Using a Gaming Software for Historical Road and Path Research
dc.contributor.author | Vletter, Willem | en_US |
dc.contributor.editor | Gabriele Guidi and Roberto Scopigno and Pere Brunet | en_US |
dc.date.accessioned | 2016-01-06T08:15:31Z | |
dc.date.available | 2016-01-06T08:15:31Z | |
dc.date.issued | 2015 | en_US |
dc.description.abstract | In this paper we present the potential of Unity, a widely available video game engine, for historical roads research. This case study makes use of roads and paths extracted from Airborne Laser Scan (ALS) data of the Leitha hills in Austria, together with a Digital Terain Model (DTM) based on the same ALS data. Adding a time component creates a 4-D model. | en_US |
dc.description.sectionheaders | Works in Progress | en_US |
dc.description.seriesinformation | International Congress on Digital Heritage - Theme 2 - Computer Graphics And Interaction | en_US |
dc.identifier.doi | 10.1109/DigitalHeritage.2015.7413915 | en_US |
dc.identifier.isbn | 978-1-5090-0048-7 | en_US |
dc.identifier.uri | https://doi.org/10.1109/DigitalHeritage.2015.7413915 | en_US |
dc.publisher | IEEE | en_US |
dc.subject | Unity | en_US |
dc.subject | roads | en_US |
dc.subject | DTM | en_US |
dc.subject | Airborne Laser Scan | en_US |
dc.title | Using a Gaming Software for Historical Road and Path Research | en_US |