virtual city
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2021 ◽  
Vol 13 (24) ◽  
pp. 13744
Author(s):  
Nao Sugiki ◽  
Shogo Nagao ◽  
Fumitaka Kurauchi ◽  
Mustafa Mutahari ◽  
Kojiro Matsuo

The analysis and evaluation of urban structure are important while considering sustainable urban policies. It is necessary to develop a method that can easily analyze the social dynamics that are the result of changes over time in urban transportation and land use. Therefore, by describing the relationships between various agents in urban areas as a network, it is possible to analyze them by focusing on their structures. However, since there are few existing studies on social dynamics using network-based methods, it is necessary to examine the validity and effectiveness of these methods. The purpose of this study is to examine the possibility of urban analysis and evaluation focusing on the network shape by describing the urban activities and modeling the dynamics with a multilayer network. In particular, we focus on household composition and individual facility access, examine what kind of interpretation is possible for network indicators, and mention the applicability of complex networks to urban analysis. The model was applied to a two-dimensional grid virtual city, and the household composition and individual facility accessibility were quantified using the centrality index.


2021 ◽  
Vol 16 (7) ◽  
pp. 1369-1377
Author(s):  
Hasanain A. Karbol ◽  
Sarah M. Al-Saadi

The virtual reality of cities is the current historical period of urban progress and a kind of interconnected co-activity between innovative virtual elements, elements of the city and its urban parts according to the affected relationships of social, financial, cultural, spatial, political and local features. Where contemporary concepts of virtual reality were presented by the philosophical corps without clarifying their role comprehensively in the urban development processes of cities, so the research aimed to determine the roles of the ideas of the virtual world and the virtual city in the work of both specialists and decision makers, and the urban development processes of traditional and historical cities, where the research information methodology compares theoretical architectural and urban models to intersect with the basic concepts related to the virtual city, the research reached multi-level roles in terms of impact and degrees of complexity, which contribute to an innovative reproduction of urban development processes.


2021 ◽  
Author(s):  
◽  
Kim Wheatley

<p>This thesis is grounded in the belief that the city is a key site of contestation in an ongoing theoretical debate concerning the nature of the relationship between new media and society. It is guided by a desire to engage with two distinct, but related, theoretical frameworks for making sense of this relationship, the ‘virtual city,’ as informed by the work of Paul Virilio, Jean Baudrillard, and cyberpunk author William Gibson, and the ‘augmented city,’ derived from Lev Manovich’s “The Poetics of Augmented Space.” After providing an overview of these two paradigms of knowledge, it attempts to address the limitations of both frameworks, which the author claims are reductionist as the former tends towards a binary distinction between the material (urban space) and the immaterial (virtual space), while the latter is underpinned by a narrow, Euclidean understanding of space that limits its efficacy in an urban context. In order to address these concerns, the author proposes a methodology for understanding the city as a virtual space that is distinct from the ‘virtual city’ paradigm of 1990s cyber-theory by attempting to open up a dialogue between the work of Deleuzian philosopher Pierre Lévy, and the Marxist dialectician Henri Lefebvre.  Using Berlin as a case study, this framework is deployed in an attempt to generate an understanding of how the city functions as a mediated landscape whose space is produced socially as a result of a dialectical process involving the accretion and entanglement of an ongoing series of representations, political decisions, and social experiences. As a mediated space, the city is understood as being produced and reproduced through acts of representation in both cinema and new media, as well as through the distinctive visual regimes that emerge out of them, which in turn structure the way the city is experienced. It also reads the city as a discursive space and draws connections between the discourses of the ‘New Berlin’—the space that emerged after the city’s reunification in 1989—and the promise of the new inherent in the discourses of new media technologies. Finally, the study argues that the discourses and visual regimes of augmented space in Berlin are not merely informed by virtual processes, but that the virtual and the distinctive social space of the city out of which augmented space emerges work in conjunction to actively structure the ways in which augmentation should be understood as both techno-cultural formation, and as (urban) spatial practice.</p>


2021 ◽  
Author(s):  
◽  
Kim Wheatley

<p>This thesis is grounded in the belief that the city is a key site of contestation in an ongoing theoretical debate concerning the nature of the relationship between new media and society. It is guided by a desire to engage with two distinct, but related, theoretical frameworks for making sense of this relationship, the ‘virtual city,’ as informed by the work of Paul Virilio, Jean Baudrillard, and cyberpunk author William Gibson, and the ‘augmented city,’ derived from Lev Manovich’s “The Poetics of Augmented Space.” After providing an overview of these two paradigms of knowledge, it attempts to address the limitations of both frameworks, which the author claims are reductionist as the former tends towards a binary distinction between the material (urban space) and the immaterial (virtual space), while the latter is underpinned by a narrow, Euclidean understanding of space that limits its efficacy in an urban context. In order to address these concerns, the author proposes a methodology for understanding the city as a virtual space that is distinct from the ‘virtual city’ paradigm of 1990s cyber-theory by attempting to open up a dialogue between the work of Deleuzian philosopher Pierre Lévy, and the Marxist dialectician Henri Lefebvre.  Using Berlin as a case study, this framework is deployed in an attempt to generate an understanding of how the city functions as a mediated landscape whose space is produced socially as a result of a dialectical process involving the accretion and entanglement of an ongoing series of representations, political decisions, and social experiences. As a mediated space, the city is understood as being produced and reproduced through acts of representation in both cinema and new media, as well as through the distinctive visual regimes that emerge out of them, which in turn structure the way the city is experienced. It also reads the city as a discursive space and draws connections between the discourses of the ‘New Berlin’—the space that emerged after the city’s reunification in 1989—and the promise of the new inherent in the discourses of new media technologies. Finally, the study argues that the discourses and visual regimes of augmented space in Berlin are not merely informed by virtual processes, but that the virtual and the distinctive social space of the city out of which augmented space emerges work in conjunction to actively structure the ways in which augmentation should be understood as both techno-cultural formation, and as (urban) spatial practice.</p>


Author(s):  
S. H. Nguyen ◽  
T. H. Kolbe

Abstract. Urban digital twins have been increasingly adopted by cities worldwide. Digital twins, especially semantic 3D city models as key components, have quickly become a crucial platform for urban monitoring, planning, analyses and visualization. However, as the massive influx of data collected from cities accumulates quickly over time, one major problem arises as how to handle different temporal versions of a virtual city model. Many current city modelling deployments lack the capability for automatic and efficient change detection and often replace older city models completely with newer ones. Another crucial task is then to make sense of the detected changes to provide a deep understanding of the progresses made in the cities. Therefore, this research aims to provide a conceptual framework to better assist change detection and interpretation in virtual city models. Firstly, a detailed hierarchical model of all potential changes in semantic 3D city models is proposed. This includes appearance, semantic, geometric, topological, structural, Level of Detail (LoD), auxiliary and scoped changes. In addition, a conceptual approach to modelling most relevant stakeholders in smart cities is presented. Then, a model - reality graph is used to represent both the different groups of stakeholders and types of changes based on their relative interest and relevance. Finally, the study introduces two mathematical methods to represent the relevance relations between stakeholders and changes, namely the relevance graph and the relevance matrix.


2021 ◽  
Vol 12 ◽  
Author(s):  
Benedetta Del Lucchese ◽  
Vittorio Belmonti ◽  
Paola Brovedani ◽  
Maria Celeste Caponi ◽  
Alexander Castilla ◽  
...  

Navigation is a complex process, requiring target localization, route planning or retrieval, and physical displacement. Executive functions (EFs) such as working memory, inhibition and planning are fundamental for succeeding in this complex activity and are often impaired in Attention Deficit and Hyperactivity Disorder (ADHD). Our aim was to analyze the feasibility of a new ecological navigation task, the Virtual City paradigm™ (VC™) to test visuo-spatial memory and EFs in children with ADHD. Visuo-spatial short and working memory, inhibition and planning skills were tested with standardized tasks. The VC™, a new paradigm developed by our group, used the Virtual CarpetTM technology, consisting of a virtual town with houses, streets and crossroads projected on the ground. It includes a motion capture system, tracking body movement in 3D in real time. In one condition, children were required to walk through the city and reach a sequence of houses. In the other, before walking, they had to plan the shortest path to reach the houses, inhibiting the prepotent response to start walking. The results show a good feasibility of the paradigm (feasibility checklist and ad hoc questionnaire), being ecological and motivating. VC™ measures of span positively correlated with visuo-spatial short and working memory measures, suggesting that VC™ heavily relies on efficient spatial memory. Individual subject analyses suggested that children with ADHD may approach this task differently from typically developing children. Larger samples of ADHD and healthy children may further explore the specific role of EFs and memory, potentially opening new avenues for intervention.


Author(s):  
Samuel Tomczyk ◽  
Maxi Rahn ◽  
Henriette Markwart ◽  
Silke Schmidt

Background: Warning apps can provide personalized public warnings, but research on their appraisal and impact on compliance is scarce. This study introduces a virtual city framework to examine affective reactions when receiving an app-based warning, and subsequent behavioral intentions. Methods: In an online experiment, 276 participants (M = 41.07, SD = 16.44, 62.0% female) were randomly allocated to one of eight groups (warning vs. no warning, thunderstorm vs. no thunderstorm, video vs. vignette). Participants were guided through a virtual city by a mock-up touristic app (t1). Then, the app issued a warning about an impending thunderstorm (t2), followed by a virtual thunderstorm (t3). The virtual city tour was presented via vignettes or videos. ANCOVAs were used to investigate trajectories of momentary anxiety, hierarchical regressions analyzed the impact of momentary anxiety on information seeking. Results: Participants who received a warning message and were confronted with a thunderstorm showed the highest increase in momentary anxiety, which predicted information seeking intentions. Conclusions: The findings underscore the importance of affective appraisal in processing warning messages. The virtual city framework is able to differentiate the impact of warning versus event in an online context, and thus promising for future warning research in virtual settings.


Author(s):  
Sruthi Satheesh P S

Creating a virtual city is demanded for computer games and urban planning, but it takes more time to create numerous 3D building models. Develop an interactive system to construct structured 3D building models by using simple user interactions. The user draws the fraction of texture on silhouette, it should automatically fill the required regions by using some discrete element texture synthesis. Key thought is an intuitive, sketch-based, example palette for discrete component texture synthesis. In this paper, provide a review of some Discrete Element Texture Synthesis


2021 ◽  
Author(s):  
Ziyang Zhang

This thesis presents a system that visualizes 3D city data and supports gesture interactions in a fully immersive Cave Automatic Virtual Environment (CAVE). To facilitate more natural interactions in this immersive virtual city, novel techniques are proposed for operations such as object selection, object manipulation, navigation and menu control. These operations form a basis of interactions for most Virtual Reality (VR) applications. The proposed techniques are predominantly controlled using gestures. We also propose the use of pattern recognition methods, specifically a Hidden Markov Model, to support real time dynamic gesture recognition and demonstrate its use for menu control in VR applications. Qualitative and quantitative user studies are conducted to evaluate the proposed techniques. The results of the user studies demonstrate that the interaction techniques for object selection and manipulation are measurably better than traditional techniques. The results also show that the proposed gesture based navigation and menu control techniques are preferred by experienced users. These findings can guide future user interface design in immersive environments.


2021 ◽  
Author(s):  
Ziyang Zhang

This thesis presents a system that visualizes 3D city data and supports gesture interactions in a fully immersive Cave Automatic Virtual Environment (CAVE). To facilitate more natural interactions in this immersive virtual city, novel techniques are proposed for operations such as object selection, object manipulation, navigation and menu control. These operations form a basis of interactions for most Virtual Reality (VR) applications. The proposed techniques are predominantly controlled using gestures. We also propose the use of pattern recognition methods, specifically a Hidden Markov Model, to support real time dynamic gesture recognition and demonstrate its use for menu control in VR applications. Qualitative and quantitative user studies are conducted to evaluate the proposed techniques. The results of the user studies demonstrate that the interaction techniques for object selection and manipulation are measurably better than traditional techniques. The results also show that the proposed gesture based navigation and menu control techniques are preferred by experienced users. These findings can guide future user interface design in immersive environments.


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