3D and Immersive Technologies for Geospatial Sciences II

Type: Paper
Theme:
Sponsor Groups: Cartography Specialty Group, Geographic Information Science and Systems Specialty Group, Environmental Perception and Behavioral Geography Specialty Group
Organizers: Alexander Klippel, Robert Stewart, Martin Swobodzinski
Chairs: Robert Stewart

Call for Papers

Session Title: 3D and Immersive Technologies for Geospatial Sciences Augmented, virtual, and mixed realities (or xR), are transforming research, education, and outreach activities across all sciences and are affecting human life in numerous ways. In the geospatial sciences, we are witnessing the most substantial paradigm shifts in decades. xR technologies are evolving rapidly, and are on a trajectory to becoming mainstream. This may profoundly change the ways in which we think and communicate about space and place in the past, present, or future, both in-situ and at a distance. In particular, a new generation of xR devices is poised to disrupt and potentially replace conventional approaches to human-computer interaction with new modalities, applications, and interfaces. Current off-the-shelf xR devices (e.g., Oculus Rift, Microsoft Hololens, Google Daydream, or Samsung Gear VR) combine affordability with sophisticated displays, sensor arrays, and graphic processing capabilities that allow for immersive and augmented experiences that were unattainable in earlier generations. In parallel, the creation of and access to 3D data through environmental sensors and technology (e.g., photogrammetry, LiDAR, smartphones, and 360-degree cameras) and modeling efforts using, for example, ESRI CityEngine or Google SketchUp, have become much easier and widespread which affords the establishing of efficient workflows for the 3D modeling of built and natural environments. The proposed session is a continuation of sessions that took place during the past two AAG meetings and we invite new contributors to join our conversation. The opportunities for (geo) spatial information science as well as geographic research, applications, and education are vast, and our session provides a forum for the discussion of xR developments in the industry, academia, and the public sector related but not limited to the following themes and topics: -3D modeling of built and natural environments for xR, -Spatial-temporal data visualization in xR, -Big data visualization in xR, -Immersive visual analytics, -User experiences in geovirtual environments, -Thinking spatially and temporally with xR, -Digital cultural heritage, -Place, genius loci and other geographic theories in the light of xR -Augmented reality analytics and simulation, -Augmented reality games (e.g., Pokemon Go), -Augmented virtuality visualization, -xR hard- and software in geospatial research and education, -3D modeling software and graphics engines for xR. Organizers: Alexander Klippel (Geography, The Pennsylvania State University – klippel@psu.edu) Sven Fuhrmann (Geography and Geoinformation Science, George Mason University - sfuhrman@gmu.edu) Robert Stewart (Geographic Information Science and Technology, Oak Ridge National Laboratory - stewartrn@ornl.gov) Nicholas Hedley (Geography, Simon Fraser University - hedley@sfu.ca) Martin Swobodzinski (Geography, Portland State University - swobod@pdx.edu) To participate in the session send your registration PIN to Alexander Klippel (klippel@psu.edu) no later than Monday, November 6.


Description

Augmented, virtual, and mixed realities (or xR), are transforming research, education, and outreach activities across all sciences and are affecting human life in numerous ways. In the geospatial sciences, we are witnessing the most substantial paradigm shifts in decades. xR technologies are evolving rapidly, and are on a trajectory to becoming mainstream. This may profoundly change the ways in which we think and communicate about space and place in the past, present, or future, both in-situ and at a distance. In particular, a new generation of xR devices is poised to disrupt and potentially replace conventional approaches to human-computer interaction with new modalities, applications, and interfaces. Current off-the-shelf xR devices (e.g., Oculus Rift, Microsoft Hololens, Google Daydream, or Samsung Gear VR) combine affordability with sophisticated displays, sensor arrays, and graphic processing capabilities that allow for immersive and augmented experiences that were unattainable in earlier generations. In parallel, the creation of and access to 3D data through environmental sensors and technology (e.g., photogrammetry, LiDAR, smartphones, and 360-degree cameras) and modeling efforts using, for example, ESRI CityEngine or Google SketchUp, have become much easier and widespread which affords the establishing of efficient workflows for the 3D modeling of built and natural environments.


Agenda

Type Details Minutes
Presenter Yaxiong Ma*, Boston University, Design and Development of VR for Coupling Above and Underground Infrastructure Utilities Jessica Wright, Boston University, Design and Development of VR for Coupling Above and Underground Infrastructure Utilities Sucharita Gopal, Boston University, Design and Development of VR for Coupling Above and Underground Infrastructure Utilities Nathan Phillips, Boston University, Design and Development of VR for Coupling Above and Underground Infrastructure Utilities 20
Presenter Mei Li*, Peking University, Virtual Reality and Serious Games for Mining Industry's Safety Training Zhenming Sun, China University of Mining and Technology, Beijing, Virtual Reality and Serious Games for Mining Industry's Safety Training 20
Presenter Elizabeth Held*, Oak Ridge National Laboratory, Can Virtual Reality Help Improve Recollection and Estimation of Crowd Size? Experimental Results in Building Occupancy Estimation Mark Simpson, Oak Ridge National Laboratory, Can Virtual Reality Help Improve Recollection and Estimation of Crowd Size? Experimental Results in Building Occupancy Estimation Beth Holcomb, Oak Ridge National Laboratory, Can Virtual Reality Help Improve Recollection and Estimation of Crowd Size? Experimental Results in Building Occupancy Estimation Marie Urban, Oak Ridge National Laboratory, Can Virtual Reality Help Improve Recollection and Estimation of Crowd Size? Experimental Results in Building Occupancy Estimation Robert Stewart, Oak Ridge National Laboratory, Can Virtual Reality Help Improve Recollection and Estimation of Crowd Size? Experimental Results in Building Occupancy Estimation 20
Presenter Mark Simpson*, Pennsylvania State University, Spaces for Interfaces: Virtual Reality for Data Exploration Jiayan Zhao, Pennsylvania State University, Spaces for Interfaces: Virtual Reality for Data Exploration 20

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