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Sadidi J, Ahmadi H. Designing and Implementing a Game GIS Service for Earthquake Crisis Management: A case study for District 10 of Tabriz City.. Journal of Spatial Analysis Environmental Hazards 2015; 2 (3) :33-50
URL: http://jsaeh.khu.ac.ir/article-1-2491-en.html
1- , jsadidi@gmail.com
Abstract:   (24517 Views)

The term "Game GIS” implies to real spatially enabled games in which a special part of the world is virtually simulated, represented and managed. In fact, game GIS is an integrated system consists of video games and geographical information systems, aimed to simulate and representing spatially enabled environment. The achieved result of implementing a game GIS service can be exploited before a crisis for wise designing of a city and diminution of the aftermath casualties. As the decision making process plays the key role to reduce the losses, the need arises for using the models as much as close to the reality. By this, it is possible to use the virtual world in in the form of a game rather than experiencing the real world with real wounded and killed persons in. This enables us to recognize and manage a test environment for promoting the managing the real environment of a city during and before a natural hazard disaster like an earthquake. The game GIS may be counted as a service for sharing and dissemination of spatial information as well as online GIS to have a visual and synoptic management of the earth plant facing various disasters. The current research is aimed to design and implement a software architecture for an earthquake game in Tabriz city (Iran).

The study area is district 10 of Tabriz located within a fault zone. According to field surveys, 82.1 percent of buildings in the study area may be vulnerable against earthquake in terms of the quality of building construction.

Methodology of the research to design, program and implement the game GIS service are undertaken as the following processes: data collection, database creation and software production.

The collected data includes master plan maps of the district 10, building quality, number of floors, building façade materials, age of building, street network (adopted from the master plan of Tabriz) and population of each parcel.  Also, some regions are assumed as hospital, relief-rescue center and treasury money.

To design the software, 2D environment of MapControl and for implementing the game into the 2D environment, ArcEngine of ArcGIS have been exploited. The mentioned engine gives us possibility to use of analysis and modelling capabilities as much as closer to the ground reality which are compatible with available geometry of the terrain (Amirian, 2013, 17-19). The MapControl is a framework in which the map and game area are displayed. Symbology is used to show the persons as well as equipments. Briefly, the stages undertaken during the current research can be explained as the following:

  • Data collection based on available sources via field surveying.
  • Data processing and creating a database from street networks and building owned the age, materials, floors fields.
  • Calculation of vulnerability rate for each building separately as well as the amount of deconstruction damage per Richter.
  • Drawing the street and alley network to prepare network analysis dataset.
  • Preparing special network analysis database and evaluation in various situations.
  • Using the gained layers and implementation of the scenario.

After that, the conceptual architecture of the software has been designed based on the scenario.

The game GIS services has been designed with 6 different classes offer numerous functionalities responsible for displaying program commands and different views of the game. Finally, the service is designed and implemented in a real schema for crisis management application. The resulted game is played in 4 stages. In the first stage, the player starts with a 5 Richter magnitude earthquake and ends while the player gets to 8 Richter. The designed software simulates the destruction rate of buildings based on the influential factors, wounded transfer routing and rescue operation. The game player gains credit according to his quickness and agility. The player would go to the next stage with one Richter magnitude higher, if gains enough credits during each stage. The result of the current research as a Game GIS service, can be used in earthquake simulation happens in various magnitudes for management of decreasing the effects of earthquake, quick reaction, maneuver and education. Considering the achieved results, designing and performing the game GIS service over the web based on open source technologies rather than being desktop and commercial service, can be suggested as a new research frontier for the future researchers.

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Type of Study: Research | Subject: Special
Received: 2016/07/30 | Accepted: 2016/07/30 | Published: 2016/07/30

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