3D Geovisualization in Landscape Design

A special issue of Land (ISSN 2073-445X).

Deadline for manuscript submissions: closed (30 April 2022) | Viewed by 16609

Special Issue Editor


E-Mail Website
Guest Editor
Department of Technical and Project Engineering and Architecture, University of La Laguna, 38200 Tenerife, Spain
Interests: 3D technologies for topographic data visualization; geospatial thinking; spatial orientation; geovisualization; augmented and virtual reality teaching environments
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

New trends in the representation and three-dimensional visualization of the terrain offer opportunities in Landscape planning, and Landscape design/architecture. In the field of Geovisualization (geographic visualization), 3D technologies, such as Virtual and Augmented Reality, offer new forms of representation and visualization of geospatial data. Game Engine environments also allow new immersive and interactive scenarios for 3D terrain visualization.

This Special Issue invites researchers to present experiences, methodologies, case studies and proposals on the application of 3D geovisualization technologies in the fields of Landscape planning and Landscape design/architecture. New teaching approaches from these 3D geovisualization environments and their impact on students are also interesting.

In this Special Issue, we invite papers focusing on, but not limited to, the following topics:

  • Geovisualization mapping techniques;
  • Geovisualization immersive virtual environments (GeoIVE);
  • Immersive Virtual Environments (IVEs);
  • Virtual learning environments (VLE);
  • Interaction during exploration;
  • Augmented Reality;
  • Game engine;
  • Game-based learning.

Prof. Dr. Carlos Carbonell Carrera
Guest Editor

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Land is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • 3D Visualization
  • Augmented Reality
  • Game Engine
  • Geovisualization
  • Immersion
  • Interaction
  • Sense of presence
  • Virtual Reality
  • VR-based teaching-learning environments

Published Papers (4 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

17 pages, 2595 KiB  
Article
Effects of Low-Carbon Visualizations in Landscape Design Based on Virtual Eye-Movement Behavior Preference
by Zhengsong Lin, Yuting Wang, Xinyue Ye, Yuxi Wan, Tianjun Lu and Yu Han
Land 2022, 11(6), 782; https://0-doi-org.brum.beds.ac.uk/10.3390/land11060782 - 25 May 2022
Cited by 9 | Viewed by 2373
Abstract
Three-dimensional geovisualization in landscape design can be used to evaluate the efforts of mitigating CO2 emissions. This study evaluated subjects’ emotional preferences for 3D landscape design through an eye movement tracking experiment. In the case that the color of the building materials [...] Read more.
Three-dimensional geovisualization in landscape design can be used to evaluate the efforts of mitigating CO2 emissions. This study evaluated subjects’ emotional preferences for 3D landscape design through an eye movement tracking experiment. In the case that the color of the building materials was positively correlated with low carbon emissions, green, blue, and gray were typical representatives of low carbon emissions. Through the eye movement tracking experiment, subjects’ emotional preferences for different building colors were obtained. The results show that the fixation trajectory is consistent with the preset green and energy saving parameters, and the design effect of the architectural landscape can be evaluated by detecting virtual eye movement tracking. There is a coupling relationship between virtual eye movement tracking, expert interviews, and evaluation results, so that it presents a logical relationship between virtual eye movement, the color of low-carbon materials, and carbon emissions. In addition, the affective preference analysis and entropy weight method confirmed their effectiveness in the evaluation of the 3D landscape design effect, which had a positive impact on the CO2 emission reduction of the construction industry. These results will contribute to the development of 3D landscape design in the architecture industry and provide new ideas and methods for the carbon peak project. Full article
(This article belongs to the Special Issue 3D Geovisualization in Landscape Design)
Show Figures

Figure 1

24 pages, 6238 KiB  
Article
Development of a Virtual Wetland Ecological System Using VR 360° Panoramic Technology for Environmental Education
by Kuo-Liang Ou, Shun-Ting Chu and Wernhuar Tarng
Land 2021, 10(8), 829; https://0-doi-org.brum.beds.ac.uk/10.3390/land10080829 - 07 Aug 2021
Cited by 8 | Viewed by 3783
Abstract
In this study, the VR 360° panoramic technology is used to develop a virtual wetland ecological system for applications in environmental education. The system provides a virtual wetland environment for autonomous exploration, where the user can conduct inquiry-based learning by cardboard VR to [...] Read more.
In this study, the VR 360° panoramic technology is used to develop a virtual wetland ecological system for applications in environmental education. The system provides a virtual wetland environment for autonomous exploration, where the user can conduct inquiry-based learning by cardboard VR to obtain essential information and concepts in ecological protection. It contains the learning contents of wetland ecology and creatures in Hsinchu coastal areas, northern Taiwan. To investigate the learning effectiveness of the VR system, we recruited 42 seventh graders as participants and divided them evenly into two groups. The experimental group used the virtual wetland ecological system for learning and the control group learned with conventional teaching materials. The differences of the experimental results indicated: (1) the experimental group showed a high degree of satisfaction after using the virtual wetland ecological system; (2) the learning achievement of the experimental group was significantly higher than that of the control group; (3) the learning motivation of the experimental group was significantly higher than that of the control group. The virtual wetland ecological system can enhance the learning effectiveness and learning motivation using low-cost cardboard glasses, so it is a suitable tool for promoting environmental education in remote areas. Full article
(This article belongs to the Special Issue 3D Geovisualization in Landscape Design)
Show Figures

Figure 1

23 pages, 3821 KiB  
Article
A Spherical Video-Based Immersive Virtual Reality Learning System to Support Landscape Architecture Students’ Learning Performance during the COVID-19 Era
by Wei-Long Wu, Yen Hsu, Qi-Fan Yang and Jiang-Jie Chen
Land 2021, 10(6), 561; https://0-doi-org.brum.beds.ac.uk/10.3390/land10060561 - 27 May 2021
Cited by 33 | Viewed by 4477
Abstract
During the COVID-19 pandemic, campuses are closed, and many schools are forced to transition to online instruction. There are many problems in landscape architecture education during the pandemic such as students’ decreased attention, poor self-regulation, low proactivity, and difficulty in grading. In addition, [...] Read more.
During the COVID-19 pandemic, campuses are closed, and many schools are forced to transition to online instruction. There are many problems in landscape architecture education during the pandemic such as students’ decreased attention, poor self-regulation, low proactivity, and difficulty in grading. In addition, situational effects are required for landscape architecture education, but online education lacks the necessary case scenarios for courses during the pandemic. In order to solve these problems, the present study adopted a more accessible, and interactive spherical video-based immersive virtual reality (SV-IVR) approach, developed a landscape architecture SV-IVR learning system, and conducted a quasi-experimental study to examine its effectiveness. The results indicated that the experimental group students showed more positive results in their learning achievements, learning attitudes, and self-regulation than the control group. Besides, it was found that students required more time to develop their self-efficacy and that this system would not have an effect on students’ cognitive load. Full article
(This article belongs to the Special Issue 3D Geovisualization in Landscape Design)
Show Figures

Figure 1

23 pages, 2846 KiB  
Article
User VR Experience and Motivation Study in an Immersive 3D Geovisualization Environment Using a Game Engine for Landscape Design Teaching
by Carlos Carbonell-Carrera, Jose Luis Saorin and Dámari Melián Díaz
Land 2021, 10(5), 492; https://0-doi-org.brum.beds.ac.uk/10.3390/land10050492 - 06 May 2021
Cited by 26 | Viewed by 4809
Abstract
Realistic 3D geovisualization is necessary to facilitate the perception of a landscape designer in relation to the environment, which is a determining factor in decision-making in landscape planning and management. In the field of landscape design teaching learning environments, game engines can offer [...] Read more.
Realistic 3D geovisualization is necessary to facilitate the perception of a landscape designer in relation to the environment, which is a determining factor in decision-making in landscape planning and management. In the field of landscape design teaching learning environments, game engines can offer an immersive 3D geovisualization mode through Virtual Reality technology, which, in addition, can be motivating for the student. Game engines allow designing the scenarios where videogames take place, but game engines can also be used for geovisualization tasks in landscape design teaching environments. In this article, we present the landscape workshop, using a Unity 3D game engine. Twenty-five architect students performed landscape design tasks and worked with an interactive 3D geovisualization low-immersive desktop screen environment. The perception of the 3D environment during geovisualization was analyzed through the Questionnaire on User eXperience in Immersive Virtual Environments, and the motivational factor with the Intrinsic Motivation Inventory. Results showed a high perception of the 3D environment during geovisualization in the nine subcategories (sense of presence, engagement, immersion, flow, usability, emotion, judgment, experience consequence, and technology adoption) analyzed. The game engine-based teaching approach carried out has been motivating for students, with values over 5 (in a 1–7 Likert scale) in the five subscales considered. Full article
(This article belongs to the Special Issue 3D Geovisualization in Landscape Design)
Show Figures

Figure 1

Back to TopTop