NCGIA Core Curriculum in Geographic Information Science
URL: "http://www.ncgia.ucsb.edu/giscc/units/u131/u131_f.html"
Multimedia and Virtual Reality
Written by : George Taylor
Department of Geomatics at the University of Newcastle upon Tyne,
UK.
This unit was edited by C. Peter Keller, Department of Geography, University of Victoria, Canada.
This unit is part of the NCGIA
Core Curriculum in Geographic Information Science. These materials
may be used for study, research, and education, but please credit the authors
Robert Haining and Stephen Wise, and the project, NCGIA Core Curriculum
in GIScience. All commercial rights reserved. Copyright 1997 by Haining
and Wise.
Your comments on these materials are welcome. A link to an evaluation
form is provided at the end of this document.
Advanced Organizer
Unit Topics and Learning Outcomes
Multimedia and Virtual Reality
1. Introduction to Multimedia and Virtual Reality
Multimedia (MM) - Computer systems allowing for integrated access
to a range of data through the means of stiimulating human senses using
digital technologies
Virtual Reality (VR) - Computer systems able to combine a mixture
of real world experiences and computer generated material to allow for
simulated real world representation
-
Closely related technologies sharing some similar hardware and data usage
-
From a Geographical Information System (GIS) perspective MM and VR are
the means to an end - handling (integrating, storing, accessing and viewing)
a multitude of spatial data using a variety of tools. Can be considered
under the general heading of visualisation: methods therefore vary depending
on whether usage is for private investigation or for public demonstration;
whether data is accessed interactively or in a pre-determined manner; and
whether there is data investigation and interrogation or whether mere presentation
suffices.
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Multimedia data
-
multimedia covers the integration of:
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images, video and graphics (both still and animated); including raster
and vector data, maps, photographs
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text; in a variety of forms including alphanumeric databases
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sound
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(potentially) smell and taste
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Multimedia tools
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under computer control, allowing interaction with real world digital data
in the form mentioned above (including spatial digital data) with 'hyper-card'
tools, visualisation software, audio and video players
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Virtual Reality data
-
VR addresses the construction of artificial worlds, with clear spatial
dimensions databases for VR can structure and store data using methods
beyond the conventional abstractions of GIS
-
Virtual Reality tools
-
under computer control allowing access to the artificial worlds with internet
viewers, VR navigators and dedicated stand-alone hardware stations
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Among the important concepts in MM and VR are database construction and
integration, and user navigation and interaction
-
the former can be achieved
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using existing datasets or 'on-the-fly'
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the latter can be done
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real-time or can be pre-determined
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can be in a fixed sequence or can be interactively led
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geographical data has a role in the enabling of such implementations, although
there are implications for geographical data when included in MM and VR
systems
-
data structuring; difficulty in altering or enhancing data; lessening the
importance of a reference system for the data; user interaction with the
data and the importance of representation, particularly in three and four
dimensions
2. Technological Issues
-
The hardware components of a multimedia and/or a Virtual Reality PC or
workstation
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Multimedia requires perception and interaction with use of visual and auditory
participation, i.e. the production of vision and sound, Virtual Reality
additionally requires tactile and vestibular participation
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A typical multimedia PC must comprise of the following:-
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A powerful PC with one of the most up-to-date processors
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large amounts of on board memory
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large capacity hard disk
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e.g. in 1996, an Intel Pentium or Pentium Pro, 32MB RAM, high speed bus
and SCSI 2.0GB hard drive
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A high performance high resolution graphics processing capability
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dedicated memory
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specialist graphics microchips
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high speed bus
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e.g. in 1996 1024 x 768 resolution with 64k colour, PCI local bus, 2MB
graphics memory
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Very fast, multi-session, Kodak Photo-CD compatiable CD ROM drive
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full screen, 25 frames per second Video-CD and MPEG playback
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e.g. in 1996 Multimedia PC3 (MPC3) standard
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High quality stereo sound and high quality wavetable sampling
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Sound Blaster compatable card with 16-bit stereo sound
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headphones
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mains powered speakers
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High resolution colour printer/plotter device
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laser, ink jet, bubble jet
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A mouse and keyboard
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A Virtual Reality system may be considered to be an expansion of a multimedia
system into a multi-sensory system
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The additional components of a Virtual Reality PC or workstation may include
any of the following
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Tactile interaction
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Head Mounted Display (HMD) - wide field of view, anamoriphically projected
stereo
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Tactile feedback devices, vibrotactile displays - teletactile feedback
glove, virtual joystick
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Force feedback
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Teleoperation systems - force feedback joystick, remote manipulator arm,
joystring
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Vestibular
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Motion platforms - flight simulators, motion simulators
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Other interactive devices
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2 degrees of freedom (DOF) - mouse, joystick, 2-d tablet with gesture recognition,
touch screen
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6 degrees of freedom - wand, 6 DOF mouse, dataglove, force ball
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Wired clothing - datasuit
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Biological input (biosensor) - voice recogniser, skin temperature probe,
myoelectric (muscle) sensor, cerebroelectric (brain) sensor
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For the processing of geographical data, e.g. a multimedia GIS, graphical
output in both digital and hard copy form are of the utmost importance
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Graphics
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Visual Display Unit (VDU)
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cathode ray tube (CRT), traditional TV/monitor device
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liquid crystal display (LCD), flat screen
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Three dimensional (3D) display, this requires perspective and stereoscopic
vision.
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A single display unit presenting two images alternatively, arranged so
that one eye sees each. This requires a rate of change greater than 50
times a second and the use of special spectacles with liquid crystal shutters,
synchronised with the display, or polarised glasses and an alternating
polarising of the display
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Immersive graphical display devices such as head mounted display consisting
of two miniature VDUs
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Direct Volume Display Device (DVDD) generate images directly in a volume,
users of DVDD see a solid volume that they can walk around
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High Definition Television (HDTV)
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Interactive interface tools for access and manipulation
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Keyboard
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Mouse, trackball and joystick
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A digitising tablet
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Light pen - contains a photodetector at it's tip that enables the screen
position to be calculated from refresh rate information
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3D pen position sensor
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Data glove, transmits positional data from the wearer's hand movements
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Data storage
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Hard Disk, usually internal, with capacities of up to tens of Gigabytes
(GB)
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Floppy magnetic disk, with capacities of up to tens of Megabytes (MB)
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Magnetic tape, used for large capacity backup/archive storage, with capacities
of up to units of GB
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Optical storage, compact disk (CD), with a typical capacity of 650MB would
hold over 1000 large scale (1:1250) 500km x 500km digital map sheets
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Digital Video Disks, with a capacity of 4.5GB
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Multimedia on networks
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Hypermedia systems are multimedia systems with link-based navigation
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Distributed databases on Local Area Networks (LANs) and Wide Area Networks
(WANs) and the international network, Internet
-
A World Wide Web (WWW) page or series of pages form a route through a hierarchical
or network model using Uniform Resource Locations (URLs) to both graphical
(spatial) and textual (aspatial) data. Additionally to other media such
as sound and video data
-
Access to the Internet using a Web browser such as Nescape
Navigator or Microsoft Internet
Explorer
3. Computer Science Aspects
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Multimedia object modelling in GIS
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Geographical access, coordinate based, place name, map region, arbitrary
point
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Hypermap concept - similar to hypertext document where texts are organised
bysemantic units called nodes and associated with links
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Icons, windows etc. represent multimedia entities in a database, linked
by graphics means on the screen, e.g. a line, area, point or several of
these
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Many current 'relational' database management systems (RDMS) will store
pointers to graphical, sound and video files using appropriate executable
programs to process them
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Simple relational model for multimedia data
PICTURE1 (Image_ID, Format, Resolution, Capture_date, Filename)
VIDEO1 (Film_ID, Time, Format, Filename)
SOUND1 (Song_ID, Time, Format, Filename)
Diagram of a more complex object model for multimedia data
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The data would be processed for retrieval by table name and format attribute
value
Diagram of a hypermap with multimedia data linked to an area
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Queries for retrieving Hypermap nodes would use conventional GIS spatial
query (select graphical node, define area, buffer zone etc.) and SQL, textual,
semantic matching
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Advanced Hypermap systems will match images, video and sound sequences,
with data of the appropriate media, held in the database
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Standards exist for multimedia data
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Image formats - TIFF, BMP, GIF, JPG, PCX, WPG, etc.
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Video Data - NTSC (National Television Standards Committee), PAL (PhaseAlternate
Line), SECAM (Sequential Colour and Memory)
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CD-ROM - CD-RX (CD ROM Read-Only Data Exchange), DXS (Data Exchange Standard)
for CD-ROM file systems. Colour Book Standards (Philips and SonyCorps)
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Compression of graphical data
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Uncompressed Image
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true colour 800 x 600 pixel image requires 1.44MB of disk space
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a 10 second video clip played at 30 frames per a second, with a resolution
of 320 x 200 pixels, and in true colour requires 57.6MB of
storage
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Compressed bitmap formats
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Still image
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JPEG (Joint Photographic Experts Group) can compress images from 2:1to
160:1 using a symmetrical compression algorithm. This is a 'lossy' scheme
as reconstructing an exact replica of the original is not possible
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LZW (developed by Lempel, Ziv and Welch) is a 'lossless' scheme which substitutes
more efficient codes for the data
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Fractal image compression (used by Microsoft in the Encarta multimedia
encyclopedia) uses Fractal segments and three-dimensionalaffine transformations
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Compression and decompression for JPEG and LZW take about thesame time.
However Fractal compression takes much longer; eight minutes compared to
41 seconds (JPEG) while decompression is faster, seven seconds compared
to 41 seconds (JPEG)
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Compressed images are resolution dependent
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Video, moving images
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MPEG (Motion Picture Experts Group) is the standard, it uses intraframe
coding, which removes redundancies within individual frames,50:1 compression
rates are possible
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Px64 is the video conferencing standard compression algorithm of CCITT
Consultative Committee International Telegraph and Telephone)
4. User Interface
-
Multimedia relies on ‘hyper-links’ which ensure integration of ‘documents’
or ‘pages’
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Hyper-links can be initiated through ‘hot-spots’ defined by:
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text
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coordinated position
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area of image
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embedded objects
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VR can incorporate similar linkages and also requires sophisticated graphic
displays, possibly including stereo viewers, moving chambers, audio, etc
(See Section 2), along with'cursor' positioning, possibly in four dimensions
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Types of interaction
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passive or active
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natural (language, spoken word) or artificial (‘fly-bys’)
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‘Free-form’ active navigation of data is user-controlled and needs
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navigation tools
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joysticks, mouse, pointer
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browsing and searching tools
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querying and reporting capability
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visual ‘trails’ to monitor navigation
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preview of any 'pre-set' routes
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overview showing complete 'map' or virtual world being used
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‘you are here’ indicating relative position
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recording the thread
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producing a route plan of locations accessed or journey undertaken
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Cognitive aspects of interfacing with MM and VR have been researched
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'free-form' navigation possibilities may lead to a lack of focus and inefficient
interaction
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real world problem solving may be difficult in these environments
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multi-sensory access to spatial data may lead to information overload
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improvements in realism and more naturalistic interaction with data may
improve decision making
5. Interaction with Geographic Information
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New search languages are being developed such as OO-SQL and MM-SQL both
part of SQL3 to aid in searching MM data
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3D and MM data can either be attached to the GIS as attributes of 'standard'
datasets or be used as data sources directly to which further information
is then added
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MM data allows for
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opening of GIS to more people
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change in the application of spatial information
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aid in enticing a younger audience to be involved
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creation of 3D models from still and video imagery
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VR can be used in a GIS in two ways
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a tool for purely viewing three dimensional models of data
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this can be purely in an office situation or in the field overlaying three
dimensional data on top of real world data
-
applications of the latter in underground pipe work, user can 'see' network
under their feet
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the whole user interface to the GIS dataset, allowing for the display of
VR, MM and standard data in three dimensions
-
this would envolve the creation of a virtual interface
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possibility of viewing any data easily from any angle
6. Applications
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Anywhere the "limited sensory bandwidth of current GIS representations
of the world" (Shepherd, 1991) needs to be extended
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to overcome the stylised and conventionalised picture of the real world
which GISoften gives, by constructing VR interfaces to spatial databases
and by using MM integration of disparate data sources
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Education
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self-led interaction with the real world, especially for children
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introducing geographical concepts, displaying distant 'realities'
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possibilities, using MM and VR, of the 'virtual fieldtrip'
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use of MM for local studies and global geography knowledge building, whilst
integrating with other National Curriculum subjects such as history, economics,
biology, geologyand information technology
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Scientific research
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creating three and four dimensional views of spatial data
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preliminary views of integrated data sets prior to verification of data
linkages and casualtiess
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MM integration and overlay of datasets, for example; vector data with attribute
information on raster satellite imagery
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exploratory data analysis in ‘virtual worlds’
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physical geography data, e.g. meteorological, geological, oceanographic
data ideallysuited to its four dimensional nature
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VR applications include environmental monitoring, hazard and risk assessment,
atmospheric modelling, planning and forecasting, pollution analysis, terrain
visualisation, multi-variate analysis
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Military
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for training purposes and scenario building, particularly VR representations
of terrain
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Entertainment
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improving realism of interaction with spatial data
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Built environment
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VR applications in architectural simulation, urban planning, resource modelling
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Archival of geographic information
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MM storage of the disparate range of data which can convey geographical
information
7. Potential
-
The future for both MM and VR is developing rapidly, input is coming from
both the entertainment industry and military as well as major software
houses
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Increased usage of all five senses
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in 1996, only have sight, sound, touch
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experimental ideas in smell
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little approach to the idea of taste
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Advancement to the masses requires more computer power at lower price range
giving
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photorealistic shading of VR models in realtime
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immediate response and display update
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high resolution images
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VR and MM across the web
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Already have basic MM and VR across the internet using Web browsers
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Developments need to be made in the searching and indexing of multimedia
data sources
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HTML, VRML, Java are 'on-going' developments to aid in distributed data
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The Superscape product is currently,
in 1996, the closest so far to true VR across the WWW
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Development of the WWW into a better, more organised, system than in 1996
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Open system technology
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creation of distributed computing for GIS in general
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seemless remote data object access
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use of remote application objects
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driving force is the Open GIS Consortium
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Data availability
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still only really use and collect static 2D
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move to full 4D data sets
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data collection with MM and VR applications in mind
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removal or lowering of cost and copyright restrictions
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More public applications
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Currently just visualisation in main
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More analysis of MM and VR data
8. Reference Materials
Botto, F., (1994), Multimedia on your PC, Sigma Press, Wilmslow.
Krummenacher, B. and Hersch, R., (1993), Parallel Image Storage and
Retrieval, in Thalmann, N.M. and Thalmann, D. (eds), Virtual Worlds
and Multimedia, John Wiley, Chichester, pp. 13-21.
Brodie, K.W., Carpenter, L.A., Earnshaw, R.A., Gallop, J.R., Hubbold,
R.J., Mumford, A.M.,
Osland C.D., Quarendon P. (eds.), (1992), Scientific Visualisation:
Techniques and Applications, Springer-Verlag, Berlin.
Buttenfield, B.P., (1991), Visualization, in Maguire, D.J., Goodchild,
M.F. and Rhind, D.W. (eds.), Geographical Information Systems, Vol
1, Longman, Harlow, pp 427-443.
Cartwright, W., (1994), Interactive Multimedia for Mapping, in MacEachren,
A.M. and Taylor, D.R.F. (eds.), Visualisation in modern cartography,
Elsevier Science, Oxford, pp. 63-89.
Cheiney, J. and Kerherv, B., (1990), Image Data Storage and Manipulation
for Multimedia Database Systems, in Brassel, K. and Kishimoto, H., Proceedings
of SDH90, pp. 611-620.
Cook, B.M. and White, N.H., (1995), Computer Peripherals, Edward
Arnold, London.
Foley, J.D., van Dam, A., Ferrier, S.K. and Hughs, J.F., (1990), Computer
Graphics
Principled and Practice, Addison-Wesley.
Fuma, F. and Bradley, J., (1991), A real-time display for tactile images,
in Klinger, A.(ed.), Human-machine interactive systems, Plenum Press,
New York. pp. 269-276.
Hearnshaw, H.M. and Unwin D.J., (1994), Visualisation in Geographical
Information
Systems, Wiley.
Hersner, W. and Kappe, F. (eds.), (1994), Multimedia/Hypermedia
in Open Distributed Environments, Springer-Verlag, Berlin.
Huber, M., (1994), Mutlimedia enhances GIS applications, in GIS
World, Vol. 7, No. 8, pp.
51-52.
Jacobson, R., (1994), Virtual worlds capture spatial reality, in GIS
World, Vol. 7, No. 12, pp. 36-39.
Kubo, S., Takamura, S. and Yoshino, S., (1990), Mutimedia GIS on PC,
in Brassel, K. and Kishimoto, H., Proceedings of SDH90, pp. 363-370.
Laurini, R. and Thompson, D. (1992), Fundamentals of Spatial Information
Systems,
Academic Press, London, pp. 594-619.
Shepherd, I.D.H., (1991), Information integration and GIS, in Maguire,
D.J., Goodchild, M.F. and Rhind, D.W. (eds.), Geographical Information
Systems, Vol 1, Longman, Harlow, pp 337-360.
Shepherd, I.D.H., (1994), Multi-sensory GIS: Mapping out the research
frontier, in Waugh,
T.C. and Healey, R.G. (eds.), Proceedings of SDH94, pp. 356-391.
van Oosterom, Peter, (1993), Reactive Data Structures for Geographic
Information Systems, Oxford University Press, Oxford.
Worboys, M.F., (1995), GIS A Computing Perspective, Taylor &
Francis, London, pp. 23-43,
287-299.
9. Web References
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Taylor, G.E., Fairbairn, D. J., Parsley, S., (1996) Multimedia and
Virtual Reality,, NCGIA Core Curriculum in GIScience, http://www.ncgia.ucsb.edu/giscc/units/u131/u131.html,
posted December 17, 1997.
The correct URL for this page is: http://www.ncgia.ucsb.edu/giscc/units/u131/u131_f.html.
Last revised: December 17, 1997.
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