Abstract

This paper describes a virtual field trip application as a new type of immersive, multimodal, interactive, data visualization of a virtual arboretum. Deployed in a game engine, it is a large, open-world simulation, representing 100 hectares and ideal for use when free choice in navigation and high fidelity are required. Although the computer graphics are photorealistic, it is different and unique from other applications that use game art or 2D 360-degree video, because it reflects high information fidelity as a result of the domain expert review, and the integration of geographic information system (GIS) data with drone images. Combined in-game as a data visualization, it is ideal for generating past or future worlds, in addition to representations of the present. Fusing information from many data sources—terrain data, waterbody data, plant inventory, population density data, accurate plant models, bioacoustics, and drone images—its design process and methods could be repeated and used in a wide range of augmented reality (AR) and virtual reality (VR) applications and devices. Results on presence, embodiment, emotions, engagement, and learning are summarized from prior pilot studies for context on use, and are relevant to schools, museums, arboretums, and botanical gardens interested in developing immersive informal learning applications.

Highlights

  • This paper presents a case study describing the construction methods used to design and develop immersive, multimodal, interactive models of virtual nature

  • This paper introduced a new concept, information fidelity, as the defining design factor that is important in order to extend the impact of photorealism, immersion, embodiment, engagement, and presence, and especially important when designing and constructing a virtual field trip of nature for informal learning applications

  • The design, methods, and processes presented in this paper demonstrate how an immersive data visualization of the geo-spatial geographic information system (GIS) plant data may be rendered in a game engine with high information fidelity to achieve sensory accuracy, and photorealism, more efficiently than prior environmental art creation methods and processes

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Summary

Introduction

This paper presents a case study describing the construction methods used to design and develop immersive, multimodal, interactive models of virtual nature. The. Virtual UCF Arboretum and The AR Perpetual Garden Apps were developed in support of the long-term research objectives to better understand the impacts of immersive informal learning applications on human cognitive, emotional, behavioral, and attitudinal outcomes, especially in virtual environments that support the free exploration of photorealistic physical space and free inquiry in an invisible web of knowledge [1]. Virtual UCF Arboretum and The AR Perpetual Garden Apps were developed in support of the long-term research objectives to better understand the impacts of immersive informal learning applications on human cognitive, emotional, behavioral, and attitudinal outcomes, especially in virtual environments that support the free exploration of photorealistic physical space and free inquiry in an invisible web of knowledge [1] Both applications were designed and developed in the same way, but for different output devices (AR or VR), based on the project requirements of the stakeholders. Interact. 2021, 5, 18 available to the public as either a free desktop game version on Itch.io or on the Apple 3 of 25

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