• Title/Summary/Keyword: 부스

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Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.

The Behavior Analysis of Exhibition Visitors using Data Mining Technique at the KIDS & EDU EXPO for Children (유아교육 박람회에서 데이터마이닝 기법을 이용한 전시 관람 행동 패턴 분석)

  • Jung, Min-Kyu;Kim, Hyea-Kyeong;Choi, Il-Young;Lee, Kyoung-Jun;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.77-96
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    • 2011
  • An exhibition is defined as market events for specific duration to present exhibitors' main products to business or private visitors, and it plays a key role as effective marketing channels. As the importance of exhibition is getting more and more, domestic exhibition industry has achieved such a great quantitative growth. But, In contrast to the quantitative growth of domestic exhibition industry, the qualitative growth of Exhibition has not achieved competent growth. In order to improve the quality of exhibition, we need to understand the preference or behavior characteristics of visitors and to increase the level of visitors' attention and satisfaction through the understanding of visitors. So, in this paper, we used the observation survey method which is a kind of field research to understand visitors and collect the real data for the analysis of behavior pattern. And this research proposed the following methodology framework consisting of three steps. First step is to select a suitable exhibition to apply for our method. Second step is to implement the observation survey method. And we collect the real data for further analysis. In this paper, we conducted the observation survey method to obtain the real data of the KIDS & EDU EXPO for Children in SETEC. Our methodology was conducted on 160 visitors and 78 booths from November 4th to 6th in 2010. And, the last step is to analyze the record data through observation. In this step, we analyze the feature of exhibition using Demographic Characteristics collected by observation survey method at first. And then we analyze the individual booth features by the records of visited booth. Through the analysis of individual booth features, we can figure out what kind of events attract the attention of visitors and what kind of marketing activities affect the behavior pattern of visitors. But, since previous research considered only individual features influenced by exhibition, the research about the correlation among features is not performed much. So, in this research, additional analysis is carried out to supplement the existing research with data mining techniques. And we analyze the relation among booths using data mining techniques to know behavior patterns of visitors. Among data mining techniques, we make use of two data mining techniques, such as clustering analysis and ARM(Association Rule Mining) analysis. In clustering analysis, we use K-means algorithm to figure out the correlation among booths. Through data mining techniques, we figure out that there are two important features to affect visitors' behavior patterns in exhibition. One is the geographical features of booths. The other is the exhibit contents of booths. Those features are considered when the organizer of exhibition plans next exhibition. Therefore, the results of our analysis are expected to provide guideline to understanding visitors and some valuable insights for the exhibition from the earlier phases of exhibition planning. Also, this research would be a good way to increase the quality of visitor satisfaction. Visitors' movement paths, booth location, and distances between each booth are considered to plan next exhibition in advance. This research was conducted at the KIDS & EDU EXPO for Children in SETEC(Seoul Trade Exhibition & Convention), but it has some constraints to be applied directly to other exhibitions. Also, the results were derived from a limited number of data samples. In order to obtain more accurate and reliable results, it is necessary to conduct more experiments based on larger data samples and exhibitions on a variety of genres.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

A comparison of acoustic measures among the microphone types for smartphone recordings in normal adults (정상 성인에서 스마트폰 녹음을 위한 마이크 유형 간 음향학적 측정치 비교)

  • Jeong In Park;Seung Jin Lee
    • Phonetics and Speech Sciences
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    • v.16 no.2
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    • pp.49-58
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    • 2024
  • This study aimed to compare the acoustic measurements of speech samples recorded from individuals with normal voices using various devices: the Computerized Speech Lab (CSL), a unidirectional wired pin-microphone (WIRED) suitable for smartphones, the built-in omnidirectional microphone (SMART) of smartphones, and Bluetooth-connected wireless earphones, specifically the Galaxy Buds2 Pro (WIRELESS). This study included 40 normal adults (12 males and 28 females) who had not visited an otolaryngologist for respiratory diseases within the past three months. Participants performed sustained vowel /a/ phonation for four seconds and reading tasks with sentences ("Walk") and paragraphs ("Autumn") in a sound-treated booth. Recordings were simultaneously conducted using the four different devices and synchronized based on the CSL-recorded samples for analysis using the MDVP, ADSV, and VOXplot programs. Compared with CSL, the Cepstral Spectral Index of Dysphonia (CSIDV, CSIDS) and Acoustic Voice Quality Index (AVQI) values were lower in the WIRED and higher in the SMART. The opposite trend was observed for the L/H spectral ratios (SRV and SRS), and the WIRELESS demonstrated task-specific discrepancies. Furthermore, both the fundamental frequency (F0) and the cepstral peak prominence of the vowel samples (CPPV) had intraclass correlation coefficient (ICC) values above 0.9, indicating high reliability. These variables, F0 and CPPV were considered highly reliable for voice recordings across different microphone types. However, caution should be exercised when analyzing and interpreting variables such as the SR, CSID, and AVQI, which may be influenced by the type of microphone used.