Hemispherical (fisheye) photography is a well-established approach for estimating the sky view factor (SVF). High-resolution urban models from LiDAR and oblique airborne photogrammetry can provide continuous SVF estimates over a large urban area, but such data are not always available and are difficult to acquire. Street view panoramas have become widely available in urban areas worldwide: Google Street View (GSV) maintains a global network of panoramas excluding China and several other countries; Baidu Street View (BSV) and Tencent Street View (TSV) focus their panorama acquisition efforts within China, and have covered hundreds of cities therein. In this paper, we approach this issue from a big data perspective by presenting and validating a method for automatic estimation of SVF from massive amounts of street view photographs. Comparisons were made with SVF estimates derived from two independent sources: a LiDAR-based Digital Surface Model (DSM) and an oblique airborne photogrammetry-based 3D city model (OAP3D), resulting in a correlation coefficient of 0.863 and 0.987, respectively. The comparisons demonstrated the capacity of the proposed method to provide reliable SVF estimates. Additionally, we present an application of the proposed method with about 12,000 GSV panoramas to characterize the spatial distribution of SVF over Manhattan Island in New York City. Although this is a proof-of-concept study, it has shown the potential of the proposed approach to assist urban climate and urban planning research. However, further development is needed before this approach can be finally delivered to the urban climate and urban planning communities for practical applications.
Virtual geographic environments (VGEs) are extensively used to explore the relationship between humans and environments. Crowd simulation provides a method for VGEs to represent crowd behaviors that are observed in the real world. The social force model (SFM) can simulate interactions among individuals, but it has not sufficiently accounted for inter-group and intra-group behaviors which are important components of crowd dynamics. We present the social group force model (SGFM), based on an extended SFM, to simulate group behaviors in VGEs with focuses on the avoiding behaviors among different social groups and the coordinate behaviors among subgroups that belong to one social group. In our model, psychological repulsions between social groups make them avoid with the whole group and group members can stick together as much as possible; while social groups are separated into several subgroups, the rear subgroups try to catch up and keep the whole group cohesive. We compare the simulation results of the SGFM with the extended SFM and the phenomena in videos. Then we discuss the function of Virtual Reality (VR) in crowd simulation visualization. The results indicate that the SGFM can enhance social group behaviors in crowd dynamics.
Due to their strong immersion and real-time interactivity, helmet-mounted virtual reality (VR) devices are becoming increasingly popular. Based on these devices, an immersive virtual geographic environment (VGE) provides a promising method for research into crowd behavior in an emergency. However, the current cheaper helmet-mounted VR devices are not popular enough, and will continue to coexist with personal computer (PC)-based systems for a long time. Therefore, a heterogeneous distributed virtual geographic environment (HDVGE) could be a feasible solution to the heterogeneous problems caused by various types of clients, and support the implementation of spatiotemporal crowd behavior experiments with large numbers of concurrent participants. In this study, we developed an HDVGE framework, and put forward a set of design principles to define the similarities between the real world and the VGE. We discussed the HDVGE architecture, and proposed an abstract interaction layer, a protocol-based interaction algorithm, and an adjusted dead reckoning algorithm to solve the heterogeneous distributed problems. We then implemented an HDVGE prototype system focusing on subway fire evacuation experiments. Two types of clients are considered in the system: PC, and all-in-one VR. Finally, we evaluated the performances of the prototype system and the key algorithms. The results showed that in a low-latency local area network (LAN) environment, the prototype system can smoothly support 90 concurrent users consisting of PC and all-in-one VR clients. HDVGE provides a feasible solution for studying not only spatiotemporal crowd behaviors in normal conditions, but also evacuation behaviors in emergency conditions such as fires and earthquakes. HDVGE could also serve as a new means of obtaining observational data about individual and group behavior in support of human geography research.
To overcome the difficulties of quantitatively optimizing and evaluating evacuation guidance systems, we proposed a perception model based on virtual reality (VR) experiments and the social force model (SFM). We used VR and eye tracking devices to carry out experiments. The VR experiment data was mainly used for three purposes: to determine the parameter values of the perception model, to optimize the evacuation guidance system by quantitative analysis, and to validate the perception model. Additionally, we compared the VR experimental and model simulation results before and after the optimization to quantitatively assess the improvement in the optimized evacuation guidance system. The results showed that our model can effectively simulate the perception behaviors of evacuees on the evacuation guidance system and it can quantitatively evaluate different evacuation guidance system schemes. The model simulations showed that the optimized evacuation guidance system improved the evacuation efficiency, with the average escape time and distance of the two starting positions reduced by 37% and 28%, respectively.
19 August 2014 in International Journal of Digital Earth
Due to advances in rendering techniques and hardware capability, stereoscopic 3D (s3D) visualization is becoming increasingly common in daily life. However, this does not change the fact that stereo effects and visual comfort depend greatly on how the related parameters are controlled during the production of the s3D images. In geo-virtual reality systems, which are important browsers for Digital Earth, the maintenance of these parameters is deeply related to the navigation process. Therefore, the navigation method in such systems requires special care. This paper presents a new flying method based on a Cubemap structure. The method defines a Vehicle model and modifies the original Cubemap structure by adding a front view camera during the navigation; it allows the users to fly through a virtual geographic environment with automatic speed control, smooth collision resolution, and dynamic adjustment of the s3D-related parameters. A user test was conducted to compare this new method with the original method based on the Cubemap structure. The results show that the new method performs better than the former one for it provides a convenient interaction experience with improved stereoscopic effect, and diminishes visual discomfort.