Descripteur
Termes descripteurs IGN > informatique > réalité virtuelle > monde virtuel
monde virtuelSynonyme(s)environnement virtuelVoir aussi |



Etendre la recherche sur niveau(x) vers le bas
Perspective switch and spatial knowledge acquisition: effects of age, mental rotation ability and visuospatial memory capacity on route learning in virtual environments with different levels of realism / Ismini E. Lokka in Cartography and Geographic Information Science, Vol 47 n° 1 (January 2020)
![]()
[article]
Titre : Perspective switch and spatial knowledge acquisition: effects of age, mental rotation ability and visuospatial memory capacity on route learning in virtual environments with different levels of realism Type de document : Article/Communication Auteurs : Ismini E. Lokka, Auteur ; Arzu Çöltekin, Auteur Année de publication : 2020 Article en page(s) : pp 14-27 Note générale : Bibliographie Langues : Anglais (eng) Descripteur : [Vedettes matières IGN] Analyse spatiale
[Termes descripteurs IGN] acquisition de données
[Termes descripteurs IGN] analyse géovisuelle
[Termes descripteurs IGN] analyse visuelle
[Termes descripteurs IGN] expérience scientifique
[Termes descripteurs IGN] information géographique
[Termes descripteurs IGN] mémoire
[Termes descripteurs IGN] monde virtuel
[Termes descripteurs IGN] représentation cognitive
[Termes descripteurs IGN] test de performanceRésumé : (Auteur) We report on a study in which we examine if the visual design of virtual environments (VEs) affects visuospatial knowledge acquisition in younger and older adults with varying cognitive abilities in the context of navigational learning, specifically when a perspective switch is involved. Perspective switch between first-person and aerial-views is an important and commonly executed task in navigation; and it is a special case in studying the effects of aging on navigational performance as well, because, reportedly, it is particularly harder for older people. In a controlled experiment, our participants learned a route in first-person view VE, and reproduced what they learned in an aerial-perspective view in immediate and delayed recall stages. To examine the effects of (and interactions between) multiple factors involved in the experiment in relation to the given task, we provide an in-depth investigation of group differences in spatial knowledge acquisition when a perspective switch is required based on age, mental rotation abilities, and visuospatial memory capacity with three VE designs that differ in levels of realism. Our findings based on the recall accuracy of 81 (42 younger, 39 older) participants in sketching tasks demonstrate significant differences across VE types, overall, in favor of our custom-designed VE in this demanding task. Furthermore, we demonstrate that age and visuospatial memory abilities are strong moderating factors, explicitly in this sketching task that requires a perspective switch, irrespective of VE types. Numéro de notice : A2020-005 Thématique : GEOMATIQUE Nature : Article nature-HAL : ArtAvecCL-RevueIntern DOI : 10.1080/15230406.2019.1595151 date de publication en ligne : 23/04/2019 En ligne : https://doi.org/10.1080/15230406.2019.1595151 Format de la ressource électronique : URL Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=94341
in Cartography and Geographic Information Science > Vol 47 n° 1 (January 2020) . - pp 14-27[article]The sound of being there : Audiovisual cartography with immersive virtual environments / Florian Hruby in KN, Journal of Cartography and Geographic Information, vol 69 n° 1 (May 2019)
![]()
[article]
Titre : The sound of being there : Audiovisual cartography with immersive virtual environments Type de document : Article/Communication Auteurs : Florian Hruby, Auteur Année de publication : 2019 Article en page(s) : pp 19 - 28 Note générale : Bibliographie Langues : Anglais (eng) Descripteur : [Termes descripteurs IGN] audiovisuel
[Termes descripteurs IGN] environnement géographique virtuel
[Termes descripteurs IGN] immersion
[Termes descripteurs IGN] réalité virtuelle
[Vedettes matières IGN] GéovisualisationRésumé : (Auteur) In recent years, immersion has become a frequently emphasized factor in the geovisualization research agenda. A principal reason for this growing interest is the assumption that immersive virtual environments (IVE) facilitate the formation of spatial presence, generally understood as the sense of “being there”. In a virtually mediated environment, the feeling of being there is of particular concern for cartographic ambitions, in terms of generating insights through geospatial representation. Current literature indicates that immersive VR systems stimulate the experience of spatial presence; however, this assumption is mainly based upon user studies in the visual communication channel. Moreover, research on IVE for geovisualization matters has to date been focused on visual-graphical rather than on auditive or even multisensory representations in virtual space. In this context, the present paper aims to evaluate the potential of audiovisual cartography with immersive virtual environments. Following a brief discussion of basic concepts, such as immersion, spatial presence and embodiment, we will integrate these aspects into a geovisualization immersion pipeline (GIP), as a framework with which to systematically link the technical and cognitive aspects of IVE. In the subsequent sections, we will examine this framework in the audio channel by analyzing how sound is implemented and perceived in GeoIVE. As we shall see, the positive effect of a combined audio-visual vs. exclusively visual presentation is supported by a series of user studies of sound effects, making audiovisual cartography with IVE a rich and worthwhile field of research. Numéro de notice : A2019-179 Thématique : GEOMATIQUE Nature : Article nature-HAL : ArtAvecCL-RevueIntern DOI : 10.1007/s42489-019-00003-5 date de publication en ligne : 28/01/2019 En ligne : https://doi.org/10.1007/s42489-019-00003-5 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=92699
in KN, Journal of Cartography and Geographic Information > vol 69 n° 1 (May 2019) . - pp 19 - 28[article]Depth camera indoor mapping for 3D virtual radio play / Juho-Pekka Virtanen in Photogrammetric record, vol 33 n° 162 (June 2018)
![]()
[article]
Titre : Depth camera indoor mapping for 3D virtual radio play Type de document : Article/Communication Auteurs : Juho-Pekka Virtanen, Auteur ; Matti Kurkela, Auteur ; Tuomas Turppa, Auteur ; et al., Auteur Année de publication : 2018 Article en page(s) : pp 171 - 195 Note générale : Bibliographie Langues : Anglais (eng) Descripteur : [Vedettes matières IGN] Géomatique web
[Termes descripteurs IGN] bâtiment
[Termes descripteurs IGN] carte d'intérieur
[Termes descripteurs IGN] cartographie pour écran mobile
[Termes descripteurs IGN] convivialité
[Termes descripteurs IGN] données localisées 3D
[Termes descripteurs IGN] environnement géographique virtuel
[Termes descripteurs IGN] modélisation 3D
[Termes descripteurs IGN] moteur de jeuRésumé : (Auteur) By combining game engines with indoor mapping, it is possible to create interactive virtual environments that represent the real world. In this paper, a virtual version of an audio installation in a historic building is produced, where the user freely explores the building and experiences a set of audio clips, creating a virtual radio play. A depth camera indoor mapping system, Matterport, captured a set of staged interiors. The aim was to evaluate the quality and usability of the indoor models and to demonstrate applying them in 3D application development. The quality of the models was evaluated by comparison with laser scanning, revealing limitations with Matterport: increasing the size of the measured area lowered the level of detail and accuracy of volumetric models. The quality of textures was not affected by this limitation, maintaining the appearance of models. To obtain optimised models for mobile 3D applications, a manual revision process was applied. Numéro de notice : A2018-223 Thématique : GEOMATIQUE Nature : Article nature-HAL : ArtAvecCL-RevueIntern DOI : 10.1111/phor.12239 date de publication en ligne : 16/04/2018 En ligne : https://doi.org/10.1111/phor.12239 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=90043
in Photogrammetric record > vol 33 n° 162 (June 2018) . - pp 171 - 195[article]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 descripteurs IGN] données localisées 3D
[Termes descripteurs IGN] modèle physique
[Termes descripteurs 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 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]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 descripteurs IGN] bruit (audition)
[Termes descripteurs IGN] cartographie à la volée
[Termes descripteurs IGN] données localisées 3D
[Termes descripteurs IGN] éolienne
[Termes descripteurs IGN] impact sur l'environnement
[Termes descripteurs IGN] monde virtuel
[Termes descripteurs IGN] moteur de jeu
[Termes descripteurs IGN] propagation du son
[Termes descripteurs IGN] simulation 3D
[Termes descripteurs IGN] Standard OGC
[Termes descripteurs IGN] système d'information géographique
[Termes descripteurs 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 Thématique : GEOMATIQUE Nature : Article 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)
PermalinkThe impact of 1980s and 1990s video games on multimedia cartography / Dennis Edler in Cartographica, vol 52 n° 2 (Summer 2017)
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)
PermalinkThe role of contextual info-marks in navigating a virtual rural environment / Adam Rousell in Transactions in GIS, vol 20 n° 1 (February 2016)
PermalinkPermalinkToward an immersive 3D virtual BoK exploratorium: A proof of concept / Michael Demers in Transactions in GIS, vol 17 n° 3 (June 2013)
PermalinkVirtual worlds for photogrammetric image-based simulation and learning / Eduardo J. Piatti in Photogrammetric record, vol 28 n° 141 (March - May 2013)
PermalinkPermalinkInteropérabilité et intégration des données et modèles urbains : standards, normes et tendances pour les SIG / Emmanuel Devys in Références, n° ind (01/09/2012)
PermalinkAutomatic geospatial metadata generation for earth science virtual data products / P. Yue in Geoinformatica, vol 16 n° 1 (January 2012)
Permalink