Florian Hruby

Florian Hruby

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Florian Hruby

Labor für Umweltdatenanalyse und Geovisualisierung, Berliner Hochschule für Technik (BHT), Berlin, Germany

Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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31 July 2018 in International Journal of Digital Earth
Verified
Journal Article
Open access
FHFlorian Hruby
Florian Hruby
RRRainer Ressl
Rainer Ressl
GVGenghis de la Borbolla del Valle
Genghis de la Borbolla del Valle
Virtual reality (VR) is a frequently emphasized issue on the Digital Earth (DE) agenda. While current DE research is more engaged in the technical aspects of VR applications, this paper focuses on what is possible with immersive virtual environments (IVE) from the user's perspective. After a brief discussion of spatial presence and embodiment in the context of IVE, both concepts will be merged into a geovisualization immersion pipeline (GIP) as a framework with which to systematically link technical and cognitive aspects of IVE. We will then analyze the general criteria that must be met by IVE in order to facilitate the experience of spatial presence. Adapting these criteria to the special requirements of geospatial data, a definition of geovisualization immersive virtual environments (GeoIVE) is formulated. Finally, the theoretical considerations of this paper are set into practice, using a GeoIVE of a coral reef ecosystem as an example. As we shall see, while GIS do not provide data models or data compatibility for direct visualization of GeoIVE on VR output devices, game engines can serve as middleware to fill this gap.

28 January 2019 in KN - Journal of Cartography and Geographic Information
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FHFlorian Hruby
Florian Hruby
In recent years, immersion has become a frequently emphasized factor in the geovisualization research agenda. A principal reason for this growing interest is the assumption that immersive virtual environments (IVE) facilitate the formation of spatial presence, generally understood as the sense of “being there”. In a virtually mediated environment, the feeling of being there is of particular concern for cartographic ambitions, in terms of generating insights through geospatial representation. Current literature indicates that immersive VR systems stimulate the experience of spatial presence; however, this assumption is mainly based upon user studies in the visual communication channel. Moreover, research on IVE for geovisualization matters has to date been focused on visual-graphical rather than on auditive or even multisensory representations in virtual space. In this context, the present paper aims to evaluate the potential of audiovisual cartography with immersive virtual environments. Following a brief discussion of basic concepts, such as immersion, spatial presence and embodiment, we will integrate these aspects into a geovisualization immersion pipeline (GIP), as a framework with which to systematically link the technical and cognitive aspects of IVE. In the subsequent sections, we will examine this framework in the audio channel by analyzing how sound is implemented and perceived in GeoIVE. As we shall see, the positive effect of a combined audio-visual vs. exclusively visual presentation is supported by a series of user studies of sound effects, making audiovisual cartography with IVE a rich and worthwhile field of research. Virtuelle Realität (VR) und Immersion haben sich in den vergangenen Jahren auf der Forschungsagenda der Kartographie fest etabliert. Ein Hauptgrund dieses wachsenden Interesses ist die Annahme, dass immersive virtuelle Umgebungen räumliches Präsenzerleben induzieren, so dass sich Rezipient/inn/en in einer medialen Umgebung anwesend fühlen und Handlungsmöglichkeiten innerhalb derselben wahrnehmen. Für das grundsätzliche Ziel der Kartographie, raumbezogenes Wissen durch Repräsentationen zu vermitteln, ist das Phänomen räumlichen Präsenzerlebens von besonderem Interesse. Rezente Studien weisen zwar darauf hin, dass immersive VR-Systeme ein hohes Präsenzerleben erzeugen können, stützen sich dabei jedoch in erster Linie auf Untersuchungen des visuellen Kommunikationskanals. Ebenso hat sich die kartographische Erforschung immersiver Umgebungen bislang vor allem visuellen bzw. graphischen, weniger aber auditiven und multisensorischen Repräsentationsformen gewidmet. Vor diesem Hintergrund versucht der vorliegende Text, das Potenzial einer audiovisuellen Kartographie in immersiven virtuellen Umgebungen zu bewerten. Der einleitenden Diskussion zentraler Termini (z.B. Immersion, räumliches Präsenzerleben, Embodiment) folgt eine Verknüpfung dieser Schlüsselbegriffe innerhalb einer kartographischen Immersionspipeline – eine Modellvorstellung, die technische und kognitive Aspekte immersiver Umgebungen systematisch verbindet. Ausgehend von dieser Modellverstellung wird in den nachfolgenden Abschnitten untersucht, wie akustische Information in kartographischen VR-Systemem wahrgenommen und implementiert werden kann. Anhand einer Reihe empirischer Studien wird gezeigt, dass audiovisuelle Darstellungen verglichen mit ausschließlich visuellen Repräsentationen das räumliche Präsenzerleben verstärken können und somit audiovisuelle Kartographie in immersiven virtuellen Umgebungen zu einem reichen und lohnenden Gebiet zukünftiger Forschung machen.

25 March 2020 in PFG – Journal of Photogrammetry, Remote Sensing and Geoinformation Science
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Journal Article
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FHFlorian Hruby
Florian Hruby
LSLeón Felipe Álvarez Sánchez
León Felipe Álvarez Sánchez
RRRainer Ressl
Rainer Ressl
EEElva G. Escobar-Briones
Elva G. Escobar-Briones
Research on immersive virtual reality (VR) indicates that VR technologies facilitate understanding through the formation of spatial presence, which is the user’s feeling of “being there” in a virtual place. These findings make VR a highly interesting tool for geographic information science and the visualization of geospatial phenomena. However, immersion and presence are often studied under laboratory conditions, while research on virtual representations of real-world environments is still rare. This paper aims to reduce this gap empirically through a user study on spatial presence in immersive geo-environments. A total of 60 subjects entered a VR replica of a coral reef in the Mexican Caribbean built upon WorldView2 imagery. After testing within- and between-subject performance under both VR headset- and desktop-based visualization conditions, all users completed the IPQ self-report questionnaire to evaluate the sense of presence experienced. The results indicate a strong effect of immersion, leading to statistically significant higher levels of spatial presence in immersive geo-environments.

12 October 2020 in KN - Journal of Cartography and Geographic Information
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Journal Article
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FHFlorian Hruby
Florian Hruby
ICIrma Castellanos
Irma Castellanos
RRRainer Ressl
Rainer Ressl
Scale has been a defining criterion of mapmaking for centuries. However, this criterion is fundamentally questioned by highly immersive virtual reality (VR) systems able to represent geographic environments at a high level of detail and, thus, providing the user with a feeling of being present in VR space. In this paper, we will use the concept of scale as a vehicle for discussing some of the main differences between immersive VR and non-immersive geovisualization products. Based on a short review of diverging meanings of scale we will propose possible approaches to the issue of both spatial and temporal scale in immersive VR. Our considerations shall encourage a more detailed treatment of the specific characteristics of immersive geovisualization to facilitate deeper conceptual integration of immersive and non-immersive visualization in the realm of cartography.

1 January 2016 in GI_Forum
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FHFlorian Hruby
Florian Hruby
MAMónica Chico Avelino
Mónica Chico Avelino
RARaymundo Montoya Ayala
Raymundo Montoya Ayala
GI_Forum publishes high quality original research across the transdisciplinary field of Geographic Information Science (GIScience). The journal provides a platform for dialogue among GI-Scientists and educators, technologists and critical thinkers in an ongoing effort to advance the field and ultimately contribute to the creation of an informed GISociety. Submissions concentrate on innovation in education, science, methodology and technologies in the spatial domain and their role towards a more just, ethical and sustainable science and society. GI_Forum implements the policy of open access publication after a double-blind peer review process through a highly international team of seasoned scientists for quality assurance. Special emphasis is put on actively supporting young scientists through formative reviews of their submissions. Only English language contributions are published. Starting 2016, GI_Forum publishes two issues a Year. Joumal Information is available at: GI-Forum GI_Forum is listed on the Directory of Open Access Journals (DOAJ)

19 September 2018 in The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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Journal Article
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GGG. Magallanes Guijón
G. Magallanes Guijón
FHF. Hruby
F. Hruby
RRR. Ressl
R. Ressl
VSV. Aguilar Sierra
V. Aguilar Sierra
GVG. de la Borbolla del Valle
G. de la Borbolla del Valle
OPO. Rodríguez Paz
O. Rodríguez Paz
Immersive technologies allow us to map physical reality by means of 4D virtual systems in ever higher spatial and temporal detail, up to a scale level of 1 : 1. This level of detail enables the representation of phenomena that have been widely ignored by the geovisualization research agenda as yet. An example for such a large scale phenomenon is the collective movement of animals, which can be modelled and visualized only at a fine grained spatio-temporal resolution. This paper focuses on how collective movement can be modelled in an immersive virtual reality (VR) geovisualization. In a brief introduction on immersion and spatial presence we will argue, that high fidelity and realistic VR can strengthen the users’ involvement with the issues visualized. We will then discuss basic characteristics of swarming in nature and review the principal models that have been presented to formalize this collective behavior. Based on the rules of (1) collision avoidance, (2) polarization, (3) aggregation and (4) self-organized criticality we will formulate a viable solution of modelling collective movement within a geovisualization immersive virtual environment. An example of use and results will be presented.