able to revive the convent’s history in a way that no written document could better explain.</p>


Sensors ◽  
2020 ◽  
Vol 20 (4) ◽  
pp. 1002
Author(s):  
Georgios Tsaramirsis ◽  
Michail Papoutsidakis ◽  
Morched Derbali ◽  
Fazal Qudus Khan ◽  
Fotis Michailidis

Olfaction can enhance the experience of music, films, computer games and virtual reality applications. However, this area is less explored than other areas such as computer graphics and audio. Most advanced olfactory displays are designed for a specific experiment, they are hard to modify and extend, expensive, and/or can deliver a very limited number of scents. Additionally, current-generation olfactory displays make no decisions on if and when a scent should be released. This paper proposes a low-cost, easy to build, powerful smart olfactory display, that can release up to 24 different aromas and allow control of the quantity of the released aroma. The display is capable of absorbing back the aroma, in an attempt to clean the air prior to releasing a new aroma. Additionally, the display includes a smart algorithm that will decide when to release certain aromas. The device controller application includes releasing scents based on a timer, text in English subtitles, or input from external software applications. This allows certain applications (such as games) to decide when to release a scent, making it ideal for gaming. The device also supports native connectivity with games developed using a game development asset, developed as part of this project. The project was evaluated by 15 subjects and it was proved to have high accuracy when the scents were released with 1.5 minutes’ delay from each other.


2020 ◽  
Vol 9 (3) ◽  
pp. 159 ◽  
Author(s):  
Carlos Carbonell-Carrera ◽  
Peri Gunalp ◽  
Jose Luis Saorin ◽  
Stephany Hess-Medler

Spatial thinking and spatial orientation skills are involved in tasks related to the recognition of landforms, mapping, spatial interpretation, and landscape analysis, and can be developed with specific training. Game engines can facilitate the creation of 3D virtual landforms and provide powerful rendering engines for the graphical representation of landscapes from a first-person perspective. In the present research, 27 engineering students participated in a workshop in a first-person virtual environment using landforms created with a game engine. The Spatial Thinking Ability Test and the Perspective Taking-Spatial Orientation Test measured improvement in spatial thinking and spatial orientation as a result of this workshop. The gain in spatial thinking (8.31%) is within the range observed in previous research in the field of geography using a web-based GIS strategy (7.31%–10.00%). The gain in Spatial Orientation skill (15.76%) is comparable with previous research using both first-person strategies based in urban virtual environments (14.23%), and Spatial Data Infrastructures (gains between 21.17% and 21.34%). Participants with better self-reported sense of direction had better performance on the spatial orientation test.


2018 ◽  
Vol 63 ◽  
pp. 00009
Author(s):  
Joanna Janicka ◽  
Wioleta Błaszczak-Bąk ◽  
Krystian Pawłowski

Nowadays the time of acquiring spatial data is one of the most important parameters during measurements. Laser scanning technology makes it possible to record a huge number of measurement data in a relatively short time. Thus it is possible to acquire and update spatial data on large surface areas in a significantly shorter time compared to classical measurement methods. Terrestrial laser scanning can be used in forest inventory because measurements can acquire millimeter-level of detail. Thus measurement are performed quickly, automatically and provides periodical estimates of many important forest inventory attributes.


2020 ◽  
Author(s):  
Adam O. Bebko ◽  
Nikolaus F. Troje

Advances in virtual reality (VR) technology have made it a valuable new tool for vision and perception researchers. Coding VR experiments from scratch can be difficult and time-consuming so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins require complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this paper, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works “out-of-the-box” since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.


Author(s):  
Atis Baumanis ◽  
Māris Kaļinka

The supply of surveying tools and software has grown rapidly in recent decades, as has the quality demands of surveying products from designers, customers and supervisors. This article examines innovative surveying methods and compares the methods in terms of accuracy, availability, and cost. The author, drawing on the views of industry leaders, has outlined future surveyor missions, tasks and opportunities to influence and improve the design process. The article explores the latest spatial data acquisition techniques like laser scanning, digital photogrammetry, LIDAR, Unmanned aerial vehicles (UAV), appliances and perspectives of Building Information Modelling (BIM) and Virtual Reality (VR) and Augmented Reality (AR) as parts of Extended Reality (XR) in design and visualization.


Author(s):  
J.-P. Virtanen ◽  
A. Julin ◽  
H. Handolin ◽  
T. Rantanen ◽  
M. Maksimainen ◽  
...  

Abstract. Visualization applications are an increasingly significant component in the field of 3D geo-information. In them, the utilization of consumer grade virtual reality (VR) head mounted displays (HMD) has become a topical research question. It is notable, that in most presented implementations, the VR visualization is accomplished by a game engine. As game engines rely on textured mesh models as their conventional 3D asset format, the challenge in applying photogrammetric or laser scanning data is in producing models than are suitable for game engine use. We present an example of leveraging immersive visualization in geo-information, including the acquisition of data from the intended environment, processing it to a game engine compatible form, developing the required functions on the game engine and finally utilizing VR HMDs to deploy the application. The presented application combines 3D indoor models obtained via a commercial indoor mapping system, a 3D city model segment obtained by processing airborne laser scanning data, and a set of manually created 3D models. The performance of the application is evaluated on two different VR systems. The observed capabilities of interactive VR applications include: 1) intuitive and free exploration of 3D data, 2) ability of operate in different scales, and with different scales of data, 3) integration of different data types (such as 2D imaging and 3D models) in interactive scenes and 4) the possibility to leverage the rich interaction functions offered by the game engine platform. These capabilities could support several use cases in geo-information.


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