Journal of Geographic Information System, 2013, 5, 548-558
Published Online December 2013 (http://www.scirp.org/journal/jgis)
http://dx.doi.org/10.4236/jgis.2013.56052
Open Access JGIS
Using GIS Data to Build Informed Virtual Geographic
Environments (IVGE)
Mehdi Mekni
Department of Math Science and Technology, University of Minnesota, Crookston, USA
Email: mmekni@umn.edu
Received April 5, 2013; revised May 5, 2013; accepted May 12, 2013
Copyright © 2013 Mehdi Mekni. This is an open access article distributed under the Creative Commons Attribution License, which
permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
ABSTRACT
In this paper, we propose a novel approach to automatically building Informed Virtual Geographic Environments
(IVGE) using data provided by Geographic Information Systems (GIS). The obtained IVGE provides 2D and 3D geo-
graphic information for visualization and simulation purposes. Conventional VGE approaches are generally built upon a
grid-based representation, raising the well-known problems of the lack of accuracy of the localized data and the diffi-
culty to merge data with multiple semantics. On the contrary, our approach uses a topological model and provides an
exact representation of GIS data, allowing an accurate geometrical exploitation. Moreover, our model can merge se-
mantic information, even if spatially overlapping. In addition, the proposed IVGE contains spatial information which
can be enhanced thanks to a geometric abstraction method. We illustrate this model with an application which auto-
matically extracts the required data from standard GIS files and allows a user to navigate and retrieve information from
the computed IVGE.
Keywords: Geographic Information System (GIS); Informed Virtual Geographic Environments (IVGE); Multi-Agent
Geo-Simulation (MAGS)
1. Introduction
Modern geography techniques play an irreplaceable role
in exploring temporal-spatial patterns and dynamic proc-
esses, and understanding the relationships between geo-
graphic features, objects, and actors in the real world.
Studying these relationships is fundamental and compre-
hensive geographical analysis often requires the integra-
tion of different disciplines at various scales. By using a
variety of different techniques, it is possible to produce
virtual reality representations, integrated models, simula-
tions, forecasts and evaluations of the geographic envi-
ronment. Therefore, the Virtual Geographic Environment
(VGE) can be a useful tool for understanding the evolu-
tionary process, temporal-spatial patterns, driving mecha-
nisms, and the direction of succession in the real envi-
ronment. Current VGE techniques, including three-di-
mensional (3D) techniques, have extended the potential
applications of geographic modeling. The ability of VGE
to depict past, present, and future geographic environ-
ments has been of particular importance [1].
Traditional methods for extracting and expressing spa-
tial information can be modified to better suit develop-
ment in the field of geographic modeling [2]. Through
using geographic analytical modeling and visualization
techniques, VGE can be used to perform geographic
analysis, simulate geographic phenomena, represent and
predict changes in the geographic environment, and eva-
luate the influence of human activities on the environ-
ment [3]. By using VGE to share ideas, people can coop-
erate and coordinate their work on geographic objects
and phenomena, resulting in more advanced methods of
designing and transforming the world (Figure 1). VGE
will become increasingly important in geography in the
future [2].
In this paper, we propose a novel approach to model-
ing VGE which deals with all these constraints. Our ap-
proach provides an exact representation of the geo-
graphic environment using vector data and including
elevation. This representation is organized as a topologi-
cal graph, enhanced with data integrating both quantita-
tive (geometry) and qualitative information (zones such
as roads and buildings). Moreover, our approach is di-
rected to efficient spatial reasoning like path planning for
crowd simulation (Figure 2). Hence, we also address the
performance issue when exploiting such environments.