This paper investigates user preferences and behaviour associated with 2D and 3D modes of urban representation within a novel Topographic Immersive Virtual Environment(TopoIVE)created from official 1:10,000 mapping.Si...This paper investigates user preferences and behaviour associated with 2D and 3D modes of urban representation within a novel Topographic Immersive Virtual Environment(TopoIVE)created from official 1:10,000 mapping.Sixty participants were divided into two groups:the first were given a navigational task within a simulated city and the second were given the freedom to explore it.A Head-Mounted Display(HMD)Virtual Reality(VR)app allowed participants to switch between 2D and 3D representations of buildings with a remote controller and their use of these modes during the experiment was recorded.Participants performed mental rotation tests before entering the TopoIVE and were interviewed afterwards about their experiences using the app.The results indicate that participants preferred the 3D mode of representation overall,although preference for the 2D mode was slightly higher amongst those undertaking the navigational task,and reveal that different wayfinding solutions were adopted by participants according to their gender.Overall,the findings suggest that users exploit different aspects of 2D and 3D modes of visualization in their wayfinding strategy,regardless of their task.The potential to combine the functionality of 2D and 3D modes therefore offers substantial opportunities for the development of immersive virtual reality products derived from topographic datasets.展开更多
The gravity gradient is a secondary derivative of gravity potential,containing more high-frequency information of Earth’s gravity field.Gravity gradient observation data require deducting its prior and intrinsic part...The gravity gradient is a secondary derivative of gravity potential,containing more high-frequency information of Earth’s gravity field.Gravity gradient observation data require deducting its prior and intrinsic parts to obtain more variational information.A model generated from a topographic surface database is more appropriate to represent gradiometric effects derived from near-surface mass,as other kinds of data can hardly reach the spatial resolution requirement.The rectangle prism method,namely an analytic integration of Newtonian potential integrals,is a reliable and commonly used approach to modeling gravity gradient,whereas its computing efficiency is extremely low.A modified rectangle prism method and a graphical processing unit(GPU)parallel algorithm were proposed to speed up the modeling process.The modified method avoided massive redundant computations by deforming formulas according to the symmetries of prisms’integral regions,and the proposed algorithm parallelized this method’s computing process.The parallel algorithm was compared with a conventional serial algorithm using 100 elevation data in two topographic areas(rough and moderate terrain).Modeling differences between the two algorithms were less than 0.1 E,which is attributed to precision differences between single-precision and double-precision float numbers.The parallel algorithm showed computational efficiency approximately 200 times higher than the serial algorithm in experiments,demonstrating its effective speeding up in the modeling process.Further analysis indicates that both the modified method and computational parallelism through GPU contributed to the proposed algorithm’s performances in experiments.展开更多
As a GIS tool,visibility analysis is used in many areas to evaluate both visible and non-visible places.Visibility analysis builds on a digital surface model describing the terrain morphology,including the position an...As a GIS tool,visibility analysis is used in many areas to evaluate both visible and non-visible places.Visibility analysis builds on a digital surface model describing the terrain morphology,including the position and shapes of all objects that can sometimes act as visibility barriers.However,some barriers,for example vegetation,may be permeable to a certain degree.Despite extensive research and use of visibility analysis in different areas,standard GIS tools do not take permeability into account.This article presents a new method to calculate visibility through partly permeable obstacles.The method is based on a quasi-Monte Carlo simulation with 100 iterations of visibility calculation.Each iteration result represents 1%of vegetation permeability,which can thus range from 1%to 100%visibility behind vegetation obstacles.The main advantage of the method is greater accuracy of visibility results and easy implementation on any GIS software.The incorporation of the proposed method in GIS software would facilitate work in many fields,such as architecture,archaeology,radio communication,and the military.展开更多
文摘This paper investigates user preferences and behaviour associated with 2D and 3D modes of urban representation within a novel Topographic Immersive Virtual Environment(TopoIVE)created from official 1:10,000 mapping.Sixty participants were divided into two groups:the first were given a navigational task within a simulated city and the second were given the freedom to explore it.A Head-Mounted Display(HMD)Virtual Reality(VR)app allowed participants to switch between 2D and 3D representations of buildings with a remote controller and their use of these modes during the experiment was recorded.Participants performed mental rotation tests before entering the TopoIVE and were interviewed afterwards about their experiences using the app.The results indicate that participants preferred the 3D mode of representation overall,although preference for the 2D mode was slightly higher amongst those undertaking the navigational task,and reveal that different wayfinding solutions were adopted by participants according to their gender.Overall,the findings suggest that users exploit different aspects of 2D and 3D modes of visualization in their wayfinding strategy,regardless of their task.The potential to combine the functionality of 2D and 3D modes therefore offers substantial opportunities for the development of immersive virtual reality products derived from topographic datasets.
文摘The gravity gradient is a secondary derivative of gravity potential,containing more high-frequency information of Earth’s gravity field.Gravity gradient observation data require deducting its prior and intrinsic parts to obtain more variational information.A model generated from a topographic surface database is more appropriate to represent gradiometric effects derived from near-surface mass,as other kinds of data can hardly reach the spatial resolution requirement.The rectangle prism method,namely an analytic integration of Newtonian potential integrals,is a reliable and commonly used approach to modeling gravity gradient,whereas its computing efficiency is extremely low.A modified rectangle prism method and a graphical processing unit(GPU)parallel algorithm were proposed to speed up the modeling process.The modified method avoided massive redundant computations by deforming formulas according to the symmetries of prisms’integral regions,and the proposed algorithm parallelized this method’s computing process.The parallel algorithm was compared with a conventional serial algorithm using 100 elevation data in two topographic areas(rough and moderate terrain).Modeling differences between the two algorithms were less than 0.1 E,which is attributed to precision differences between single-precision and double-precision float numbers.The parallel algorithm showed computational efficiency approximately 200 times higher than the serial algorithm in experiments,demonstrating its effective speeding up in the modeling process.Further analysis indicates that both the modified method and computational parallelism through GPU contributed to the proposed algorithm’s performances in experiments.
基金This work was financially supported by project 133/2016/RPP-TO-1/b“Teaching of advanced techniques for geodata processing for follow-up study of geoinformatics”.
文摘As a GIS tool,visibility analysis is used in many areas to evaluate both visible and non-visible places.Visibility analysis builds on a digital surface model describing the terrain morphology,including the position and shapes of all objects that can sometimes act as visibility barriers.However,some barriers,for example vegetation,may be permeable to a certain degree.Despite extensive research and use of visibility analysis in different areas,standard GIS tools do not take permeability into account.This article presents a new method to calculate visibility through partly permeable obstacles.The method is based on a quasi-Monte Carlo simulation with 100 iterations of visibility calculation.Each iteration result represents 1%of vegetation permeability,which can thus range from 1%to 100%visibility behind vegetation obstacles.The main advantage of the method is greater accuracy of visibility results and easy implementation on any GIS software.The incorporation of the proposed method in GIS software would facilitate work in many fields,such as architecture,archaeology,radio communication,and the military.