Virtual field experiences in a web-based videogame environment: Open-ended examples of existing and fictional field sites

Q2 Social Sciences Geoscience Communication Pub Date : 2021-06-23 DOI:10.5194/gc-2021-17
M. Needle, J. Crider, Jacky Mooc, John F. Akers
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引用次数: 8

Abstract

Abstract. We present two original, videogame-style field-geology experiences designed to allow flexible, open-ended exploration for geologic mapping and structural geology. One simulation features the Whaleback anticline, a site in central Pennsylvania (USA) with three-dimensional exposure of a 30-m-high fold, based on a terrain model that was acquired through structure-from-motion photogrammetry. The second example is a fictional location with simplified geology, built with digital modeling software and inspired by the geology of northwestern Washington. Users move through the terrain, as if in the field, selecting where to make observations of the geologic structure. Additionally, these virtual field experiences provide novel visualization opportunities through tools like a geodetic compass that instantly plots data to a stereonet, and a jetpack simulation which allows the user to interrogate geologic surfaces in hard-to-reach locations. We designed the virtual field experiences in a widely-used videogame-creation software and published the field simulations for access via the internet and common web browsers, so that no special hardware or software is required to play. We implemented these field simulations to partially replace field and lab exercises in two different courses offered remotely through the University of Washington Department of Earth and Space Sciences, with assignments that address many of the learning goals of traditional in-person exercises. Because the virtual field experiences are open-ended, other instructors can design different exercises to meet different learning goals. While this game environment currently serves as an enhancement to remote education, this format can also augment traditional educational experiences, overcoming several challenges to accessing the field or particular outcrops and thereby broadening opportunities for participation and scientific collaboration.
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基于网络的电子游戏环境中的虚拟领域体验:现有和虚构领域站点的开放式示例
摘要我们提出了两个原创的,电子游戏风格的实地地质体验,旨在允许灵活的,开放式的地质测绘和构造地质勘探。其中一个模拟的特征是鲸背背斜,这是美国宾夕法尼亚州中部的一个30米高的褶皱的三维曝光,基于通过运动结构摄影测量获得的地形模型。第二个例子是一个虚构的地理位置,用数字建模软件构建,灵感来自华盛顿西北部的地质。用户在地形中移动,就像在野外一样,选择在哪里观察地质结构。此外,这些虚拟现场体验提供了新颖的可视化机会,通过工具,如大地测量罗盘,可以立即将数据绘制到立体网,以及喷气背包模拟,允许用户查询难以到达位置的地质表面。我们在一个广泛使用的视频游戏创作软件中设计了虚拟的现场体验,并发布了通过互联网和普通网络浏览器访问的现场模拟,因此不需要特殊的硬件或软件来玩。通过华盛顿大学地球与空间科学系远程提供的两门不同课程,我们实现了这些现场模拟,部分取代了现场和实验室练习,这些作业解决了传统现场练习的许多学习目标。由于虚拟现场体验是开放式的,其他教师可以设计不同的练习来满足不同的学习目标。虽然这种游戏环境目前是对远程教育的一种增强,但这种形式也可以增强传统的教育经验,克服进入实地或特定露头的几个挑战,从而扩大参与和科学合作的机会。
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来源期刊
Geoscience Communication
Geoscience Communication Social Sciences-Communication
CiteScore
3.30
自引率
0.00%
发文量
26
审稿时长
20 weeks
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