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Virtual City (virtual + city)
Selected AbstractsVirtual Cities From Digital ImageryTHE PHOTOGRAMMETRIC RECORD, Issue 96 2000E. Gülch Increasing interest is being expressed in the use of virtual cities for many fields of application, ranging from planning and simulation to business, advertising and the games industry. Currently, the extraction of buildings from imagery is costly. However, recent developments in digital photogrammetry aim to produce more rapid and efficient methods of modelling three dimensional objects in urban environments. This paper presents a semi-automatic system for the extraction of buildings from digital aerial imagery with the aid of volumetric primitives. The user is supported by automated tools, for example matching tools, in order to reach the necessary efficiency. With an extraction time of about 20 s per building primitive, this method is competitive in terms of the performance of classical photogrammetric procedures, and also offers additional features for analysis, texture mapping and Internet applications. [source] Fostering Civic Engagement by Building a Virtual CityJOURNAL OF COMPUTER-MEDIATED COMMUNICATION, Issue 3 2006Marina Umaschi Bers This article focuses on the design and use of networked technologies to create learning environments to foster the civic engagement of youth. First, we briefly describe the Zora three-dimensional multiuser environment that engages children in the design of a graphical virtual city and its social organization. Anecdotal data are then used to help define different aspects of civic engagement, namely civic actions and civic discourse. Finally, we present descriptive results from a pilot study of young people using Zora in the context of a multicultural summer camp for youth. During this experience, children developed a virtual community that became a safe space for experimenting with decision-making, self-organization, and civic conversations, as well as for testing democratic values, behaviors, and attitudes. Using Zora as a case study, this article shows the potential of networked technologies to facilitate different aspects of young people's civic development. [source] Virtual Cities From Digital ImageryTHE PHOTOGRAMMETRIC RECORD, Issue 96 2000E. Gülch Increasing interest is being expressed in the use of virtual cities for many fields of application, ranging from planning and simulation to business, advertising and the games industry. Currently, the extraction of buildings from imagery is costly. However, recent developments in digital photogrammetry aim to produce more rapid and efficient methods of modelling three dimensional objects in urban environments. This paper presents a semi-automatic system for the extraction of buildings from digital aerial imagery with the aid of volumetric primitives. The user is supported by automated tools, for example matching tools, in order to reach the necessary efficiency. With an extraction time of about 20 s per building primitive, this method is competitive in terms of the performance of classical photogrammetric procedures, and also offers additional features for analysis, texture mapping and Internet applications. [source] Urban Space and Cyberspace: Urban Environment in the Age of Media and Information TechnologyINTERNATIONAL JOURNAL OF JAPANESE SOCIOLOGY, Issue 1 2002Mikio Wakabayashi Today, the many innovations and the spread of new media and information technologies are bringing new realities to contemporary society. In Japanese sociology, this social transformation is called johoka, or information,oriented transformation. The present study examines two aspects of today's urban environment, concerning this social transformation. One is the phenomenon of "Disneylandization" of the urban environment and the other is the emergence of "cyberspace" or the "cybercity". The former is the proliferation of areas and buildings filled with signs and designs that are quoted from other historical or geographical contexts, and arranged under some "theme" or "concept", such as theme parks. The latter is the emergence of "virtual spaces" and the "virtual city" in computer networks, especially on the Internet. The former is a change in the physical urban environment and the latter is a phenomenon of the non,physical environment, inside computers. However, in spite of this contrast, these phenomena can be considered to result from the same social transformation,that is, the new relationship between space and society. The semantic emptiness, and expectations and desires for a sense of "placeness" in contemporary society are the preconditions of both phenomena. Often these elements are regarded as postmodern phenomena, yet it is of interest to explore Disneylandization and the emergence of the cybercity as the latest versions of the modern urban transformation and the modern urbanism. [source] Fostering Civic Engagement by Building a Virtual CityJOURNAL OF COMPUTER-MEDIATED COMMUNICATION, Issue 3 2006Marina Umaschi Bers This article focuses on the design and use of networked technologies to create learning environments to foster the civic engagement of youth. First, we briefly describe the Zora three-dimensional multiuser environment that engages children in the design of a graphical virtual city and its social organization. Anecdotal data are then used to help define different aspects of civic engagement, namely civic actions and civic discourse. Finally, we present descriptive results from a pilot study of young people using Zora in the context of a multicultural summer camp for youth. During this experience, children developed a virtual community that became a safe space for experimenting with decision-making, self-organization, and civic conversations, as well as for testing democratic values, behaviors, and attitudes. Using Zora as a case study, this article shows the potential of networked technologies to facilitate different aspects of young people's civic development. [source] |