{"title":"Research on visualization of environmental landscape design based on digital entertainment platform and immersive VR experience","authors":"Zhuo Chen , Hui Zhang","doi":"10.1016/j.entcom.2024.100820","DOIUrl":null,"url":null,"abstract":"<div><p>With the rapid development of digital entertainment platforms and immersive virtual reality (VR) technology, the visualization of environmental landscape design has attracted widespread attention. This study aims to explore the visualization methods and effects of environmental landscape design based on digital entertainment platforms and immersive VR experiences. By capturing three-dimensional point information in the environment, high-precision environmental data can be obtained. Next, convert the point cloud data into a digital model with terrain features, and use voxel scene construction technology to further transform the terrain model into a voxelated digital model. In the design process of landscape design systems based on digital entertainment platforms and immersive VR experiences, various interaction methods have been implemented, such as gesture recognition, head tracking, and touch control, so that users can freely browse and operate virtual landscapes. By introducing landscape design principles and rules, users can modify and customize the landscape in a virtual environment. The research results indicate that the visualization method of environmental landscape design based on digital entertainment platforms and immersive VR experience can effectively display the characteristics and details of the environmental landscape, improve user perception and participation.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100820"},"PeriodicalIF":2.8000,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001885","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
With the rapid development of digital entertainment platforms and immersive virtual reality (VR) technology, the visualization of environmental landscape design has attracted widespread attention. This study aims to explore the visualization methods and effects of environmental landscape design based on digital entertainment platforms and immersive VR experiences. By capturing three-dimensional point information in the environment, high-precision environmental data can be obtained. Next, convert the point cloud data into a digital model with terrain features, and use voxel scene construction technology to further transform the terrain model into a voxelated digital model. In the design process of landscape design systems based on digital entertainment platforms and immersive VR experiences, various interaction methods have been implemented, such as gesture recognition, head tracking, and touch control, so that users can freely browse and operate virtual landscapes. By introducing landscape design principles and rules, users can modify and customize the landscape in a virtual environment. The research results indicate that the visualization method of environmental landscape design based on digital entertainment platforms and immersive VR experience can effectively display the characteristics and details of the environmental landscape, improve user perception and participation.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.