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2008
Recent advances in technology have moved the construction of virtual cities and Mirror Worlds out of the research lab and into the hands of the general user. In this paper we explore tools to create digital cities providing examples from Google Earth through to Second Life and into Crysis. Finally we explore the merging of worlds such as Second Life and Google Earth into Second Earth and look into the potential of these emerging ParaVerses.
Lecture Notes in Computer Science, 2009
A mirror world, which is a virtual space modeling a physical space, attracts enormous interests from VR community recently. Various applications such as Second Life, Google Earth and Virtual Earth have proven their usefulness and potentialities. We introduce a novel method to build a mirror world by acquiring environment data represented as a point cloud. Since our system provides a streaming service of the mirror world while gathering the environment information simultaneously, users located in an immersive display system can navigate and interact in the mirror world reflecting the physical world of the present state. Mobile agent which is a mobile robot carrying two laser rangefinder is responsible for exploring the physical world and creating an environment model. Environment modeling involves position tracking method to merge scattered geometric data. Optimizing method is also need to reduce space complexity of environment model.
2007
Centre for Advanced Spatial Analysis University College London 1 - 19 Torrington Place Gower St London WC1E 7HB Tel: +44 (0)20 7679 1782 casa@ucl.ac.uk www.casa.ucl.ac.uk ... Virtual Cities: Digital Mirrors into a Recursive World ... Andrew Hudson-Smith, Richard Milton, ...
International Journal of Health Geographics, 2007
This paper describes technologies from Daden Limited for geographically mapping and accessing live news stories/feeds, as well as other real-time, real-world data feeds (e.g., Google Earth KML feeds and GeoRSS feeds) in the 3-D virtual world of Second Life, by plotting and updating the corresponding Earth location points on a globe or some other suitable form (in-world), and further linking those points to relevant information and resources. This approach enables users to visualise, interact with, and even walk or fly through, the plotted data in 3-D. Users can also do the reverse: put pins on a map in the virtual world, and then view the data points on the Web in Google Maps or Google Earth. The technologies presented thus serve as a bridge between mirror worlds like Google Earth and virtual worlds like Second Life. We explore the geo-data display potential of virtual worlds and their likely convergence with mirror worlds in the context of the future 3-D Internet or Metaverse, and reflect on the potential of such technologies and their future possibilities, e.g. their use to develop emergency/public health virtual situation rooms to effectively manage emergencies and disasters in real time. The paper also covers some of the issues associated with these technologies, namely user interface accessibility and individual privacy.
ACM SIGGRAPH 2003 Web Graphics, 2003
Digital replicas (or "mirror worlds") of complex entities and systems are now routine in many fields such as aerospace engineering; archaeology; medicine; or even fashion design. The Digital Earth (DE) concept as a digital replica of the entire planet occurs in Al Gore"s 1992 book Earth in the Balance and was popularized in his speech at the California Science Center in January 1998. It played a pivotal role in stimulating the development of a first generation of virtual globes, typified by Google Earth that achieved many elements of this vision. Almost 15 years after Al Gore"s speech, the concept of DE needs to be re-evaluated in the light of the many scientific and technical developments in the fields of information technology, data infrastructures, citizen"s participation, and earth observation that have taken place since. This paper intends to look beyond the next generation predominantly based on the developments of fields outside the spatial sciences, where concepts, software, and hardware with strong relationships to DE are being developed without referring to this term. It also presents a number of guiding criteria for future DE developments.
2005
The recent developments of Computer-Aided Design (CAD), Geographic Information System (GIS), and Web-based technologies seem to have motivated the creation of 3D digital cities (3D cities in short) around the globe. The stories of why and how people created 3D cities, and what are their uses at present or in the future are increasingly being sought after by people in academia as well as in industry. This introductory chapter provides an overall review of the development of 3D cities. Its aim is to introduce readers some representative examples of 3D cities created recently by people working in the field, and in so doing, we hope to set up a general stage for playing out each specific story to be told by the following chapters.
International Journal of Digital Earth, 2008
Digital Earth essentially consists of 3D and moreD models and attached semantic information (attributes). Techniques for generating such models efficiently are required very urgently. Reality-based 3D modelling using images as prime data source plays an important role in this context. Images contain a wealth of information that can be advantageously used for model generation. Images are increasingly available from satellite, aerial and terrestrial platforms. This contribution briefly describes some of the problems which we encounter if the process of model generation is to be automatised. With the help of some examples from Digital Terrain Model generation, Cultural Heritage and 3D city modelling we show briefly what can be achieved. Special attention is directed towards the use of model helicopters for image data acquisition. Some problems with interactive visualisation are discussed. Also, issues surrounding R&D, professional practice and education are also addressed.
2011
3D geoinformatics have entered the digital age, hesitantly in some areas, and rampantly in others. Google Earth and Microsoft Virtual Earth are household names. However, these projects are limited to textured 3D landscapes, aerial 2D images and a few boxy building envelopes. The V-City project is a European research initiative to surpass these limitations, and create a system for intuitively exploring large urban areas with a high degree of detail. Bringing together technologies from geoinformatics, virtual reality, computer graphics, and computer vision, the system constructs detailed 3D city models from geopositioned aerial images and building footprints. For networked browsing, city models are compressed and streamed for interactive viewing of entire landscapes. A unique tactile table has also been developed to let multiple users visualize the same city model in stereo 3D, and interact with it simultaneously using hand gestures.
Urban Planning, 2020
The 4D Mirror World is considered to be the next planetary-scale information platform. This commentary gives an overview of the history of the converging trends that have progressively shaped this concept. It retraces how large-scale photographic surveys served to build the first 3D models of buildings, cities, and territories, how these models got shaped into physical and virtual globes, and how eventually the temporal dimension was introduced as an additional way for navigating not only through space but also through time. The underlying assumption of the early large-scale photographic campaign was that image archives had deeper depths of latent knowledge still to be mined. The technology that currently permits the advent of the 4D World through new articulations of dense photographic material combining aerial imagery, historic photo archives, huge video libraries, and crowd-sourced photo documentation precisely exploits this latent potential. Through the automatic recognition of ...
Mathematics
The metaverse is an upcoming computing paradigm aiming towards blending reality seamlessly with the artificially generated 3D worlds of deep cyberspace. This giant interactive mesh of three-dimensional reconstructed realms has recently received tremendous attention from both an academic and commercial point of view owing to the curiosity instilled by its vast possible use cases. Every virtual world in the metaverse is controlled and maintained by a virtual service provider (VSP). Interconnected clusters of LiDAR sensors act as a feeder network to these VSPs which then process the data and reconstruct the best quality immersive environment possible. These data can then be leveraged to provide users with highly targeted virtual services by building upon the concept of digital twins (DTs) representing digital analogs of real-world items owned by parties that create and establish the communication channels connecting the DTs to their real-world counterparts. Logically, DTs represent dat...
2013
This technical report summarize results of three-year project which dealt with research in the area of reconstruction and generation of virtual cities. The project connects several fields of research like 3D reconstruction, procedural generation of cities and buildings, grammar extraction, agent technologies, cloud computing, user interaction and further. The unpublished results are presented together with references on published papers. All results and working data were collected at one place and references to this place are mentioned at appropriate parts.
Proceedings of the 24th International Conference on Web3D Technology, 2020
Social media in virtual reality is in a high-growth market segment with influential products and services in virtual tourism, remote education, and business meetings. Nevertheless, previous systems have never achieved an online platform which renders a 6DoF mirrored world with geotagged social media in real time. In this paper, we introduce the technical detail behind Geollery.com which reconstructs a mirrored world at two levels of detail. Given a pair of latitude and longitude coordinates, our pipeline streams and caches depth maps, street view panoramas, and building polygons from Google Maps and OpenStreetMap APIs. At a fine level of detail for close-up views, we render textured meshes using adjacent local street views and depth maps. When viewed from afar, we apply projection mappings to 3D geometries extruded from building polygons for a coarse level of detail. In contrast to teleportation, our system allows users to virtually walk through the mirrored world at the street level. Our system integrates geotagged social media from both internal users and external sources such as Twitter, Yelp, and Flicker. We validate our real-time strategies of Geollery.com on various platforms including mobile phones, workstations, and head-mounted displays.
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2012
MIC is an EU funded project to explore the use of shared virtual environments as part of a public discussion on the issues of building the city of the future. An interactive exploration of four european cities-in the digital city models were translated urban places, family problems and citizens wishes-is a chance to see them in different ways and from different points of view, to imagine new scenarios to overcome barriers and stereotypes no longer effective. This paper describes the process from data to visualization of virtual cities and, in detail, the project of two interactive digital model (Trento and Lisbon).
City modelling is a topic which has been on the agenda for a long time and two main approaches from different angles in this field can be identified. GIS experts have attempted over the years (in collaboration with programmers) to build information systems for cities by means of combining graphical information with related metadata. Architects also started to get involved in this field. However, they were mainly interested in the spatial aspects of a city model and created their own “city models” for different purposes. Today crucial questions concerning the creation itself are resolved, the vision of implementation into daily work becomes more and more important. In other words: “what to do” with the accumulated data. This paper intends to identify the core role of the architect in the field of 3D-city modelling.
2012
In 2007, under the headline “Digital Mapping Captures Glasgow,” the BBC reported the astonishing feat of the City Council’s having digitally scanned the entire center of that city, “replicating the façade of buildings to an accuracy of 5 mm.” (BBC News) The viewer is then invited see cinematic scenes of this virtual Glasgow, including a slow panning of the Beaux Arts city hall, a dizzying whirl around the tower of the Glagow Science Centre, followed by a seemingly supersonic flight along the River Clyde, reminiscent of a Star Wars battle scene. This virtual city, officially known as the Glasgow Urban Model, needs to be exceedingly accurate, the viewer is told, in order to assess the impact of new development, prepare for disaster plans, etc. However, the model seems to also have a purpose as public spectacle for those who reach its virtual realm from a distance. The BBC quotes Doug Pritchard of the Glasgow School of Art stating that the Glasgow Urban Model will “be used as a marketi...
This Work Team aimed to receive insights from different perspectives about the uses and possibilities of Virtual Worlds and 3D Environments. The questions we proposed for encouraging the arrival of works covered the main issues related to Virtual Worlds. Our intention was to motivate the participants in these Virtual Worlds from different approaches and with different purposes to share their experiences. Then, we drew our Work Group description by integrating the following topics: applications of these environments, ways of making the contents generated in these environments more accessible, sciences that are using them, advantages of utilizing these environments for educational purposes, specific educational tools for Virtual Worlds, experiences of institutions and enterprises which are present in these environments, which are the Virtual Worlds more widely used and accepted and why
We present two works on the "Virtual City" held at Palermo. They are about the three-dimensional reconfiguration of urban places that show evidence of "invisible" architecture; this is because in one case there were ancient monuments now destroyed, or in another case projects designed for the urban void and never made. The aim is to involve new forms of communication for the development of cultural tourism.
ACM Computing Surveys, 2013
Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered.
Town Planning Review, 2007
The term 'model' is now central to our thinking about how we understand and design cities. We suggest a variety of ways in which we use 'models', linking these ideas to Abercrombie's exposition of Town and Country Planning which represented the state of the art fifty years ago. Here we focus on using models as physical representations of the city, tracing the development of symbolic models where the focus is on simulating how function generates form, to iconic models where the focus is on representing the geometry of form in both two and three dimensions. Our quest is to show how digital representation enables us to merge and manipulate form into function and vice versa, linking traditional architectural representation to patterns of land use and movement. Mathematics holds the key to simulation of many kinds and computers now enable us to move effortlessly from the material world of atoms to the ethereal world of bits and back. These new tools also provide us with powerful ways of showing how the real is able to morph into the ideal and vice versa. We argue that this digital world which parallels the material, now gives us unprecedented power to understand and explore cities in ways that Abercrombie could only speculate upon, and we conclude by anticipating how we might respond to the new challenges posed by unlimited access to these virtual worlds.