{"title":"Using unity for immersive natural hazards visualization","authors":"F. Woolard, M. Bolger","doi":"10.1145/2820926.2820970","DOIUrl":null,"url":null,"abstract":"Maps exist as two-dimensional representations of spatial information, generally designed for a single specific purpose. Our work focuses on representation of data relevant to natural hazards scenarios. Although visualization choices can be made on maps, their fundamental representation is recognizably the same as what it was hundreds of years ago. Video representations can improve on this by incorporating temporal information about disasters in a linear manner. Video still has restrictions though, as they require predetermined decisions about viewpoint and what information is presented at any time-point in the narrative. The current work aims to incorporate the strengths of these methods and expand on their impact. We create a highly customizable visualization tool that incorporates the Unity 3D game engine with scientific layers of information about natural hazards. We discuss the development of proof-of concept work in the bushfire hazard domain here.","PeriodicalId":432851,"journal":{"name":"SIGGRAPH Asia 2015 Posters","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2015 Posters","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2820926.2820970","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Maps exist as two-dimensional representations of spatial information, generally designed for a single specific purpose. Our work focuses on representation of data relevant to natural hazards scenarios. Although visualization choices can be made on maps, their fundamental representation is recognizably the same as what it was hundreds of years ago. Video representations can improve on this by incorporating temporal information about disasters in a linear manner. Video still has restrictions though, as they require predetermined decisions about viewpoint and what information is presented at any time-point in the narrative. The current work aims to incorporate the strengths of these methods and expand on their impact. We create a highly customizable visualization tool that incorporates the Unity 3D game engine with scientific layers of information about natural hazards. We discuss the development of proof-of concept work in the bushfire hazard domain here.