virtual landscapes
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2021 ◽  
Author(s):  
Tom Chandler ◽  
Anna E. Richards ◽  
Bernhard Jenny ◽  
Fiona Dickson ◽  
Jiawei Huang ◽  
...  

Abstract Context Understanding the variability and dynamics of ecosystems, as well as their responses to climate or land use change, is challenging for policy makers and natural resource managers. Virtual reality (VR) can be used to render virtual landscapes as immersive, visceral experiences and communicate ecosystem dynamics to users in an effective and engaging way. Objectives To illustrate the potential and believability of VR, a team of landscape ecologists and immersive visualisation researchers modelled a reference Australian Box Gum Grassy Woodland landscape, an endangered eucalypt woodland ecosystem that is difficult to observe in its pre-European colonisation form. Methods We document considerations for designing the immersive virtual landscape, including the creation of animated three-dimensional (3D) plants that alternate between the seasons, and soundscapes that change through the course of a simulated day. We used a heuristic evaluation with experts to assess the potential of immersive VR landscape modeling. Results This cross disciplinary collaboration resulted in a VR experience that was evaluated in a series of meetings by 27 ecologists and managers in biodiversity conservation, many of whom were familiar with Box Gum Grassy Woodlands. 88% of participants stated that the simulation was believable and participants thought that virtual landscapes held great potential for education, public engagement and land management. Conclusions Possible future directions include open-source libraries of ecological 3D models, and the visual simulation of historic landscapes and future climate change scenarios.


Heritage ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 20-32
Author(s):  
Josef Souček

Upon examination of Roman landscape paintings preserved in situ and in museums of Naples and Rome, additional evidence has been found for the additive character of creation of imaginary landscapes as well as evidence for using standardized elements and whole scene compositions in Roman painting. This attitude is compared to the modern way of creating virtual landscapes—computer game level design and the process called “kitbashing”. I propose that both these processes share the same task to create a familiar landscape using a visual language understandable to its contemporary viewer, but also a very similar method of using predefined elements.


Leonardo ◽  
2020 ◽  
Vol 53 (4) ◽  
pp. 374-379
Author(s):  
Liron Efrat

This article analyzes mobile AR installations in order to demonstrate different strategies for producing a relational sense of place and time. These installations combine multiple narratives in situ; thus, they reshape existing perceptions and influence national identities. By means of exposing actual environments as constructed and therefore as virtual landscapes, mobile AR art exposes our situatedness and becomes a strong tool for activism as it encourages us to think beyond familiar, material reality. As such, it rejects an absolute perception of reality and reconfigures it as a relational domain.


Author(s):  
Randall William Sadler
Keyword(s):  

2018 ◽  
Vol 21 (2) ◽  
pp. 186-206 ◽  
Author(s):  
Phil Ian Jones ◽  
Tess Osborne
Keyword(s):  

2017 ◽  
Author(s):  
Jacqueline J. Houghton ◽  
◽  
Clare E. Gordon ◽  
Annabeth Robinson ◽  
Daniel J. Morgan ◽  
...  

2017 ◽  
Author(s):  
Jacqueline J. Houghton ◽  
◽  
Clare E. Gordon ◽  
Annabeth Robinson ◽  
Ben Craven ◽  
...  
Keyword(s):  
The Dead ◽  

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