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<front>
<journal-meta>
<journal-id journal-id-type="publisher">ISPRS-Archives</journal-id>
<journal-title-group>
<journal-title>The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences</journal-title>
<abbrev-journal-title abbrev-type="publisher">ISPRS-Archives</abbrev-journal-title>
<abbrev-journal-title abbrev-type="nlm-ta">Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci.</abbrev-journal-title>
</journal-title-group>
<issn pub-type="epub">2194-9034</issn>
<publisher><publisher-name>Copernicus Publications</publisher-name>
<publisher-loc>Göttingen, Germany</publisher-loc>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="doi">10.5194/isprs-archives-XLVI-4-W4-2021-79-2021</article-id>
<title-group>
<article-title>MAP GENERATION FOR RETRO GAMING ENGINES</article-title>
</title-group>
<contrib-group><contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Tauscher</surname>
<given-names>H.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Le</surname>
<given-names>V. T.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
</contrib>
</contrib-group><aff id="aff1">
<label>1</label>
<addr-line>HTW Dresden, University of Applied Sciences, Dresden, Germany</addr-line>
</aff>
<pub-date pub-type="epub">
<day>07</day>
<month>10</month>
<year>2021</year>
</pub-date>
<volume>XLVI-4/W4-2021</volume>
<fpage>79</fpage>
<lpage>84</lpage>
<permissions>
<copyright-statement>Copyright: &#x000a9; 2021 H. Tauscher</copyright-statement>
<copyright-year>2021</copyright-year>
<license license-type="open-access">
<license-p>This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this licence, visit <ext-link ext-link-type="uri"  xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link></license-p>
</license>
</permissions>
<self-uri xlink:href="https://isprs-archives.copernicus.org/articles/XLVI-4-W4-2021/79/2021/isprs-archives-XLVI-4-W4-2021-79-2021.html">This article is available from https://isprs-archives.copernicus.org/articles/XLVI-4-W4-2021/79/2021/isprs-archives-XLVI-4-W4-2021-79-2021.html</self-uri>
<self-uri xlink:href="https://isprs-archives.copernicus.org/articles/XLVI-4-W4-2021/79/2021/isprs-archives-XLVI-4-W4-2021-79-2021.pdf">The full text article is available as a PDF file from https://isprs-archives.copernicus.org/articles/XLVI-4-W4-2021/79/2021/isprs-archives-XLVI-4-W4-2021-79-2021.pdf</self-uri>
<abstract>
<p>Current attempts to integrate gaming, geospatial and AEC technologies are driven by increased hardware capabilities and target virtual worlds as close to reality as possible. In this paper we pursue a converse destination and populate low-tech virtual worlds from geospatial data, building and city models, specifically for retro gaming engines in spatial chat tools. We consider an island, a building and a city district scenario and populate these scenarios from OSM, IFC, and CityGML data sources. The derived worlds are targeting use cases in business, educational and recreational settings. Based on a prototypical implementation, we study the feasibility and limitations of good quality retro gaming map generation with automatic means from existing data sets, but also the potential of such worlds for Green IT, accessibility and inspiration of new user groups. We describe the algorithms and processes to generate the maps and outline the concept for a user survey. Beyond that, by discussing map generation techniques from classical gaming in context of and comparison with geospatial and AEC practices, this paper contributes a retrospective of early gaming techniques that might be both entertaining and informative for current development practice.</p>
</abstract>
<counts><page-count count="6"/></counts>
</article-meta>
</front>
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