7,991 research outputs found

    Exploring the Design Space of Immersive Urban Analytics

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    Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguish between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing works, possible future research opportunities are explored and discussed.Comment: 23 pages,11 figure

    Immersive and non immersive 3D virtual city: decision support tool for urban sustainability

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    Sustainable urban planning decisions must not only consider the physical structure of the urban development but the economic, social and environmental factors. Due to the prolonged times scales of major urban development projects the current and future impacts of any decision made must be fully understood. Many key project decisions are made early in the decision making process with decision makers later seeking agreement for proposals once the key decisions have already been made, leaving many stakeholders, especially the general public, feeling marginalised by the process. Many decision support tools have been developed to aid in the decision making process, however many of these are expert orientated, fail to fully address spatial and temporal issues and do not reflect the interconnectivity of the separate domains and their indicators. This paper outlines a platform that combines computer game techniques, modelling of economic, social and environmental indicators to provide an interface that presents a 3D interactive virtual city with sustainability information overlain. Creating a virtual 3D urban area using the latest video game techniques ensures: real-time rendering of the 3D graphics; exploitation of novel techniques of how complex multivariate data is presented to the user; immersion in the 3D urban development, via first person navigation, exploration and manipulation of the environment with consequences updated in real-time. The use of visualisation techniques begins to remove sustainability assessment’s reliance on the existing expert systems which are largely inaccessible to many of the stakeholder groups, especially the general public

    Improving Big Data Visual Analytics with Interactive Virtual Reality

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    For decades, the growth and volume of digital data collection has made it challenging to digest large volumes of information and extract underlying structure. Coined 'Big Data', massive amounts of information has quite often been gathered inconsistently (e.g from many sources, of various forms, at different rates, etc.). These factors impede the practices of not only processing data, but also analyzing and displaying it in an efficient manner to the user. Many efforts have been completed in the data mining and visual analytics community to create effective ways to further improve analysis and achieve the knowledge desired for better understanding. Our approach for improved big data visual analytics is two-fold, focusing on both visualization and interaction. Given geo-tagged information, we are exploring the benefits of visualizing datasets in the original geospatial domain by utilizing a virtual reality platform. After running proven analytics on the data, we intend to represent the information in a more realistic 3D setting, where analysts can achieve an enhanced situational awareness and rely on familiar perceptions to draw in-depth conclusions on the dataset. In addition, developing a human-computer interface that responds to natural user actions and inputs creates a more intuitive environment. Tasks can be performed to manipulate the dataset and allow users to dive deeper upon request, adhering to desired demands and intentions. Due to the volume and popularity of social media, we developed a 3D tool visualizing Twitter on MIT's campus for analysis. Utilizing emerging technologies of today to create a fully immersive tool that promotes visualization and interaction can help ease the process of understanding and representing big data.Comment: 6 pages, 8 figures, 2015 IEEE High Performance Extreme Computing Conference (HPEC '15); corrected typo

    An overview of virtual city modelling : emerging organisational issues

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Immersive Visualization for Enhanced Computational Fluid Dynamics Analysis

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    Modern biomedical computer simulations produce spatiotemporal results that are often viewed at a single point in time on standard 2D displays. An immersive visualization environment (IVE) with 3D stereoscopic capability can mitigate some shortcomings of 2D displays via improved depth cues and active movement to further appreciate the spatial localization of imaging data with temporal computational fluid dynamics (CFD) results. We present a semi-automatic workflow for the import, processing, rendering, and stereoscopic visualization of high resolution, patient-specific imaging data, and CFD results in an IVE. Versatility of the workflow is highlighted with current clinical sequelae known to be influenced by adverse hemodynamics to illustrate potential clinical utility

    Virtual cities management and organisation

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Traditional museums, virtual museums. Dissemination role of ICTs.

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    Molti spazi della cultura, che si configurano come musei di sé stessi, presentano al loro interno pochi reperti esposti. È il caso di musei in edifici o aree archeologiche di seconda fascia, dai quali la maggior parte dei reperti è stata spostata in musei di importanza superiore o dove i reperti sono stati rimossi per diverse esigenze organizzative/espositive. In queste situazioni le ICT permettono di sviluppare un efficace sistema di comunicazione e disseminazione, coinvolgendo i visitatori e gli studiosi mediante l’utilizzo di procedure collegate all’Edutainment, all’interactive ed immersive experience, ai serious games e alla gamification. Come caso studio sono presi il Museo delle Mura, come museo in un edificio, e la Villa di Massenzio, come area archeologica, entrambi collocati sulla Via Appia Antica a Roma. Le esigenze della Sovrintendenza sono di valorizzare e divulgare: - la presenza del Museo, collocato in una delle numerose porte romane ancora ben conservate e site nel giro delle Mura Aureliane; - la storia della porta e del breve tratto di mura ad essa connesse; - la storia e l’articolazione delle mura di Roma. Per la Villa di Massenzio l’obiettivo principale è far comprendere la storia e la funzione delle due strutture (il circo ed il Mausoleo di Romolo), oggi visibili e visitabili, garantendo una maggiore comprensione di un’area di circa 4 ettari, in cui i visitatori oggi possono beneficiare solo di alcuni pannelli informativi.Many cultural spaces, which have been transformed into museums contain very few exhibits. In particular, museums in buildings or second-tier archaeological areas, where most of the finds have been moved to museums of major importance or exhibits that have been removed for different organizational/exhibition needs. In these situations, the use of ICT affords the possibility to incorporate effective communication and dissemination systems. As a result, it involves visitors and scholars within the exhibit using procedures related to edutainment, interactive and immersive experiences, serious games and gamification. As a case study are taken the Museum of the Walls, as a museum in building, and the archaeological area of the Maxentius archaeological complex, as an open-air museum, both located on the Ancient Appia road. In the Museum of the Walls Superintendent's requirements are to enhance and disseminate: - the presence of the Museum, located in one of the many well-preserved Roman city gates located in the Aurelian Walls; - the history of the city gate and of the short section of walls connected to it; - the history and articulation of the walls of Rome. In the Maxentius archaeological the main goal is to make understand the history and the function of the two main structures (the circus and a Mausoleum of Romulus), which are visible and open to visitors, ensuring a greater understanding of an area with the size of about 4 hectares, where visitors today can only benefit information from some panels

    Seeing the invisible: from imagined to virtual urban landscapes

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    Urban ecosystems consist of infrastructure features working together to provide services for inhabitants. Infrastructure functions akin to an ecosystem, having dynamic relationships and interdependencies. However, with age, urban infrastructure can deteriorate and stop functioning. Additional pressures on infrastructure include urbanizing populations and a changing climate that exposes vulnerabilities. To manage the urban infrastructure ecosystem in a modernizing world, urban planners need to integrate a coordinated management plan for these co-located and dependent infrastructure features. To implement such a management practice, an improved method for communicating how these infrastructure features interact is needed. This study aims to define urban infrastructure as a system, identify the systematic barriers preventing implementation of a more coordinated management model, and develop a virtual reality tool to provide visualization of the spatial system dynamics of urban infrastructure. Data was collected from a stakeholder workshop that highlighted a lack of appreciation for the system dynamics of urban infrastructure. An urban ecology VR model was created to highlight the interconnectedness of infrastructure features. VR proved to be useful for communicating spatial information to urban stakeholders about the complexities of infrastructure ecology and the interactions between infrastructure features.https://doi.org/10.1016/j.cities.2019.102559Published versio
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