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Posts tagged with: 3D

The Active City : Visualising cultural activity in London

Over the last few months we have been working on a series of visualisations representing the theme of an active city as part of our masters coursework in spatial analysis & visualisation at CASA, UCL.

Our group – consisting of myself, Rowan Blaik, Lyzette Zeno-Cortes and Agata Brok, chose to pursue this with the specific idea of cultural activity and interaction.

This post will summarize it all in one page, but a more comprehensive presentation & folio for this piece can be viewed via the website: cityofcultu.re

Below are some examples of the wide array of visualisations we produced to explore the topic, which covered global, regional, city and street scale.

Global Magnetism

Here we explored global migration to London through a static visualisation Processing, as well as a look into the magnitude of one of London’s many cultural attractors (the V&A Museum) using D3.

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Cultural Icons

These visualisations explored how data from monuments of individuals and events can be made more meaningful through crowd-sourced data from sources such as Wikipedia. In particular, we focused on English Heritage Blue Plaques, which have a strong presence in London.

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Plaque Explorer

The most exciting and challenging phase of this visualisation involved generating a browser-based London using threejs. Here we represented cultural phenomena in the form of metaballs in the city – which are divided by category and scaled by their proximity to their own type. The plaques were also included in this city, with their height increasing with amount of page views on their biographies in Wikipedia in the last 90 days.

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One of the advantages of using threejs was that it allowed us to add our own customization. One of these involved implementing the visualisation so it can be viewed with the Oculus Rift virtual reality headset. While this was a bit of a challenge, it proved an interesting, and of course fun, way to interact with the city in your browser. If you’d like to run this you will need an Oculus Rift with the Oculus bridge plugin running locally.

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Icons of reminiscence

This final aspect of the project involved moving to a street scale, which opens up ideas of how these can be represented in a augmented reality/wearable avenue. The people from the plaques were rendered nicely in Adobe After Effects and represented as portraits flying through the streets, with bubbles representing their page views again.

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If you have any questions feel free to leave a comment below or tweet any of us at @oc_lock , @land_lab, @urbanjuicing, @cityremade.

If you’d like to learn how to do these kind of visualisations, take a look at these courses that CASA run.


3D environments for agent-based models

city

As part of my coursework at CASA we are being introduced to some of the latest 3D visualisation technologies and experimenting with how they might be used in a cities research context. Below are some examples of what can be achieved in a short period of time with these software packages.

The moving parts of these visualisations can be defined as agents. Agents with programmed behaviours and decision-trees can, in part, attempt to re-create and predict the appearance of complex real-world phenomena. This process can be defined as emergence – when complex systems arise from relatively simple interactions.

My very first thoughts when experimenting with these programs was – what is the difference between this and the complex behaviours we experience in video games or in movies (such as the large, generated crowds in Lord of the Rings)?

The first and most obvious of these differences is the purpose. Agent-based and other models are designed to provide scientific prediction of future, real-world events. Computer games are constructed primarily for enjoyment / entertainment (though can sometimes seem very realistic).

In video games, the human player takes control of the model and what effects occur, whereas in ABMs the input is largely derived from the data and defined conditions. In the real world simulations, these are based on theories of human (or other agents’) behaviour, while video game agents these behaviours will be based on plot points, be largely fictional and generally better looking.

Where these might collide is placing humans within the agent-based simulation – such as through immersive gaming experiences offered by the Occulus Rift. It is also interesting to think about emergent behaviour of humans interacting with eachother virtually within video game environments – such as in massively-multiplayer games.

1) Blocks following a terrain and avoiding a teapot
Uses: 3D Studio Max

Simple Agents in 3D Studio Max from Oliver Lock on Vimeo.

2) Gravity simulation of particles on a generated city-scape
Uses: Greeble, 3D Studio Max

Simple Agents in 3D Studio Max II from Oliver Lock on Vimeo.

3) Pedestrian movements in a built environment
Uses: CityEngine, 3D Studio Max

3) Pedestrians walking through a building
Uses: CityEngine (3D Model), 3D Studio Max

CityEngine model with 3DS Max Pedestrian Flows from Oliver Lock on Vimeo.

A quick example of these put into more complex, real-world practice is this stadium evacuation produced by Redfish.

4) Agent-Based Model of Crowd Dynamics During Disaster Evacuation

Stadium Evacuation from stephen guerin on Vimeo.

In terms of sharing these models, I recently discovered P3D which allows you to share very clean 3D models in your browser. Integrating simple ABMs into these would be a great way to communicate their results.