95 research outputs found

    Space-Time Diffusion Visualization using Bayesian Inference

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    Retail marketing geography has traditionally employed static gravity models for location analytics based on probabilistic locational consumer demand. However, such retail trade area models provide little insight into the dynamic space-time hierarchical diffusionary processes that aggregate to an eventual market structure equilibrium (Mason et. al., 1994), which gravity models attempt to predict for retail trade areas. In addition, most attempts to display the aggregating dynamic space-time hierarchical diffusionary processes of space, time and attributes of interest, in a geographical information system (GIS), produce visualizations that are overly complex and typically displayed utilizing unfamiliar paradigms. Further, these attempts fail to take into account the extensive body of literature in psychology and brain science that stress the importance of perceptual elements and design in achieving optimum visualization comprehension. In other words, simplicity (three-way factor analysis) and visual familiarity (cognitive fit theory (Vessey, 2006), mere-exposure effect in psychology (Dajonc, 1968). This will provide faster perception and better visuospatial and temporal understanding of objects and trends. In this study we incorporate these elements in our visualization object that we refer to as “Avatar”. A Huff inspired, Bayesian framework of inference for spatial allocation and hypothesis testing allows the Avatar object to display the spatial allocation of the Bass model’s innovators and imitators for sales forecasts of new product diffusion (e.g. a mathematical version of Everett Roger’s adoption concept), thus enabling and supporting faster and improved visuospatial understanding of very large data repositories of unbounded and/or “countably infinite” sized geo-big-data (referred to throughout the rest of this paper as GBD). We then introduce the three steps necessary to create an Avatar object (i.e. a 3-D semaphoric, space-time diffusion visualization object). The Avatar object is designed specifically to visualize determinant attributes (e.g. demographics) for the Bass, Bayes, Berry and Huff integrated ensemble model forming part of an ancillary paper to this study. In this way we display the timed hierarchical diffusion of new innovative products throughout store trade areas and across the ensuing and evolving store networks. In addition, by calculating Bayesian conjugate priors and posterior spatial allocation probabilities for the “smallest units of human settlement” (Christaller, 1966) or in our case statistical demographic units (i.e. Census Blocks), we establish customer (innovator and imitator) spatial distributions for the Bass temporal-only model for the case of the aggregating store level trade area (SLTA) scenario. Our approach is empirically supported by five years of new product diffusion geocoded panel data from the Southern California market. We conclude that our cognitive fit theory validated Avatar space-time diffusion visualization strengthens “location analytics” and “location intelligence” and provides a simple and familiar tool for displaying GBD across a growing domain of varying applications and end-user knowledge and needs

    Development of design tools for the evaluation of complex CAD models

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    The goal of this thesis is to invent means to enable 3D-models, created in SOLIDWORKS CAD-software, to be explored in a low-cost head-mounted display device Oculus Rift. Such a design tool would make possible to study 3D CAD-models in Virtual Reality with a very low cost and share design information for people who are not so familiar with CAD-models. As a result this can lower the product development effort for new products enabling, lower working time and improve both the quality of the final product and customer satisfaction. CAD-models as well as exported graphics format from SOLIDWORKS can’t directly be imported to Oculus Rift device. Therefore transformation pipeline need to be invented between the SOLIDWORKS and Oculus Rift. There are some options for this and their issues are studied in this thesis. As a best option it was found to use a conversion plugin tool to SOLIDWORKS which convert CAD-models to FBX-format. This format can be imported to Unity game engine software which is supported by Oculus Rift device. Graphics file conversion process in known to be imperfect. Therefore conversion of three SOLIDWORKS CAD-models have been analyzed; a Crane, a Pipe system, and a Hydraulic cylinder. This testing gave a good overview of possibilities and limitations of the graphics pipeline. It was found that ordinary CAD-models can be transferred to Oculus Rift without problems. However, there are some special features in CAD models which cause problems for in graphics file conversion

    Development of Application Based on Augmented Reality as A Learning of History and Culture in Architecture Case Study Pathok Negoro Mosques Yogyakarta

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    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning the history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research is proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data was made into the AR application with several methods, such as plane detection and image tracking. The research managed to develop a mobile augmented reality application in Unity3D 2018.3.14f1 for android devices that consists of the narrative recorded voice of brief history and culture the Pathok Negoro Mosques. The app also shows a well-ordered animation of building structure such as roof, roof insulation, roof structure and column of Pathok Negoro Mosques. Moreover, the research showed a clear step and issue of making an augmented reality app as learning of history and culture of Pathok Negoro Mosque

    Development of Application Based on Augmented Reality as A Learning of History and Culture in Architecture Case Study Pathok Negoro Mosques Yogyakarta

    Get PDF
    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning the history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research is proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data was made into the AR application with several methods, such as plane detection and image tracking. The research managed to develop a mobile augmented reality application in Unity3D 2018.3.14f1 for android devices that consists of the narrative recorded voice of brief history and culture the Pathok Negoro Mosques. The app also shows a well-ordered animation of building structure such as roof, roof insulation, roof structure and column of Pathok Negoro Mosques. Moreover, the research showed a clear step and issue of making an augmented reality app as learning of history and culture of Pathok Negoro Mosque

    Development of Application Based on Augmented Reality as A Learning Of History and Culture In Architecture Case Study Pathok Negoro Mosques Yogyakarta

    Get PDF
    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data made into the AR application with several methods, such as plane detection and image tracking. The research showed a clear step of making an augmented reality as learning of history and culture of Pathok Negoro Mosques

    Design and application research of maritime casualty investigation simulation base on Unity 3D

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    RECONSTRUCCIONES DIGITALES – UNA METODOLOGÍA PARA EL ESTUDIO, CONSERVACIÓN Y DIVULGACIÓN DEL PATRIMONIO ARQUITECTÓNICO

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    [EN] The architectural heritage is a particular case from the immaterial and material assets, movable or immovable, constituents of the cultural heritage. It is presented as a complex system with a continuous historical process, which can not be dissociated from its surroundings (Brusaporci 2015). In order to study, preserve and disseminate the past and present reality of this type of heritage, it was developed a digital recostruction methodology, able to adapt to each specific case, both in the object nature and in the representation objectives. This is only possible due to the last decade technological advances, that, alongside with the hardware and software development, led to the digital heritage definition. In order to disclose and discuss the proposed methodology, is presented digital reconstructions of monuments that have marked and still mark the image of the city of Lisbon. European city, capital of Portugal, country of aqueducts, rich in religious and military architecture. To cover their specific needs, taking into account their different natures, is presented the following case studies: 1) particular case of an extensive monument - the Águas Livres Aqueduct - and the case of territory circumscribed monuments in different preservation states (demolished, remains or existent). This last includes three representative convents of Lisbon’s religious houses: the Nossa Senhora da Piedade da Esperança Convent, the Santíssima Trindade Convent and the Santo Antão-o-Velho College. The developed digital reconstructions were based on the London’s Charter and Principles of Seville, in order to ensure the intellectual and technical rigor, as well as the methodological computer-methods visualization work sturdiness. Thus, the developed methodology is scientific, cyclical and flexible based on the creation of digital models with associative and parametric geometry - BIM models (Building Information Model) - intended to include the architectural heritage study, conservation and dissemination.[ES] El patrimonio arquitectónico es un caso particular entre los bienes inmateriales y materiales, muebles e inmuebles constituyentes del patrimonio cultural. Se presenta como un proceso histórico continuo que no puede ser descotextualizado de su entorno (Brusaporci 2015). Con la intención de estudiar, preservar y divulgar la realidad pasada y presente de este tipo de patrimonio, fue desarrolada una metodología de reconstrucción digital capaz de adaptarse a cada caso concreto, tanto por la naturaleza del objeto estudiado como por el objetivo final de su representación que apenas es posible por los avances tecnológicos de la última década que llevarán al nacimiento del concepto de património digital y, paralelamente la innovación y/o perfeccionamiento del hardware y software próprio. La manera de exponer y discutir una metodólogia desarrollada que muestra las reconstruccines digitales de los monumentos que marcan la imagen de la ciudad de Lisboa. Por la forma de cubrir sus necesidades específicas y teniendo en cuenta sus distintas naturalezas será mostrado el caso particular de un monumento en concreto, el Acueducto de las Águas Livres, el caso de monumentos circunscritos en el territorio de los distintos estados de conservación con tres conventos representativos del universo de los conventos de Lisboa: El convento de nuestra señora de la Piedad de la Esperanza, el convento de la Santísima Trinidad y el colegio de San Antonio Viejo. Las reconstrucciones virtuales elaboradas tuvieron como base la Carta de Atenas y los principios de Sevilla como forma de asegurar el rigor intelectual y técnico así como la solided metodológica del trabajo de visualización informatizada. De este modo, la metodología desarrolada, científica de manera cíclica y flexible basada en la creación de los modelos digitales de geometría asociativa y paramétrica. Modelos BIM (Building Information Model) pretende abarcar las vertientes del estudio, conservación y divulgación del patrimonio arquitectónico.Gil, A. (2016). DIGITAL RECONSTRUCTIONS - A METHODOLOGY FOR THE STUDY, PRESERVATION AND DISSEMINATION OF ARCHITECTURAL HERITAGE. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 44-55. https://doi.org/10.4995/arqueologica8.2016.2982OCS445

    Beyond Spectacle : parametric design to life in space

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    In recent years, with the help of rapid computational developments, Parametric Design has become common in architectural practice. Parametric architecture, due to its unique appearance, has rapidly been associated with certain aesthetic trends. This is mostly because architects initially adopted it to make radical forms, not because parametric techniques demand any specific geometry. For the Chanel Mobile Art Pavilion by Zaha Hadid Architects, the team built a dynamic and fluid structure using parametric techniques. The form evolved from the spiraling shapes found in nature, and the fluid geometry provides a continuum of space and a system of logic. As a mobile pavilion, it is made of a succession of reduced arched segments, in order to provide easy transportation. In addition to the spectacle to behold, this demonstrates what else parametric design can achieve, and how parametric architecture has the potential to change. Addressing this topic through an exhibition will give visitors a clear view of parametric architecture, which consists of form making by simulating algorithms and morphogenesis, then fabrication schemes, then translating the intellectual and physical into the sensual. By using the computer to simulate natural and morphogenetic forms, then controlling the design and fabrication process of the pavilion exhibition through adjustment of the parameters, visitors will witness parametric design in action. The narrative space can be automatically generated and modeled by algorithms. In addition to the form, parametric design can produce a low technology fabrication scheme, which is convenient for manufacturing, accurate, and efficient. These features will be all presented in the pavilion

    Tilt simulation : virtual reality based upper extremity stroke rehabilitation

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    The primary objective of this research is to design a recreational rehabilitation videogame that interactively encourages purposeful upper extremity gross motor movements. The simulation is also capable of continuous game modification to fit changing therapy goals, to match the needs of the players, and to provide continued motivation while capturing the interactive repetition. This thesis explains the design and features of this latest simulation - Tilt. Tilt uses physics to develop an engaging training experience and provides a realistic approach to virtual reality simulation including friction, elasticity and collisions between objects. It is designed to train upper extremity function as a unit involving multiple modalities simultaneously, either unilaterally or bilaterally. It is the latest addition to the NJIT Robot Assisted Virtual Rehabilitation (RAVR) system. It Employs the Cyber Glove and Flock of Birds systems to interface with the real world. This allows training motor function of patients that come to use in day to day life like making use of hands, fingers and shoulders to pick small objects on table, moving them and placing them elsewhere
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