7 research outputs found

    Cropland Capture – A Game for Improving Global Cropland Maps

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    Current satellite-derived global land-cover products, which are crucial for many modelling and monitoring applications, show large disagreements when compared with each another. To help improve global land cover (in particular the cropland class), we developed a game called Cropland Capture. This is a simple cross-platform game for collecting image classifications that will be used to develop and validate global cropland maps in the future. In this paper, we describe the game design of Cropland Capture in detail, including aspects such as simplicity,efficiency in data collection and what mechanisms were implemented to ensure data quality.We also discuss the impact of incentives on attracting and sustaining players in the game

    Harnessing the power of volunteers, the internet and Google Earth to collect and validate global spatial information using Geo-Wiki

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    Information about land cover and land use is needed for a wide range of applications such as nature protection and biodiversity, forest and water management, urban and transport planning, natural hazard prevention and mitigation, monitoring of agricultural policies and economic land use modelling. A number of different remotely-sensed global land cover products are available but studies have shown that there are large spatial discrepancies between these different products when compared. To address this issue of land cover uncertainty, a tool called Geo-Wiki was developed, which integrates online and mobile applications, high resolution satellite imagery available from Google Earth, and data collection through crowdsourcing as a mechanism for validating and improving globally relevant spatial information on land cover and land use. Through its growing network of volunteers and a number of successful data collection campaigns, almost 5 million samples of land cover and land use have been collected at many locations around the globe. This paper provides an overview of the main features of Geo-Wiki, and then using a series of examples, illustrates how the crowdsourced data collected through Geo-Wiki have been used to improve information on land cover and land use

    Cropland Capture: A gaming approach to improve global land cover

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    Ponencias, comunicaciones y pósters presentados en el 17th AGILE Conference on Geographic Information Science "Connecting a Digital Europe through Location and Place", celebrado en la Universitat Jaume I del 3 al 6 de junio de 2014.Accurate and reliable information on global cropland extent is needed for a number of applications, e g. to estimate potential yield losses in the wake of a drought or for assessing future scenarios of climate change on crop production. However, current global land cover and cropland products are not accurate enough for many of these applications. One way forward is to increase the amount of data that are used to create these maps as well as for validation purposes. One method for doing this is to involve citizens in the classification of satellite imagery as undertaken using the Geo-Wiki tool. This paper outlines Cropland Capture, which is simplified game version of Geo-Wiki in which players classify satellite imagery based on whether they can see evidence of cropland or not. On overview of the game is provided along with some initial results from the first 3 months of game play. The paper concludes with a discussion of the future steps in this research

    Realistic reconstruction and rendering of detailed 3D scenarios from multiple data sources

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    During the last years, we have witnessed significant improvements in digital terrain modeling, mainly through photogrammetric techniques based on satellite and aerial photography, as well as laser scanning. These techniques allow the creation of Digital Elevation Models (DEM) and Digital Surface Models (DSM) that can be streamed over the network and explored through virtual globe applications like Google Earth or NASA WorldWind. The resolution of these 3D scenes has improved noticeably in the last years, reaching in some urban areas resolutions up to 1m or less for DEM and buildings, and less than 10 cm per pixel in the associated aerial imagery. However, in rural, forest or mountainous areas, the typical resolution for elevation datasets ranges between 5 and 30 meters, and typical resolution of corresponding aerial photographs ranges between 25 cm to 1 m. This current level of detail is only sufficient for aerial points of view, but as the viewpoint approaches the surface the terrain loses its realistic appearance. One approach to augment the detail on top of currently available datasets is adding synthetic details in a plausible manner, i.e. including elements that match the features perceived in the aerial view. By combining the real dataset with the instancing of models on the terrain and other procedural detail techniques, the effective resolution can potentially become arbitrary. There are several applications that do not need an exact reproduction of the real elements but would greatly benefit from plausibly enhanced terrain models: videogames and entertainment applications, visual impact assessment (e.g. how a new ski resort would look), virtual tourism, simulations, etc. In this thesis we propose new methods and tools to help the reconstruction and synthesis of high-resolution terrain scenes from currently available data sources, in order to achieve realistically looking ground-level views. In particular, we decided to focus on rural scenarios, mountains and forest areas. Our main goal is the combination of plausible synthetic elements and procedural detail with publicly available real data to create detailed 3D scenes from existing locations. Our research has focused on the following contributions: - An efficient pipeline for aerial imagery segmentation - Plausible terrain enhancement from high-resolution examples - Super-resolution of DEM by transferring details from the aerial photograph - Synthesis of arbitrary tree picture variations from a reduced set of photographs - Reconstruction of 3D tree models from a single image - A compact and efficient tree representation for real-time rendering of forest landscapesDurant els darrers anys, hem presenciat avenços significatius en el modelat digital de terrenys, principalment gràcies a tècniques fotogramètriques, basades en fotografia aèria o satèl·lit, i a escàners làser. Aquestes tècniques permeten crear Models Digitals d'Elevacions (DEM) i Models Digitals de Superfícies (DSM) que es poden retransmetre per la xarxa i ser explorats mitjançant aplicacions de globus virtuals com ara Google Earth o NASA WorldWind. La resolució d'aquestes escenes 3D ha millorat considerablement durant els darrers anys, arribant a algunes àrees urbanes a resolucions d'un metre o menys per al DEM i edificis, i fins a menys de 10 cm per píxel a les fotografies aèries associades. No obstant, en entorns rurals, boscos i zones muntanyoses, la resolució típica per a dades d'elevació es troba entre 5 i 30 metres, i per a les corresponents fotografies aèries varia entre 25 cm i 1m. Aquest nivell de detall només és suficient per a punts de vista aeris, però a mesura que ens apropem a la superfície el terreny perd tot el realisme. Una manera d'augmentar el detall dels conjunts de dades actuals és afegint a l'escena detalls sintètics de manera plausible, és a dir, incloure elements que encaixin amb les característiques que es perceben a la vista aèria. Així, combinant les dades reals amb instàncies de models sobre el terreny i altres tècniques de detall procedural, la resolució efectiva del model pot arribar a ser arbitrària. Hi ha diverses aplicacions per a les quals no cal una reproducció exacta dels elements reals, però que es beneficiarien de models de terreny augmentats de manera plausible: videojocs i aplicacions d'entreteniment, avaluació de l'impacte visual (per exemple, com es veuria una nova estació d'esquí), turisme virtual, simulacions, etc. En aquesta tesi, proposem nous mètodes i eines per ajudar a la reconstrucció i síntesi de terrenys en alta resolució partint de conjunts de dades disponibles públicament, per tal d'aconseguir vistes a nivell de terra realistes. En particular, hem decidit centrar-nos en escenes rurals, muntanyes i àrees boscoses. El nostre principal objectiu és la combinació d'elements sintètics plausibles i detall procedural amb dades reals disponibles públicament per tal de generar escenes 3D d'ubicacions existents. La nostra recerca s'ha centrat en les següents contribucions: - Un pipeline eficient per a segmentació d'imatges aèries - Millora plausible de models de terreny a partir d'exemples d’alta resolució - Super-resolució de models d'elevacions transferint-hi detalls de la fotografia aèria - Síntesis d'un nombre arbitrari de variacions d’imatges d’arbres a partir d'un conjunt reduït de fotografies - Reconstrucció de models 3D d'arbres a partir d'una única fotografia - Una representació compacta i eficient d'arbres per a navegació en temps real d'escenesPostprint (published version
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