17,392 research outputs found

    Information Rich 3D Computer Modeling of Urban Environments

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    We are living in an increasingly information rich society. Geographical Information Systems now allow us to precisely tag information to specific features, objects and locations. The Internet is enabling much of this information to be accessed by a whole spectrum of users. At CASA we are attempting to push this technology towards a three-dimensional GIS, that works across the Internet and can represent significant chunks of a large city. We believe that the range of possible uses for such technology is diverse, although we feel that urban planning is an area that can benefit greatly. An opportunity to push this “planning technology” arose when CASA won a tender from Hackney Council to develop a dynamic website for community participation in the process of regenerating the Woodberry Down Estate. This is a run down part of northeast London that is undergoing a major redevelopment. CASA has developed a system that not only informs the local residents about the redevelopment process but it also enables them to use dynamic visualisations of the “before and after effects” of different plans, and then to discuss and vote on the variety of options

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Online participation: the Woodberry Down experiment

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    The internet and world wide web are generating radical changes in the way we are able tocommunicate. Our ability to engage communities and individuals in designing theirenvironment is also beginning to change as new digital media provide ways in whichindividuals and groups can interact with planners and politicians in exploring their future.This paper tells the story of how the residents of one of the most disadvantagedcommunities in Britain ? the Woodberry Down Estate in the London borough ofHackney ? have begun to use an online system which delivers everything from routineservices about their housing to ideas about options for their future. Woodberry Down isone of the biggest regeneration projects in Western Europe. It will take at least 10 years,probably much longer, to complete, at a cost of over £150 million. Online participation isone of the many ways in which this community is being engaged but as we will show, itis beginning to act as a catalyst. The kinds of networks which are evolving aroundsystems like these will change the nature of participation itself, the ways we need to thinkabout it, and the ways we need to respond. Before the experiment is described, we set thecontext by describing the wide range of digital media for communicating plans andplanning which suggests a new typology for web participation consistent with this fastemerging network culture

    Optical-radar imaging of scale models for studies in asteroid astronomy

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    During the past five years, delay-Doppler radar has become the primary technique for studying the structure of Earth-crossing asteroids. None of these objects has yet been visited by spacecraft, so ground-truth test cases are lacking. A laboratory system is described that provides optical-radar images at 0.1-mm resolution. These data are analogous to the highest-resolution asteroid radar images currently available and provided realistic test cases for developing signal-processing techniques. The system can be thought of as a 1/188,000 scale model of the Arecibo radar, or a 1/52,800 scale model of the Goldstone radar

    OMEGA AND BIASING FROM OPTICAL GALAXIES VERSUS POTENT MASS

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    The mass density field in the local universe, recovered by the POTENT method from peculiar velocities of \sim3000 galaxies, is compared with the density field of optically-selected galaxies. Both density fields are smoothed with a Gaussian filter of radius 12 h1h^{-1} Mpc. Under the assumptions of gravitational instability and a linear biasing parameter b\sbo between optical galaxies and mass, we obtain \beta\sbo \equiv \om^{0.6}/b\sbo = 0.74 \pm 0.13. This result is obtained from a regression of POTENT mass density on optical density after correcting the mass density field for systematic biases in the velocity data and POTENT method. The error quoted is just the 1σ1\sigma formal error estimated from the observed scatter in the density--density scatterplot; it does not include the uncertainty due to cosmic scatter in the mean density or in the biasing relation. We do not attempt a formal analysis of the goodness of fit, but the scatter about the fit is consistent with our estimates of the uncertainties.Comment: Final revised version (minor typos corrected). 13 pages, gzipped tar file containing LaTeX and figures. The Postscript file is available at ftp://dust0.dur.ac.uk/pub/mjh/potopt/potopt.ps.Z or (gzipped) at ftp://xxx.lanl.gov/astro-ph/ps/9501/9501074.ps.gz or via WWW at http://xxx.lanl.gov/ps/astro-ph/9501074 or as separate LaTeX text and encapsulated Postscript figures in a compressed tar'd file at ftp://dust0.dur.ac.uk/pub/mjh/potopt/latex/potopt.tar.

    Modelling virtual urban environments

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    In this paper, we explore the way in which virtual reality (VR) systems are being broadened to encompass a wide array of virtual worlds, many of which have immediate applicability to understanding urban issues through geocomputation. Wesketch distinctions between immersive, semi-immersive and remote environments in which single and multiple users interact in a variety of ways. We show how suchenvironments might be modelled in terms of ways of navigating within, processes of decision-making which link users to one another, analytic functions that users have to make sense of the environment, and functions through which users can manipulate, change, or design their world. We illustrate these ideas using four exemplars that we have under construction: a multi-user internet GIS for Londonwith extensive links to 3-d, video, text and related media, an exploration of optimal retail location using a semi-immersive visualisation in which experts can explore such problems, a virtual urban world in which remote users as avatars can manipulate urban designs, and an approach to simulating such virtual worlds through morphological modelling based on the digital record of the entire decision-making process through which such worlds are built

    Ceramic applications in turbine engines

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    The design and testing of gas turbine engines employing ceramic components is discussed. Thermal shock and vibration test results as well as spin tests of various engine components are discussed
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