532 research outputs found

    Integrating geographic analysis in transport planning

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    Geographic analysis has long supported transport plans that are appropriate to local contexts. Many incumbent ‘tools of the trade’ are proprietary and were developed to support growth in motor traffic, limiting their utility for transport planners who have been tasked with twenty-first century objectives such as enabling citizen participation, reducing pollution, and increasing levels of physical activity by getting more people walking and cycling. Geographic techniques—such as route analysis, network editing, localised impact assessment and interactive map visualisation—have great potential to support modern transport planning priorities. The aim of this paper is to explore emerging open source tools for geographic analysis in transport planning, with reference to the literature and a review of open source tools that are already being used. A key finding is that a growing number of options exist, challenging the current landscape of proprietary tools. These can be classified as command-line interface, graphical user interface or web-based user interface tools and by the framework in which they were implemented, with numerous tools released as R, Python and JavaScript packages, and QGIS plugins. The review found a diverse and rapidly evolving ‘ecosystem’ tools, with 25 tools that were designed for geographic analysis to support transport planning outlined in terms of their popularity and functionality based on online documentation. They ranged in size from single-purpose tools such as the QGIS plugin AwaP to sophisticated stand-alone multi-modal traffic simulation software such as MATSim, SUMO and Veins. Building on their ability to re-use the most effective components from other open source projects, developers of open source transport planning tools can avoid ‘reinventing the wheel’ and focus on innovation, the ‘gamified’ A/B Street https://github.com/dabreegster/abstreet/#abstreet simulation software, based on OpenStreetMap, a case in point. The paper, the source code of which can be found at https://github.com/robinlovelace/open-gat, concludes that, although many of the tools reviewed are still evolving and further research is needed to understand their relative strengths and barriers to uptake, open source tools for geographic analysis in transport planning already hold great potential to help generate the strategic visions of change and evidence that is needed by transport planners in the twenty-first century

    An educational game to teach children about air quality using augmented reality and tangible interaction with sensors

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    Air pollution is known to be one of the main causes of injuries to the respiratory system and even premature death. Gases, particles, and biological compounds affect not only the air we breathe outdoors, but also indoors. Children are highly affected by the poor quality of the air they breathe because their organs and immune systems are still in the developmental stages. To contribute to raising children’s awareness to these concerns, this article presents the design, implementation, and experimental validation of an serious augmented reality game for children to playfully learn about air quality by interacting with physical sensor nodes. The game presents visual representations of the pollutants measured by the sensor node, rendering tangible the invisible. Causal knowledge is elicited by stimulating the children to expose real-life objects (e.g., candles) to the sensor node. The playful experience is amplified by letting children play in pairs. The game was evaluated using the Wizard of Oz method in a sample of 27 children aged between 7 and 11 years. The results show that the proposed game, in addition to improving children’s knowledge about indoor air pollution, is also perceived by them as easy to use and a useful learning tool that they would like to continue using, even in other educational contexts.info:eu-repo/semantics/publishedVersio

    Open Source Tools for Geographic Analysis in Transport Planning

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    Geographic analysis has long supported transport plans that are appropriate to local contexts. Many incumbent ‘tools of the trade’ are proprietary and were developed to support growth in motor traffic, limiting their utility for transport planners who have been tasked with twenty-first century objectives such as enabling citizen participation, reducing pollution, and increasing levels of physical activity by getting more people walking and cycling. Geographic techniques— such as route analysis, network editing, localised impact assessment and interactive map visualisation— have great potential to support modern transport planning priorities. The aim of this paper is to explore emerging open source tools for geographic analysis in transport planning, with reference to the literature and a review of open source tools that are already being used. A key finding is that a growing number of options exist, challenging the current landscape of proprietary tools. These can be classified as command-line interface, graphical user interface or web-based user interface tools and by the framework in which they were implemented, with numerous tools released as R, Python and JavaScript packages, and QGIS plugins. The review found a diverse and rapidly evolving ‘ecosystem’ tools, with 25 tools that were designed for geographic analysis to support transport planning outlined in terms of their popularity and functionality based on online documentation. They ranged in size from single-purpose tools such as the QGIS plugin AwaP to sophisticated stand-alone multi-modal traffic simulation software such as MATSim, SUMO and Veins. Building on their ability to re-use the most effective components from other open source projects, developers of open source transport planning tools can avoid ‘reinventing the wheel’ and focus on innovation, the ‘gamified’ A/B Street https://github.com/dabreegster/abstreet/#abstreetsimulation software, based on OpenStreetMap, a case in point. The paper, the source code of which can be found at https://github.com/robinlovelace/open-gat, concludes that, although many of the tools reviewed are still evolving and further research is needed to understand their relative strengths and barriers to uptake, open source tools for geographic analysis in transport planning already hold great potential to help generate the strategic visions of change and evidence that is needed by transport planners in the twenty-first century

    A serious game for raising air pollution awareness in children

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    Air pollution has been one of the most discussed topics in the world in the last years, due to its effects on the atmosphere of our planet and our health overall. Currently, over 2.6 billion people are exposed to indoor air pollution, which tells us that efforts are needed to raise people’s awareness about air pollution. The use of serious games and gamification of apps have raised people’s perception, but these effects end up being short-term. This work presents “Problemas no Ar”, a game developed in Unity about air pollution where the player’s goal is to control a character tasked to monitor indoor and outdoor air pollution with sensors in several city zones. While playing, children are expected to learn the possible causes of pollution in each zone and, this way, the game attempts to promote pro-environmental behaviours. This game allows educators to configure the problems that the player has to solve. Pre- and post-surveys about air pollution were elaborated to evaluate perception of twenty students of an elementary school before and after playing the game. Participants’ gameplay experience was also evaluated through a usability score. Results show that the game provided some significant positive effects on participants’ perception. In terms of usability scores, the mean value was 75 out of 100, a value that is acceptable.A poluição atmosférica tem sido um dos temas mais discutidos no mundo nos últimos anos, o que está a afetar a atmosfera do nosso planeta e a nossa saúde em geral. Mais de 2.6 mil milhões de pessoas no mundo sofrem de poluição do ar interior dentro das suas casas, isto diz-nos que são necessários esforços para aumentar a consciência das pessoas sobre a poluição do ar. A utilização de jogos sérios e a gamificação de aplicações têm aumentado a perceção das pessoas, mas estes efeitos acabam por ser de curto prazo. Este trabalho apresenta "Problemas no Ar", um jogo desenvolvido em Unity sobre poluição atmosférica onde o objetivo do jogador é monitorizar a poluição atmosférica interior e exterior com sensores dispostos por várias zonas urbanas e aprender as possíveis causas da poluição em cada zona, tentando promover comportamentos pró-ambientais nas crianças. Este jogo permite que educadores consigam configurar os problemas que o jogador tem de resolver. Questionários pré- e pós- jogo sobre a poluição do ar foram elaborados para avaliar a perceção de vinte alunos do ensino básico antes e depois de jogar o jogo, a pontuação de usabilidade do jogo também foi medida. Os resultados mostram que o jogo teve efeitos positivos na perceção dos participantes, alguns itens foram significativos, outros não tão significativos. Em termos de usabilidade do jogo, o valor médio foi de 75 de 100, o que é aceitável

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment

    Contributions to Big Geospatial Data Rendering and Visualisations

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    Current geographical information systems lack features and components which are commonly found within rendering and game engines. When combined with computer game technologies, a modern geographical information system capable of advanced rendering and data visualisations are achievable. We have investigated the combination of big geospatial data, and computer game engines for the creation of a modern geographical information system framework capable of visualising densely populated real-world scenes using advanced rendering algorithms. The pipeline imports raw geospatial data in the form of Ordnance Survey data which is provided by the UK government, LiDAR data provided by a private company, and the global open mapping project of OpenStreetMap. The data is combined to produce additional terrain data where data is missing from the high resolution data sources of LiDAR by utilising interpolated Ordnance Survey data. Where data is missing from LiDAR, the same interpolation techniques are also utilised. Once a high resolution terrain data set which is complete in regards to coverage, is generated, sub datasets can be extracted from the LiDAR using OSM boundary data as a perimeter. The boundaries of OSM represent buildings or assets. Data can then be extracted such as the heights of buildings. This data can then be used to update the OSM database. Using a novel adjacency matrix extraction technique, 3D model mesh objects can be generated using both LiDAR and OSM information. The generation of model mesh objects created from OSM data utilises procedural content generation techniques, enabling the generation of GIS based 3D real-world scenes. Although only LiDAR and Ordnance Survey for UK data is available, restricting the generation to the UK borders, using OSM alone, the system is able to procedurally generate any place within the world covered by OSM. In this research, to manage the large amounts of data, a novel scenegraph structure has been generated to spatially separate OSM data according to OS coordinates, splitting the UK into 1kilometer squared tiles, and categorising OSM assets such as buildings, highways, amenities. Once spatially organised, and categorised as an asset of importance, the novel scenegraph allows for data dispersal through an entire scene in real-time. The 3D real-world scenes visualised within the runtime simulator can be manipulated in four main aspects; • Viewing at any angle or location through the use of a 3D and 2D camera system. • Modifying the effects or effect parameters applied to the 3D model mesh objects to visualise user defined data by use of our novel algorithms and unique lighting data-structure effect file with accompanying material interface. • Procedurally generating animations which can be applied to the spatial parameters of objects, or the visual properties of objects. • Applying Indexed Array Shader Function and taking advantage of the novel big geospatial scenegraph structure to exploit better rendering techniques in the context of a modern Geographical Information System, which has not been done, to the best of our knowledge. Combined with a novel scenegraph structure layout, the user can view and manipulate real-world procedurally generated worlds with additional user generated content in a number of unique and unseen ways within the current geographical information system implementations. We evaluate multiple functionalities and aspects of the framework. We evaluate the performance of the system, measuring frame rates with multi sized maps by stress testing means, as well as evaluating the benefits of the novel scenegraph structure for categorising, separating, manoeuvring, and data dispersal. Uniform scaling by n2 of scenegraph nodes which contain no model mesh data, procedurally generated model data, and user generated model data. The experiment compared runtime parameters, and memory consumption. We have compared the technical features of the framework against that of real-world related commercial projects; Google Maps, OSM2World, OSM-3D, OSM-Buildings, OpenStreetMap, ArcGIS, Sustainability Assessment Visualisation and Enhancement (SAVE), and Autonomous Learning Agents for Decentralised Data and Information (ALLADIN). We conclude that when compared to related research, the framework produces data-sets relevant for visualising geospatial assets from the combination of real-world data-sets, capable of being used by a multitude of external game engines, applications, and geographical information systems. The ability to manipulate the production of said data-sets at pre-compile time aids processing speeds for runtime simulation. This ability is provided by the pre-processor. The added benefit is to allow users to manipulate the spatial and visual parameters in a number of varying ways with minimal domain knowledge. The features of creating procedural animations attached to each of the spatial parameters and visual shading parameters allow users to view and encode their own representations of scenes which are unavailable within all of the products stated. Each of the alternative projects have similar features, but none which allow full animation ability of all parameters of an asset; spatially or visually, or both. We also evaluated the framework on the implemented features; implementing the needed algorithms and novelties of the framework as problems arose in the development of the framework. Examples of this is the algorithm for combining the multiple terrain data-sets we have (Ordnance Survey terrain data and Light Detection and Ranging Digital Surface Model data and Digital Terrain Model data), and combining them in a justifiable way to produce maps with no missing data values for further analysis and visualisation. A majority of visualisations are rendered using an Indexed Array Shader Function effect file, structured to create a novel design to encapsulate common rendering effects found in commercial computer games, and apply them to the rendering of real-world assets for a modern geographical information system. Maps of various size, in both dimensions, polygonal density, asset counts, and memory consumption prove successful in relation to real-time rendering parameters i.e. the visualisation of maps do not create a bottleneck for processing. The visualised scenes allow users to view large dense environments which include terrain models within procedural and user generated buildings, highways, amenities, and boundaries. The use of a novel scenegraph structure allows for the fast iteration and search from user defined dynamic queries. The interaction with the framework is allowed through a novel Interactive Visualisation Interface. Utilising the interface, a user can apply procedurally generated animations to both spatial and visual properties to any node or model mesh within the scene. We conclude that the framework has been a success. We have completed what we have set out to develop and create, we have combined multiple data-sets to create improved terrain data-sets for further research and development. We have created a framework which combines the real-world data of Ordnance Survey, LiDAR, and OpenStreetMap, and implemented algorithms to create procedural assets of buildings, highways, terrain, amenities, model meshes, and boundaries. for visualisation, with implemented features which allows users to search and manipulate a city’s worth of data on a per-object basis, or user-defined combinations. The successful framework has been built by the cross domain specialism needed for such a project. We have combined the areas of; computer games technology, engine and framework development, procedural generation techniques and algorithms, use of real-world data-sets, geographical information system development, data-parsing, big-data algorithmic reduction techniques, and visualisation using shader techniques

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

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    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi

    WeObserve Cookbook

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    The WeObserve Cookbook has been especially designed for groups or individuals who are leading or will lead Citizen Observatory projects and initiatives. It provides lessons on best practice and guides users through resources such as tools, scientific papers, training materials and networks. The guidance, tools, resources and insights captured in the Cookbook have been produced, tested and reviewed by the WeObserve project consortium and/or the WeObserve Communities of Practice. Many of the resources are well-documented and have been widely used in citizen science and citizen observatory projects. Most descriptions include a key reference, so you can explore more about their background or their application
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