• Title/Summary/Keyword: Spatial Presentation Strategy

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A Spatial Presentation Model for Composite Multimedia Objects

  • Cha, Jae-Hyuk
    • The Journal of Information Technology and Database
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    • v.5 no.1
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    • pp.109-119
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    • 1998
  • Users want to browse various groups of nested attribute values of an object. On the other hand, in case of the presentation of a multimedia object, the form-based presentation is superior to the graph-based presentation. Therefore we propose a form-based presentation transformation scheme that allows users to reorganize the presentation layout to fit the limited screen and to show the values of all the needed attributes. For the representation of the presentation scenario of an object a presentation information class and the presentation transformation operations are defined. We show how these operations transform the default presentation into the wanted presentation by navigating through a multimedia object with the COMIB (COMposite Icon Browser).

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A Study on the Spatial Presentation Strategies for Cafe as 'The Third Space' - Focused on the cafes located in regions where 'Street culture' was formed - ('제3의 공간'으로서 카페의 공간연출 전략에 관한 연구 - '길(street) 문화'가 형성된 지역을 중심으로 -)

  • Moon, Geun-Yi;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.68-77
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    • 2013
  • 'The Third space,' which is the concept that embraces sociological, spatial, and marketing concepts, refers to the place which is other than the home and the workplace and which is a comfortable frequented place where meditation, psychological relaxation, and social needs can be satisfied. 'The Third space' has the characteristics of comfort, openness, interactivity, playfulness, and diversity. In modern times, most of consumption spaces play the role of 'the Third space,' and the typical example is $Caf{\acute{e}}$. $Caf{\acute{e}}$ began from its origin with the characteristics of 'the Third space,' and recently it has become the complex cultural space of urban dwellers. $Caf{\acute{e}}$ as 'the Third space' has the characteristics of a healing space, communication space, personalized space, value-expressive space, culture and consumption space, nomad space. Such characteristics of $Caf{\acute{e}}$ are well represented in the cafes around the regions where 'street culture' has recently been formed. As examined through the examples, $Caf{\acute{e}}$ as 'the Third space' can be more strategically produced by establishing themes through storytelling, giving spatial identity through style creation, diversifying the sequence through complex space organization, and establishing interaction devices through experience elements.

Helical gear multi-contact tooth mesh load analysis with flexible bearings and shafts

  • Li, Chengwu;He, Yulin;Ning, Xianxiong
    • Structural Engineering and Mechanics
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    • v.55 no.4
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    • pp.839-856
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    • 2015
  • A multi-contact tooth meshing model for helical gear pairs considering bearing and shaft deformations is proposed. First, to easily incorporate into the system model, the complicated Harris' bearing force-displacement relationship is simplified applying a linear least square curve fit. Then, effects of shaft and bearing flexibilities on the helical gear meshing behavior are implemented through transformation matrices which contain the helical gear orientation and spatial displacement under loads. Finally, true contact lines between conjugated teeth are approximated applying a modified meshing equation that includes the influence of tooth flank displacement on the tooth contact induced by shaft and bearing displacements. Based on the model, the bearing's force-displacement relation is examined, and the effects of shaft deformation and external load on the multi-contact tooth mesh load distribution are also analyzed. The advantage of this work is, unlike previous works to search true contact lines through time-consuming iterative strategy, to determine true contact lines between conjugated teeth directly with presentation of deformations of bearings and shafts.

Analysis of Influence Factors of Satisfaction by Marketing Strategic Based on the Type of Real Estate (부동산 유형별 마케팅 전략이 만족도에 미치는 영향요인 분석)

  • Kim, Gu-Hoi;Lee, Kil-Jae;Won, You-Ho
    • Journal of Cadastre & Land InformatiX
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    • v.44 no.1
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    • pp.195-212
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    • 2014
  • This study was performed in order to contributing the influence factors in the real estate marketing strategy which largely affects the success of a real estate sale and development projects. Articles have to be concluded with the Influence factors of Satisfaction based on the type of Real Estate through PLS Regression Analysis. Building data was conducted by the target population specializing in the real estate sale and development business. Classification of real estate business classified by the way of the residential and non-residential parted. In the case of Housing type in the analysis result, the main factors were made by calculating the each factor such as brand trust, Strengthening the alliance and partnership, Traffic environment, Relaxing the requirements for a Real estate sales, Business presentation, Unsold benefits and Relaxing the requirements for payment. Otherwise, In the case of non-residential in the analysis result, the factors such as Relaxing the requirements for payment, Customer Orientation, living environment, Unsold benefits, Strengthening the alliance and partnership and communication terms made an influence to satisfaction.

A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.