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Integrating Geospatial Computation, ...
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Tabrizian, Payam.
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Integrating Geospatial Computation, Virtual Reality and Tangible Interaction to Improve Landscape Design and Research.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Integrating Geospatial Computation, Virtual Reality and Tangible Interaction to Improve Landscape Design and Research./
Author:
Tabrizian, Payam.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
Description:
132 p.
Notes:
Source: Dissertation Abstracts International, Volume: 79-06(E), Section: B.
Contained By:
Dissertation Abstracts International79-06B(E).
Subject:
Geographic information science and geodesy. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=11017910
Integrating Geospatial Computation, Virtual Reality and Tangible Interaction to Improve Landscape Design and Research.
Tabrizian, Payam.
Integrating Geospatial Computation, Virtual Reality and Tangible Interaction to Improve Landscape Design and Research.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 132 p.
Source: Dissertation Abstracts International, Volume: 79-06(E), Section: B.
Thesis (Ph.D.)--North Carolina State University, 2018.
Geospatial computation, visualization and user interaction technologies can transform the practice and research of environmental design to cope with the new environmental and societal problems at hand, weaving across disciplines, bridging the science and aesthetics, while introducing efficiency, flexibility, legibility and interconnectivity. In this dissertation, I leverage these technologies to develop methodologies for enhancing research and design of environments. These methodologies aim to facilitate more efficient and accurate analysis of landscape spatial and experiential (e.g., aesthetic, restorative qualities) characteristics, and enable intuitive interaction and immersive visualization of design phenomena across spatial and temporal scales. The first methodology combines automated viewscape modeling--geospatial analysis of visible structure and patterns-- with human subjective evaluations to quantify, model, and map landscape characteristics and experience of landscapes. For more accurate and granular analysis of landscape structure and pattern, I utilize high-resolution surface models derived from lidar data, and enhanced vegetation modeling is applied. To better represent in-situ conditions and capture human perceptions, I utilize photorealistic Immersive Virtual Environments (IVE), also called Virtual Reality (VR) or Immersive VR (IVE). I apply this method to model and map visual characteristics and restorative qualities of an urban park. The second methodology focuses on real-time coupling of 3D modeling and rendering, geospatial analysis, and tangible interaction allowing users to design environments using their hands, and in real-time, receive maps and numeric feedbacks of spatial analysis, and see 3D visualizations rendered on a display or immersive head mounted displays. With this technology designers, experts and public can collaboratively explore design alternatives through an iterative process of ideation, geocomputational analysis, realistic rendering, critical analysis, and aesthetic exploration. The methodologies and software created as part of this dissertation can be used not only in environmental design and research but also for teaching and game development. While the presented case-studies are focused on site scale urban environments, solutions can be transferred to other contexts and scales.Subjects--Topical Terms:
2122917
Geographic information science and geodesy.
Integrating Geospatial Computation, Virtual Reality and Tangible Interaction to Improve Landscape Design and Research.
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Geospatial computation, visualization and user interaction technologies can transform the practice and research of environmental design to cope with the new environmental and societal problems at hand, weaving across disciplines, bridging the science and aesthetics, while introducing efficiency, flexibility, legibility and interconnectivity. In this dissertation, I leverage these technologies to develop methodologies for enhancing research and design of environments. These methodologies aim to facilitate more efficient and accurate analysis of landscape spatial and experiential (e.g., aesthetic, restorative qualities) characteristics, and enable intuitive interaction and immersive visualization of design phenomena across spatial and temporal scales. The first methodology combines automated viewscape modeling--geospatial analysis of visible structure and patterns-- with human subjective evaluations to quantify, model, and map landscape characteristics and experience of landscapes. For more accurate and granular analysis of landscape structure and pattern, I utilize high-resolution surface models derived from lidar data, and enhanced vegetation modeling is applied. To better represent in-situ conditions and capture human perceptions, I utilize photorealistic Immersive Virtual Environments (IVE), also called Virtual Reality (VR) or Immersive VR (IVE). I apply this method to model and map visual characteristics and restorative qualities of an urban park. The second methodology focuses on real-time coupling of 3D modeling and rendering, geospatial analysis, and tangible interaction allowing users to design environments using their hands, and in real-time, receive maps and numeric feedbacks of spatial analysis, and see 3D visualizations rendered on a display or immersive head mounted displays. With this technology designers, experts and public can collaboratively explore design alternatives through an iterative process of ideation, geocomputational analysis, realistic rendering, critical analysis, and aesthetic exploration. The methodologies and software created as part of this dissertation can be used not only in environmental design and research but also for teaching and game development. While the presented case-studies are focused on site scale urban environments, solutions can be transferred to other contexts and scales.
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The most notable and novel contributions of this dissertation can be summarized as following: 1) a method and software for modeling experience of urban landscapes; 2) Method for improving tree obstruction in DSM, 3) Software for automated viewscape analysis and IVE survey; and 4) Method and software for real-time 3D rendering and immersion with geospatial data, and tangible interaction.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=11017910
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