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Year 2019, Issue: 5, 14 - 24, 21.06.2019

Abstract

References

  • Andreoli, R., De Chiara, R., Erra, U., & Scarano, V. (2005). Interactive 3d environments by using videogame engines. In null (pp. 515-520). IEEE. Ashfield, S., Jarvis, C., and Kaduk, J. (2010, March). Serious games for geographical field skills: an exploration. In Games and Virtual Worlds for Serious Applications (VS-GAMES), 2010 Second International Conference on (pp. 71-74). IEEE. Bergen, S. D., McGaughey, R. J., and Fridley, J. L. (1998). Data-driven simulation, dimensional accuracy and realism in a landscape visualization tool. Landscape and Urban Planning, 40(4), 283-293. Chądzyńska, D. and Gotlib, D. (2016). Spatial data processing for the purpose of video games. Polish Cartographical Review, 48(1), 41-50. Christopoulou, E., & Xinogalos, S. (2017). Overview and Comparative Analysis of Game Engines for Desktop and Mobile Devices. International Journal of Serious Games, 4(4), 21-36. Friese, K. I., Herrlich, M., and Wolter, F. E. (2008). Using game engines for visualization in scientific applications. In New Frontiers for Entertainment Computing (pp. 11-22). Springer, Boston, MA. Fritsch, D. and Kada, M. (2004). Visualisation using game engines. Archiwum ISPRS, 35, B5. Herrlich, M. (2007). A tool for landscape architecture based on computer game technology. In Artificial Reality and Telexistence, 17th International Conference on (pp. 264-268). IEEE. Herwig, A., and Paar, P. (2002). Game engines: tools for landscape visualization and planning. Trends in GIS and virtualization in environmental planning and design, 161, 172. Jedlicka K., Hajek P. (2014). Large Scale Virtual Geographic Environment οf The Castle Kozel - Best Practice Example, 5th International Conference on Cartography and GIS, June 15-20, Riviera, Bulgaria. Kot, B., Wuensche, B., Grundy, J., & Hosking, J. (2005, July). Information visualisation utilising 3D computer game engines case study: a source code comprehension tool. In Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural (pp. 53-60). ACM. Mat, R. C., Shariff, A. R. M., Zulkifli, A. N., Rahim, M. S. M., and Mahayudin, M. H. (2014). Using game engine for 3D terrain visualisation of GIS data: A review. In IOP Conference Series: Earth and Environmental Science (Vol. 20, No. 1, p. 012037). IOP Publishing. McLellan H. (1996), Virtual Realities, in D. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology, New York, Macmillan. O'Connor, A., Bishop, I., and Stock, C. (2005). 3D visualisation of spatial information and environmental process model outputs for collaborative data exploration. In Information Visualisation, 2005. Proceedings. Ninth International Conference on (pp. 758-763). IEEE. Oleggini, L., Nova, S., & Hurni, L. (2009). 3D Gaming and Cartography-Design Considerations for game-based generation of Virtual Terrain Environments. In 24th International Cartography Conference, Santiago, Chile. Retrieved November (Vol. 10, p. 2011). Orland, B. (1993). Synthetic landscapes. In Environmental Simulation (pp. 213-250). Springer, Boston, MA. Örnek, M.A. (2013). Exploring the potential uses of computer games in landscape architecture education, ITU A|Z., Vol: 10, No:2, pp. 161-177. Ruzinoor, C. M., Shariff, A. R. M., Pradhan, B., Rodzi Ahmad, M., and Rahim, M. S. M. (2012). A review on 3D terrain visualization of GIS data: techniques and software. Geo-spatial Information Science, 15(2), 105-115. Stock, C., Bishop, I. D., and O’Connor, A. (2005). Generating virtual environments by linking spatial data processing with a gaming engine. In Proceedings 6th International Conference for Information Technologies in Landscape Architecture, Dessau, Germany. Trenholme, D., and Smith, S. P. (2008). Computer game engines for developing first-person virtual environments. Virtual reality, 12(3), 181-187. Zhigalov, K. (2016). Usage of the game technologies engines for the purpose of modern geographic information systems creation. In ITM Web of Conferences (Vol. 6). EDP Sciences. Moddb https://www.moddb.com/engines ASTER http://asterweb.jpl.nasa.gov/gdem.asp

Design Variations of Mount Olympus’ Relief in a Virtual Reality Environment

Year 2019, Issue: 5, 14 - 24, 21.06.2019

Abstract

The
purpose of this article is to describe the procedures and practices that were
followed during the early stage of a research entitled “Use of game engines in
the design and implementation of Mount Olympus in a virtual reality
environment” - funded through a scholarship by the Stavros Niarchos Foundation
- and to present the results of the design process that was followed. The main
aim of this stage was an attempt to approach the modern methodologies of
representation and production of virtual interactive landscapes as well as to
familiarize with the use of the available software for the creation of
interactive representations that can be integrated into a narrative digital
geo-environment.

References

  • Andreoli, R., De Chiara, R., Erra, U., & Scarano, V. (2005). Interactive 3d environments by using videogame engines. In null (pp. 515-520). IEEE. Ashfield, S., Jarvis, C., and Kaduk, J. (2010, March). Serious games for geographical field skills: an exploration. In Games and Virtual Worlds for Serious Applications (VS-GAMES), 2010 Second International Conference on (pp. 71-74). IEEE. Bergen, S. D., McGaughey, R. J., and Fridley, J. L. (1998). Data-driven simulation, dimensional accuracy and realism in a landscape visualization tool. Landscape and Urban Planning, 40(4), 283-293. Chądzyńska, D. and Gotlib, D. (2016). Spatial data processing for the purpose of video games. Polish Cartographical Review, 48(1), 41-50. Christopoulou, E., & Xinogalos, S. (2017). Overview and Comparative Analysis of Game Engines for Desktop and Mobile Devices. International Journal of Serious Games, 4(4), 21-36. Friese, K. I., Herrlich, M., and Wolter, F. E. (2008). Using game engines for visualization in scientific applications. In New Frontiers for Entertainment Computing (pp. 11-22). Springer, Boston, MA. Fritsch, D. and Kada, M. (2004). Visualisation using game engines. Archiwum ISPRS, 35, B5. Herrlich, M. (2007). A tool for landscape architecture based on computer game technology. In Artificial Reality and Telexistence, 17th International Conference on (pp. 264-268). IEEE. Herwig, A., and Paar, P. (2002). Game engines: tools for landscape visualization and planning. Trends in GIS and virtualization in environmental planning and design, 161, 172. Jedlicka K., Hajek P. (2014). Large Scale Virtual Geographic Environment οf The Castle Kozel - Best Practice Example, 5th International Conference on Cartography and GIS, June 15-20, Riviera, Bulgaria. Kot, B., Wuensche, B., Grundy, J., & Hosking, J. (2005, July). Information visualisation utilising 3D computer game engines case study: a source code comprehension tool. In Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural (pp. 53-60). ACM. Mat, R. C., Shariff, A. R. M., Zulkifli, A. N., Rahim, M. S. M., and Mahayudin, M. H. (2014). Using game engine for 3D terrain visualisation of GIS data: A review. In IOP Conference Series: Earth and Environmental Science (Vol. 20, No. 1, p. 012037). IOP Publishing. McLellan H. (1996), Virtual Realities, in D. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology, New York, Macmillan. O'Connor, A., Bishop, I., and Stock, C. (2005). 3D visualisation of spatial information and environmental process model outputs for collaborative data exploration. In Information Visualisation, 2005. Proceedings. Ninth International Conference on (pp. 758-763). IEEE. Oleggini, L., Nova, S., & Hurni, L. (2009). 3D Gaming and Cartography-Design Considerations for game-based generation of Virtual Terrain Environments. In 24th International Cartography Conference, Santiago, Chile. Retrieved November (Vol. 10, p. 2011). Orland, B. (1993). Synthetic landscapes. In Environmental Simulation (pp. 213-250). Springer, Boston, MA. Örnek, M.A. (2013). Exploring the potential uses of computer games in landscape architecture education, ITU A|Z., Vol: 10, No:2, pp. 161-177. Ruzinoor, C. M., Shariff, A. R. M., Pradhan, B., Rodzi Ahmad, M., and Rahim, M. S. M. (2012). A review on 3D terrain visualization of GIS data: techniques and software. Geo-spatial Information Science, 15(2), 105-115. Stock, C., Bishop, I. D., and O’Connor, A. (2005). Generating virtual environments by linking spatial data processing with a gaming engine. In Proceedings 6th International Conference for Information Technologies in Landscape Architecture, Dessau, Germany. Trenholme, D., and Smith, S. P. (2008). Computer game engines for developing first-person virtual environments. Virtual reality, 12(3), 181-187. Zhigalov, K. (2016). Usage of the game technologies engines for the purpose of modern geographic information systems creation. In ITM Web of Conferences (Vol. 6). EDP Sciences. Moddb https://www.moddb.com/engines ASTER http://asterweb.jpl.nasa.gov/gdem.asp
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Details

Primary Language English
Journal Section Articles
Authors

Giorgos Loukakıs

Publication Date June 21, 2019
Published in Issue Year 2019Issue: 5

Cite

APA Loukakıs, G. (2019). Design Variations of Mount Olympus’ Relief in a Virtual Reality Environment. The Eurasia Proceedings of Science Technology Engineering and Mathematics(5), 14-24.