Abstract
Abstract
Modern hardware and software innovations in the field of virtual reality (VR), such as VR headsets and accessible game engines, allow cartographers to create 3D environments which can be experienced from the ego perspective in real time and with a simulated illusion of physical presence (immersion) in the virtual representation. The new immersive experience of these virtual environments requires new ideas on how to present and orchestrate geographical information for the benefit of planning applications. This paper intends to present examples how VR-based 3D environments use can be enriched (based on the game engine Unreal Engine 4) to support the district development of a restructured post-industrial area. A VR model of a representative former industrial area in the German Ruhr district which was revitalized and part of a large urban transformation programme (IBA Emscher Park), serves an example. Today, the area of “Zeche Holland” in Bochum-Wattenscheid is characterized by a mix of residential and commercial uses. The area is used as a leisure route for locals and tourists, with an old winding tower as an important urban landmark in its centre. VR techniques allow to transport additional spatial information which cannot be experienced when visiting the real physical area. This paper addresses the potential of immersive VR environments representing a multifaceted and redeveloped area for planning and related usage scenarios. It shows how peculiarities of game engine-based VR can help to extend the immersive (3D) experience of geographic information.
Publisher
Springer Science and Business Media LLC
Subject
Earth and Planetary Sciences (miscellaneous),Computers in Earth Sciences,Earth-Surface Processes
Reference97 articles.
1. Adams E (2014) Fundamentals of game design, 3rd edn. New Riders, Indianapolis
2. Afrooz A, Ding L, Pettit C (2019) An immersive 3D virtual environment to support collaborative learning and teaching. In: Geertman S, Zhan Q, Allan A, Pettit C (eds) Computational urban planning and management for smart cities. Springer, Cham, pp 267–282
3. Ahlqvist O (2011) Converging themes in cartography and computer games. Cartogr Geogr Inf Sci 38(3):278–285.
https://doi.org/10.1559/15230406382278
4. Aichner T, Maurer O, Nippa M, Tonezzani S (2019) Virtual reality im tourismus. Wie VR das Destinationsmarketing verändern. Springer, Wiesbaden
5. Arsenault D (2014) Narratology. In: Wolf MJP, Perron B (eds) The Routledge companion to video game studies. Routledge, New York, pp 475–483
Cited by
96 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献