USING COMPUTER GAMING TECHNOLOGY TO EXPLORE HUMAN WAYFINDING AND NAVIGATION ABILITIES WITHIN A BUILT ENVIRONMENT Tim Germanchis1, William Cartwright2, Christopher Pettit3 1,2 School of Mathematical and Geospatial Sciences, RMIT University, GPO Box 2476V, Melbourne, Victoria 3 Department of Primary Industries, Werribee, Victoria 1 Tel: +61 3 9925 1729, Fax: + 61 3 9663 2517, Email:
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[email protected] ABSTRACT Three-dimensional real-time representations of geographical data on computers are known as Geospatial Virtual Environments or GeoVEs. Previous work in the display of GeoVEs utilises a conventional multimedia/hypermedia approach. However, in recent times, large technological advances have seen computer gaming technology offer a fitting environment for serious academic study. Much literature has argued that GeoVEs lack meaningful interaction and realism, especially as compared to games. Therefore, research into applying games technology to GeoVEs may be satisfactorily used to create a more interactive, realistic and hence a more engaging environment. This paper explores the potential of utilising a games approach in displaying GeoVEs and demonstrates a ‘proof-of-concept’ prototype developed at RMIT University’s School of Mathematical and Geospatial Science, built using Crytek’s Far Cry game engine. The intended ‘proof-of-concept’ prototype will model the town of Queenscliff, Victoria, Australia. It is a coastal town boasting historic buildings, situated on top of a slightly undulating landscape. Queenscliff was chosen because of its urban extent, scenic backdrop, and its aerial coverage is a reasonable modelling size for a gaming engine to handle.