SMOOTH TRANSITION BETWEEN 2D AND 3D DIGITAL ATLAS VISUALIZATION USING COMPUTER GAME TECHNOLOGY

被引:0
|
作者
Oleggini, L. [1 ]
Nova, S. [1 ]
Orvieto, I. [2 ]
Hurni, L. [1 ]
机构
[1] ETH, Inst Cartog, CH-8093 Zurich, Switzerland
[2] Testaluna Srl, I-20124 Milan, Italy
关键词
digital atlas; three-dimensional; computer game technology; game engines; real-time navigation; virtual environment;
D O I
暂无
中图分类号
P9 [自然地理学];
学科分类号
0705 ; 070501 ;
摘要
3D visualization is acknowledged as being an important and useful aspect of digital atlases and has been consequently implemented in the last years. Nevertheless, there is still a potential for significant improvements. One challenging research topic is the seamless integration of 2D and 3D navigation possibilities. Recently, computer game technology has been recognized as an interesting research field also for 3D cartography. In particular, computer game technology offers the possibility to generate 3D virtual terrains navigable in real time and at low costs. The Institute of Cartography of ETH Zurich is currently involved in the development of the ATLAS OF SWITZERLAND 3.0 and is a consortium member in the EU FP7 project 80 Days - around an inspiring virtual learning world in eighty days. Following the specific interests of the two projects, it has been decided to implement Atlexicon, an elementary digital atlas based on computer game technology. This application allows to freely explore thematic raster maps in real time. Simultaneously, additional attribute information is shown through specifically designed 3D symbols. By changing the viewing angle of the camera used for rendering, it is possible to shift from 2D to 3D visualization without loading time interruptions or abrupt modality switches. By implementing Atlexicon we achieved two different goals: On the one side the possibility of re-using game-assets and learning resources for the realization of digital educational products can be shown. Due to the currently high level of costs for developing immersive digital educational products, its reduction through re-utilization of resources and assets will facilitate the employment of digital games for educational purposes. On the other side the adoption of computer game technology for cartographic purposes can be tested. This allows the formulation of considerations and recommendations for the future use of this technology in the development of 3D digital atlases.
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页数:6
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