THE IMPACT OF GOOGLE’S APIS ON LANDSCAPE VIRTUAL REPRESENTATION Bianconi, F.; Filippucci, M.; Cornacchini, F. ...
International archives of the photogrammetry, remote sensing and spatial information sciences.,
03/2024, Letnik:
XLVIII-4/W9-2024
Journal Article, Conference Proceeding
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The field of territorial representation has undergone significant transformations in response to the proliferation of the internet, leading to the emergence of platforms dedicated to global ...exploration. Notably, Google Earth has assumed a pivotal role and stands as one of the most widely utilized tools for making territorial information universally accessible. Google recently introduced direct access to photorealistic 3DTiles via dedicated APIs, ushering in a new era of possibilities. This integration forms a robust foundation for crafting customized applications and interactive experiences within a geospatial three-dimensional environment. The primary objective of this research is the assessment of the accuracy and potential of the resources provided by Google within a workflow focused on digital twin processing and geospatial data visualization. To achieve this goal, a comparative analysis of distinct models was conducted, with each model representing a unique approach to three-dimensional reconstruction. The research introduces a methodology designed for easy replication in other case studies, demonstrating intrinsic scalability suitable for more complex or diverse scenarios. Furthermore, the study offers a comprehensive assessment of the differences and characteristics of the three methods analyzed, providing insights into their potential and limitations.
The study aims at enhancing and requalifying the area of Fontivegge in Perugia. It seeks to instil in the population a sense of identity and belonging to the place through the digital reconstruction ...of the first design hypothesis of the station itself, transmitting the cultural heritage of the place with new participatory methods, such as serious games and virtual reality. Starting from the project drawings preserved at the academy of San Luca in Rome, conceived by the architect Antonio Cipolla, the project is reconstructed philologically following historical and archival studies, by interpreting the data collected. Following the reconstruction of the 3D model, evocative mook up images and a virtual reality are created, making the intangible tangible and explorable. Through the virtual simulation of the place and its visualisation, new forms of participation are sought, mending the relationship between territory and population, laying the foundations for a different reading of the area and a cultural heritage accessible and open to all.
The research aims to interpret the image of the city, according to the conventions defined by Kevin Lynch, obtained from the analysis of the impact of environmental stimuli on the person. The study ...relates the digital reconstruction of the spaces analysed with the detection of the trend of valence obtained on a statistical sample using an EEG helmet. The monitoring of the degree of attraction or aversion to the stimuli of the surrounding environment is processed through algorithmic procedures to identify along a path the perceptual poles. This path, reported in GIS environment, allows to reconstruct georeferenced maps that interpret the brain data, synchronized with GNSS. The spatial poles thus identified are further investigated using eye-tracker to understand the reasons for the impact of the environment on humans.
This study deals with the redevelopment of buildings built in the last decades of the Nineteenth century, with a style that can be defined "post-modern". In those years, communication became an ...architectural theme superimposed and abstract by functional and structural needs, with "architectural elements" abstract in a hyperbolic way with respect to the function. The result of an architectural culture, interesting for the research they narrate but incongruous with functional needs, also because of the materials used, the energy and architectural requirements impose a review to combine functional performance, in nZEB projection, and structural with the need for "venustas", what is "done well", the same facet of the same architectural rationale. The need to renew these spaces must take into account the qualities of forms that, with their material decay and in the peculiar language, may not bring out the centrality of preserving and compositional choices of the work.
This research aims to improve wayfinding in the Fontivegge district of Perugia, a chaotic and disorienting area due to the numerous redevelopment projects. The goal is the development of an Augmented ...Reality application to improve the urban orientation experience. The app will provide users with indications on how to reach pre-selected places of interest, through the visualisation of directional arrows placed horizontally along the route and vertically at major turning points. In addition, it will provide a number of thematically categorised infopoints, which will accompany the user along the route, enriching it with information. The aim is, therefore, to create a more positive and engaging orientation experience for users and to promote a sense of belonging and social cohesion in the place.
This study examines the emblematic case of a test room and its relation to digital modelling. This space is the result of a multi-optimization process that has been physically built for the ...verification of the initial hypotheses. As a result, it is actually a Physical Twin, designed to be transformable by removing a wall. The same space, on the other hand, has become useful for testing the Digital Twin logic by associating a BIM model with a dynamic representation of the data captured by the sensors. The representation is thus placed at the core of this cyclic phase between reality and representation, with the goal of validating the proposed theories through empirical practice, improving digital computational ability, and identifying pathways for monitoring space's interactions with the environment and those who live in it.
The research aims to preserve and support the historical memory of Perugia's Fontivegge district through an analysis and valorisation of the existing cultural heritage. The selected case study is ...represented by the original design of the station, ideated by architect Antonio Cipolla. In order to enhance this project, which was never realised, it was decided to exploit the three-dimensional reconstruction of the building, which had already been elaborated previously, to create a virtual reality experience, through users can visualize, explore and walk inside the build. The purpose is to consolidate the relationship between the historical memory of the city and its users, allowing them a new interaction with the space and bringing them to a deeper level of knowledge and understanding of the place they live. To increase the user base of this virtual experience, it was decided to create an application for mobile devices. The Unreal Engine software was selected for development, given the ease of exporting projects for the main mobile platforms (Android, iOS) and the specific functions for reading GPS data. In fact, the application only allows the exploration of the virtual scenario to real users of the place, so they physically visit it and thus can understand the differences and similarities between the real scenario and the virtual historical reconstruction. Once the geolocation is verified, the app provides the 3D model for a panoramic view of the build under examination and, subsequently, an immersive experience in which it is possible to freely navigate within the virtual reconstruction.
Landscape refers to the qualities of a place, the result of a structural, territorial and environmental component, and the attribution of meanings, which is certainly the fundamental issue of the ...interpretative process. Percepire etymologically derives from "per", which means "by means of, through", and "capere", which translates as "to take", "to collect" (information, sensory data), "to learn". Since images are derived from the territory, it is of first interest to propose a comparison between representations derived from automated processes on photographs and the synthetic data interpreting the territory inherent in the plans developed with GIS in order to obtain a more precise perceptual analysis. The emergence of new tools for the processing and reproduction of data offers new opportunities for the knowledge and representation of the landscape, in architectural and urban contexts, and the integrative support that these processes can bring to the representation of the qualities of a place have to be reinterpreted in a Spatial Information Dataset in order to make synthetic and intelligible information. Identifying specific themes by questioning these data through criteria and placing at the centre the capacity of the digital environment in its mathematisation to compare data, transforming them into information, in an automated process is aimed at the exploitation of Big Data and the full replicability of the procedure. In this way, it is possible to enter into the analysis of the quality of space, of that notion of landscape concieved as "that part of the territory perceived by the population that lives it".
IMMERSIVE VISUAL EXPERIENCE FOR WAYFINDING ANALYSIS Bianconi, F.; Filippucci, M.; Cornacchini, F. ...
International archives of the photogrammetry, remote sensing and spatial information sciences.,
02/2022, Letnik:
XLVI-2/W1-2022
Journal Article, Conference Proceeding
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The research presents a new digital approach to wayfinding analysis in immersive reality, integrated with biosensors for the interpretation of data surveyed. The three-dimensional model of the actual ...state of the Hall of Perugia Railway Station was realized, considering and detecting the present signage, and it was developed a specific algorithm for a multi-platform graphics engine, able to register an interaction mediated by HMD devices. Wayfinding experiences in immersive reality are developed guaranteeing to the user to move freely to complete the missions assigned. The algorithm in this phase runs in the background and records the movements of users and their pupil, saving them in a special file. In the second phase, instead, the real data processing and the subsequent representation of the collected information take place. Starting from its current state, the Station hall is transformed inserting different elements, derived by the aim of developing four scenarios, to analyse different users’ response in wayfinding. A three-dimensional heat map of visual attentions is created and the different scenarios can be valued for their impact in the user wayfinding, the results are then confronted with the neuro-analysis obtained by EEG instruments and biosensors. In this way, it is possible to value the impact of the environment and spatial orientation cues, by quantifying and qualifying the impact of the project choices.
The study describes a new approach methodology to detect and represent emotions from signals measured by an Emotiv EPOC cascade. The developed algorithm aims to obtain an analysis of emotions based ...on EEG data with interpolation of these using the concepts of the circumplex model. This tool will help in the analysis of emotions produced by the atmosphere of an environment in relation to the position, detected by GPS. In addition, the same algorithm will be used to search for a graphic representation of immediate reading, by means of colour association with the output values obtained, to integrate those of gaze analysis obtained by Pupil Player software and position data.