About one decade has passed since US vice president Al Gore articulated his vision of Digital Earth (DE). Within this decade, a global multi-resolution and three-dimensional (3D) representation of the Earth, which sums up the DE vision, increasingly gained interest in both public and science. Due to the desired high resolution of the available data, highly detailed 3D city models comprise a huge part of DE and they are becoming an essential and useful tool for a range of different applications. In the past as well as at present, 3D models normally come from a range of different sources generated by professionals, such as laser scans or photogrammetry combined with 2D cadaster data. Some models are generated with semi-automated or fully automated approaches, but in most cases manual fine tuning or even manual construction from architectural plans is required. Further beyond outdoor city models, DE additionally envisages the provision of indoor information. That is, the interior structure of public or publically accessible buildings, such as airports or shopping malls, is represented and made available in 3D; however, at the moment, such models are mostly created by hand and essentially based on professional data sources. In contrast to such professional data, which is mainly captured by surveyors or companies, the last few years revealed the phenomenon of crowdsourced geodata, which receives an increasing attractiveness as an alternative data source for many Geographic Information Systems (GIS). Former research already demonstrated the power and richness of such geodataespecially OpenStreetMap (OSM) -and it has also been proved that this non-standardized, crowdsourced geodata can be combined with international standards of the Open Geospatial Consortium (OGC). For example, CityGML Level-of-Detail 1 (LoD1) and LoD2 models have already been created automatically from OSM. The research presented in this article will further continue on the automated generation of CityGML models from OpenStreetMap. Essentially, a method for the creation of highly detailed CityGML LoD4 models with interior structures will be explained. By applying the invented approach on existing OSM data, limitations and restrictions of the IndoorOSM mapping proposal, the available data and the developed approach are revealed and discussed.
Abstract:The OpenStreetMap (OSM) project, a well-known source of freely available worldwide geodata collected by volunteers, has experienced a consistent increase in popularity in recent years. One of the main caveats that is closely related to this popularity increase is different types of vandalism that occur in the projects database. Since the applicability and reliability of crowd-sourced geodata, as well as the success of the whole community, are heavily affected by such cases of vandalism, it is essential to counteract those occurrences. The question, however, is: How can the OSM project protect itself against data vandalism? To be able to give a sophisticated answer to this question, different cases of vandalism in the OSM project have been analyzed in detail. Furthermore, the current OSM database and its contributions have been investigated by applying a variety of tests based on other Web 2.0 vandalism detection tools. The results gathered from these prior steps were used to develop a rule-based system for the automated detection of vandalism in OSM. The developed prototype provides useful information about the vandalism types and their impact on the OSM project data.
Car routing solutions are omnipresent and solutions for pedestrians also exist. Furthermore, public or commercial buildings are getting bigger and the complexity of their internal structure has increased. Consequently, the need for indoor routing solutions has emerged. Some prototypes are available, but they still lack semantically-enriched modelling (e.g., access constraints, labels, etc.) andare not suitable for providing user-adaptive length-optimal routing in complex buildings. Previous approaches consider simple rooms, concave rooms, and corridors, but important characteristics such as distinct areas in huge rooms and solid obstacles inside rooms are not considered at all, although such details can increase navigation accuracy. By formally defining a weighted indoor routing graph, it is possible to create a detailed and user-adaptive model for route computation. The defined graph also contains semantic information such as room labels, door accessibility constraints, etc. Furthermore, one-way paths inside buildings are considered, as well as three-dimensional building parts, e.g., elevators or stairways. A hierarchical structure is also possible with the presented graph model.
High-quality geographic data sources are eminent for urban data management and the creation of detailed 3D city models. In the past two decades, Volunteered Geographic Information (VGI) increasingly gained attractiveness to both amateur users and professionals, resulting in a broad availability of urban data within VGI communities and especially OpenStreetMap (OSM). OSM provides detailed information about urban regions and more buildings are also mapped. Existing 3D-VGI applications, e.g., KOSMOS Worldflier (Brejc, 2011) or the OSM-3D project (OSM-3D, 2011) only focus on visualization purposes, but a standardized usage for exchanging and sharing urban city models is not combined with VGI. Therefore, this paper presents a framework for an automatic VGI-based creation of 3D building models encoded as standardized CityGML models. The usage of VGI as a proper data source for the creation of standardized city models will be proven.
Routing services for outdoor areas are omnipresent and also three-dimensional (3D) visualization is quite common within this area. Recent research efforts are now trying to adapt well known outdoor routing services to complex indoor environments. However, most of the current indoor routing systems only focus on two-dimensional visualization, thus only one level can be depicted. Especially multi-level routes therefore lack visualization. Also, most of the (few) existing 3D indoor routing services utilize proprietary software or plugins, thus a widespread accessibility for those services by using common computers or mobile devices is not feasible. Therefore this paper describes the development of a web-based 3D routing system based on a new HTML extension. The visualization of rooms as well as the computed routes is realized with XML3D. Since this emerging technology is based on WebGL and will likely be integrated into the HTML5 standard, the developed system is already compatible with most common browsers such as Google Chrome or Firefox. Another key difference of the approach presented in this paper is that all utilized data is actually crowdsourced geodata from OpenStreetMap (OSM). Such data is collaboratively collected by both amateurs and professionals and can be used at no charge under the Open Data Commons Open Database License (ODbL). Our research combines user-generated geo content of the Web 2.0 with future Internet technology for the provision of a ubiquitously accessible 3D indoor routing application
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.