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2018 | OriginalPaper | Chapter

9. A Cost-effective Workflow for Depicting Landscapes in Immersive Virtual Environments

Author : Nathaniel J. Henry

Published in: Geogames and Geoplay

Publisher: Springer International Publishing

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Abstract

Geogames draw inspiration from two technologies: geographic information science (GIS) and video games. These technologies share a common history that stretches back to the invention of ancient “map games” such as chess and Go. Both fields have advanced rapidly in the past two decades, spurred by the rapid expansion of computer graphical and processing capabilities (Ahlqvist 2011). GIS analysts and video game designers might be surprised by the similarity of their data management techniques: both rely on hierarchical data management structures, employ techniques for minimizing processor loads when representing complex scenes, and use layers to organize their data sources (Shepherd and Bleasdale-Shepherd 2009). Overlapping engagements with simulation, multi-party collaboration, and the web indicate that GIS and video game technologies may be headed down converging paths (Ahlqvist 2011).

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Metadata
Title
A Cost-effective Workflow for Depicting Landscapes in Immersive Virtual Environments
Author
Nathaniel J. Henry
Copyright Year
2018
DOI
https://doi.org/10.1007/978-3-319-22774-0_9

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