Using unity for immersive natural hazards visualization

F. Woolard, M. Bolger
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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.
使用unity进行沉浸式自然灾害可视化
地图是空间信息的二维表示形式,通常是为单一的特定目的而设计的。我们的工作重点是与自然灾害情景相关的数据表示。虽然可以在地图上进行可视化选择,但它们的基本表示与数百年前的相同。视频表示可以通过以线性方式结合有关灾害的时间信息来改进这一点。但视频仍然有限制,因为它们需要预先决定观点,以及在叙事的任何时间点呈现什么信息。目前的工作旨在结合这些方法的优势,并扩大其影响。我们创建了一个高度可定制的可视化工具,将Unity 3D游戏引擎与有关自然灾害的科学信息层结合在一起。我们在这里讨论了森林火灾危害领域的概念验证工作的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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