4 research outputs found
Using Game Engine for Online 3D Terrain Visualization with Oil Palm Tree Data
Nowadays, cartography, otherwise known as mapping, are serving people in multiple aspects of livelihood and administration like planning, rescue, military, and tourism. The information is usually presented in the map by using legends, elevation, and contour.With the passage of time, many new methods of mapping are introduced which are divided into the non-digital and digital version.Another method used is the incorporation of 3D modelling in virtual aspect by simulating real-world data.In the recent years using the game engine is one of the important 3D modelling approaches obtained.The game engine has a lot more capabilities to simulate real-world terrains whereas using database support for terrain visualisation, new functionality can be used. This article discussed how to utilise game engine technology for developing 3D terrain visualisation with oil palm tree data.With the success of the system, it, therefore, gives benefits to potential visitors especially the manager of oil palm plantation, decision makers and planners to explore the online 3D terrain visualisation with oil palm tree data and manage it
Using Game Engine for Online 3D Terrain Visualization with Oil Palm Tree Data
Nowadays, cartography, otherwise known as mapping, are serving people in multiple aspects of livelihood and administration like planning, rescue, military, and tourism. The information is usually presented in the map by using legends, elevation, and contour. With the passage of time, many new methods of mapping are introduced which are divided into the non-digital and digital version. Another method used is the incorporation of 3D modelling in virtual aspect by simulating real-world data. In the recent years using the game engine is one of the important 3D modelling approaches obtained. The game engine has a lot more capabilities to simulate real-world terrains whereas using database support for terrain visualisation, new functionality can be used. This article discussed how to utilise game engine technology for developing 3D terrain visualisation with oil palm tree data. With the success of the system, it, therefore, gives benefits to potential visitors especially the manager of oil palm plantation, decision makers and planners to explore the online 3D terrain visualisation with oil palm tree data and manage it
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Transforming the museum-community nexus with technology : a virtual museum infrastructure for participatory engagement and management
Museums play an important role in society as the custodians of heritage, and
advances in technology have brought about opportunities for curating, preserving and
disseminating heritage through virtual museums. However, this is not matched by
an understanding of how these technologies can support these functions, especially
given the varying levels of resources that museums have at their disposal. To address
this problem, a hybrid methodology which combines underpinning theory and
practice has been adopted. Initial investigation of the problem takes place through a
contextualisation of museology and heritage studies, followed by exploratory case
studies that yield design objectives for a Virtual Museum Infrastructure (VMI). A
design of the VMI is proposed based on these objectives, and the VMI is instantiated,
deployed and evaluated in real-world scenarios using a combination of quantitative
and qualitative techniques. The findings of this investigation demonstrate that the use
of technology provides new opportunities for engagement with heritage, as experts
and community members alike can create, curate and preserve content, which can
then be disseminated in engaging ways using immersive, yet affordable technologies.
This work therefore demonstrates how technology can be used to: (1) support
museums in the creation, curation, preservation and dissemination of heritage,
through a VMI that provides support for all the stages of the media life cycle, (2)
facilitate active use, so that content that is created once can be reused on multiple
platforms (for example on the web, on mobile apps and in on-site installations),
and (3) encourage connectivity by linking up local museums using a location-aware
interface and facilitates the consumption content using digital literacies available to
the public. The aforementioned points, coupled with the system instantiations that
demonstrate them, represent the contributions of this thesis