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Learning effectiveness of virtual environments for 3D terrain interpretation and data acquisition / A.M. Perez-Romero in Survey review, vol 49 n° 355 (October 2017)
[article]
Titre : Learning effectiveness of virtual environments for 3D terrain interpretation and data acquisition Type de document : Article/Communication Auteurs : A.M. Perez-Romero, Auteur ; M. Castro-Garcia, Auteur ; M.J. Leon-Bonillo, Auteur ; F. Manzano-Agugliaro, Auteur Année de publication : 2017 Article en page(s) : pp 302 - 311 Note générale : Bibliographie Langues : Anglais (eng) Descripteur : [Vedettes matières IGN] Formation
[Termes IGN] données localisées 3D
[Termes IGN] modèle physique
[Termes IGN] monde virtuelRésumé : (Auteur) The aim of this study is to assess the effectiveness of different learning strategies for 3D terrain interpretation and data acquisition by engineering students. According to the experimental design, students received homogeneous training, followed by differential training, which divided the students into three statistically homogeneous groups where each group was subject to a different learning process: (1) virtual environment learning; (2) learning using physical scale models; and (3) a theoretical class. Afterwards, the students were evaluated using two tests under real field conditions. Results were obtained for the following study variables: field-test scores and whether or not the student was repeating the course. The students who learned using physical scale models obtained the best scores; their scores were significantly higher than those of students using virtual environment or a theoretical class. These findings open up new perspectives on the teaching of surveying with respect to other teaching methods. Numéro de notice : A2017-553 Affiliation des auteurs : non IGN Thématique : POSITIONNEMENT Nature : Article DOI : 10.1080/00396265.2016.1172814 En ligne : https://doi.org/10.1080/00396265.2016.1172814 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=86614
in Survey review > vol 49 n° 355 (October 2017) . - pp 302 - 311[article]The confirmed realities and myths about the benefits and costs of 3D Visualization and virtual reality in discrete event modeling and simulation: A descriptive meta-analysis of evidence from research and practice / Ikpe Justice Akpan in Computers & Industrial Engineering, vol 112 (October 2017)
[article]
Titre : The confirmed realities and myths about the benefits and costs of 3D Visualization and virtual reality in discrete event modeling and simulation: A descriptive meta-analysis of evidence from research and practice Type de document : Article/Communication Auteurs : Ikpe Justice Akpan, Auteur ; Murali Shanker, Auteur Année de publication : 2017 Note générale : bibliographie Langues : Anglais (eng) Descripteur : [Termes IGN] analyse coût-avantage
[Termes IGN] interface utilisateur
[Termes IGN] quantité discrète
[Termes IGN] réalité virtuelle
[Termes IGN] simulation 3D
[Termes IGN] visualisation 3D
[Vedettes matières IGN] GéovisualisationRésumé : (auteur) The past seventeen years has witnessed a significant transformation in discrete event modeling and simulation, and the introduction of new modeling methodology based on three-dimensional (3D) visualization and virtual reality (VR) technologies. While several studies demonstrate the benefits and costs of 3D and VR modeling in discrete event simulation (DES) based on empirical evidence, others rely on anecdotal evidence and experience from practice. Further, there are still some unsubstantiated claims about the gains and challenges arising from the application of 3D and VR technologies in DES. This paper synthesizes the realized benefits and costs associated with modeling and simulation in 3D and VR while differentiating the realities from claims (myths). The results show that 3D and VR techniques offer significant benefits in the major modeling and simulation tasks than speculated among practitioners in the simulation community. Numéro de notice : A2017-409 Affiliation des auteurs : non IGN Thématique : GEOMATIQUE Nature : Article DOI : 10.1016/j.cie.2017.08.020 En ligne : https://doi.org/10.1016/j.cie.2017.08.020 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=86293
in Computers & Industrial Engineering > vol 112 (October 2017)[article]Developing a wind turbine planning platform: Integration of “sound propagation model–GIS-game engine” triplet / Azarakhsh Rafiee in Environmental Modelling & Software, vol 95 (September 2017)
[article]
Titre : Developing a wind turbine planning platform: Integration of “sound propagation model–GIS-game engine” triplet Type de document : Article/Communication Auteurs : Azarakhsh Rafiee, Auteur ; Pim Van der Male, Auteur ; Eduardo Dias, Auteur ; Henk J. Scholten, Auteur Année de publication : 2017 Article en page(s) : pp 326 - 343 Note générale : bibliographie Langues : Anglais (eng) Descripteur : [Termes IGN] bruit (audition)
[Termes IGN] cartographie à la volée
[Termes IGN] données localisées 3D
[Termes IGN] éolienne
[Termes IGN] impact sur l'environnement
[Termes IGN] monde virtuel
[Termes IGN] moteur de jeu
[Termes IGN] propagation du son
[Termes IGN] simulation 3D
[Termes IGN] standard OGC
[Termes IGN] système d'information géographique
[Termes IGN] temps réel
[Vedettes matières IGN] GéovisualisationRésumé : (auteur) In this study, we propose an interactive information system for wind turbine siting, considering its visual and sound externalities. This system is an integration of game engine, GIS and analytical sound propagation model in a unified 3D web environment. The game engine–GIS integration provides a 3D virtual environment where users can navigate through the existing geospatial data of the whole country and place different wind turbine types to explore their visual impact on the landscape. The integration of a sound propagation model in the game engine–GIS supports the real-time calculation and feedback regarding wind turbine sound at the surrounding buildings. The platform's GIS component enables massive (on-the-fly) georeferenced data utilization through tiling techniques as well as data accessibility and interoperability via cloud-based architecture and open geospatial standard protocols. The game engine, on the other hand, supports performance optimization for both data display and sound model calculations. Numéro de notice : A2017-351 Affiliation des auteurs : non IGN Thématique : GEOMATIQUE Nature : Article DOI : 10.1016/j.envsoft.2017.06.019 En ligne : https://doi.org/10.1016/j.envsoft.2017.06.019 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=85706
in Environmental Modelling & Software > vol 95 (September 2017) . - pp 326 - 343[article]A framework for interactive visual analysis of heterogeneous marine data in an integrated problem solving environment / Shuai Liu in Computers & geosciences, vol 104 (July 2017)
[article]
Titre : A framework for interactive visual analysis of heterogeneous marine data in an integrated problem solving environment Type de document : Article/Communication Auteurs : Shuai Liu, Auteur ; Ge Chen, Auteur ; Shifeng Yao, Auteur ; Fenglin Tian, Auteur ; Wei Liu, Auteur Année de publication : 2017 Note générale : bibliographie Langues : Anglais (eng) Descripteur : [Termes IGN] base de données marines
[Termes IGN] carte interactive
[Termes IGN] données spatiotemporelles
[Termes IGN] environnement géographique virtuel
[Termes IGN] monde virtuel
[Termes IGN] océanographie spatiale
[Termes IGN] positionnement par Argos
[Termes IGN] visualisation de données
[Vedettes matières IGN] GéovisualisationRésumé : (auteur) This paper presents a novel integrated marine visualization framework which focuses on processing, analyzing the multi-dimension spatiotemporal marine data in one workflow. Effective marine data visualization is needed in terms of extracting useful patterns, recognizing changes, and understanding physical processes in oceanography researches. However, the multi-source, multi-format, multi-dimension characteristics of marine data pose a challenge for interactive and feasible (timely) marine data analysis and visualization in one workflow. And, global multi-resolution virtual terrain environment is also needed to give oceanographers and the public a real geographic background reference and to help them to identify the geographical variation of ocean phenomena. This paper introduces a data integration and processing method to efficiently visualize and analyze the heterogeneous marine data. Based on the data we processed, several GPU-based visualization methods are explored to interactively demonstrate marine data. GPU-tessellated global terrain rendering using ETOPO1 data is realized and the video memory usage is controlled to ensure high efficiency. A modified ray-casting algorithm for the uneven multi-section Argo volume data is also presented and the transfer function is designed to analyze the 3D structure of ocean phenomena. Based on the framework we designed, an integrated visualization system is realized. The effectiveness and efficiency of the framework is demonstrated. This system is expected to make a significant contribution to the demonstration and understanding of marine physical process in a virtual global environment. Numéro de notice : A2017-128 Affiliation des auteurs : non IGN Thématique : GEOMATIQUE Nature : Article nature-HAL : ArtAvecCL-RevueIntern DOI : 10.1016/j.cageo.2017.03.021 En ligne : http://doi.org/10.1016/j.cageo.2017.03.021 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=84543
in Computers & geosciences > vol 104 (July 2017)[article]The impact of 1980s and 1990s video games on multimedia cartography / Dennis Edler in Cartographica, vol 52 n° 2 (Summer 2017)
[article]
Titre : The impact of 1980s and 1990s video games on multimedia cartography Type de document : Article/Communication Auteurs : Dennis Edler, Auteur ; Frank Dickmann, Auteur Année de publication : 2017 Article en page(s) : pp 168 - 177 Note générale : Bibliographie Langues : Anglais (eng) Descripteur : [Vedettes matières IGN] Cartographie
[Termes IGN] animation graphique
[Termes IGN] cartographie animée
[Termes IGN] conception cartographique
[Termes IGN] interactivité
[Termes IGN] jeu vidéo
[Termes IGN] monde virtuel
[Termes IGN] multimedia
[Termes IGN] vingtième siècleRésumé : (Auteur) The video game industry revolutionized the game market from the 1970s onwards. Stationary video game machines, such as “coin-ops” and, later, consoles for home entertainment made it possible to experience and interact with new virtual environments. Based on technical innovations, early video games already included different graphic and auditory effects that were used to present and emphasize the spatial dimension of game stories. One of the most famous and successful video game series that “told” spatial stories and included many visualizations of virtual topographies was Nintendo's Super Mario series. Nintendo developed diverse video game topographies including different interactive and animated cartographic media throughout the Super Mario series. These maps were early and fundamental examples that were user-friendly and suitable for children. Moreover, they established a basis for future video game spaces, and the techniques used to create, animate, and visualize these maps have also found their ways into other applications of cartography and geomatics. It seems that the early worlds of Super Mario animated cartographers to animate cartographic visualizations. This article presents the characteristic spatial structures and cartographic techniques found in early Super Mario games, from the arcade classic Donkey Kong (1981) to the Super Nintendo classic Super Mario Kart (1992). The meaning of these structures and techniques for other cartographic applications is discussed. Numéro de notice : A2017-374 Affiliation des auteurs : non IGN Thématique : GEOMATIQUE Nature : Article DOI : 10.3138/cart.52.2.3823 En ligne : https://doi.org/10.3138/cart.52.2.3823 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=85799
in Cartographica > vol 52 n° 2 (Summer 2017) . - pp 168 - 177[article]Exemplaires(1)
Code-barres Cote Support Localisation Section Disponibilité 031-2017021 SL Revue Centre de documentation Revues en salle Disponible Spatial query based virtual reality GIS analysis platform / Weixi Wang in Neurocomputing, vol (2017)PermalinkBIM : New perspectives / Nigel Alexander in GEO: Geoconnexion international, vol 16 n° 3 (March 2017)PermalinkQuoi de neuf côté BIM / Anonyme in Géomatique expert, n° 115 (mars - avril 2017)PermalinkClient and user involvement through BIM-related technologies / Silvia Mastrolembo Ventura in International journal of 3-D information modeling, vol 6 n° 1 (January - March 2017)PermalinkPermalinkHandbook on advances in remote sensing and geographic information systems / Margarita N. Favorskaya (2017)PermalinkPersonnalisation des représentations cartographiques en géovisualisation : couleurs et styles / Sidonie Christophe (2017)PermalinkSmart thinking for smart cities / John Stokoe in GEO: Geoconnexion international, vol 15 n° 10 (November - December 2016)PermalinkOpenBIM framework for a collaborative historic preservation system / Shawn E. O'Keeffe in International journal of 3-D information modeling, vol 5 n° 4 (October - December 2016)PermalinkAugmented survey reality : a surveying firm in Western Australia is exploring the extents of the known Holoverse / Anthony Wallace in Position, n° 81 (February - March 2016)Permalink