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1 – 10 of 616
Article
Publication date: 4 March 2024

Yongjiang Xue, Wei Wang and Qingzeng Song

The primary objective of this study is to tackle the enduring challenge of preserving feature integrity during the manipulation of geometric data in computer graphics. Our work…

Abstract

Purpose

The primary objective of this study is to tackle the enduring challenge of preserving feature integrity during the manipulation of geometric data in computer graphics. Our work aims to introduce and validate a variational sparse diffusion model that enhances the capability to maintain the definition of sharp features within meshes throughout complex processing tasks such as segmentation and repair.

Design/methodology/approach

We developed a variational sparse diffusion model that integrates a high-order L1 regularization framework with Dirichlet boundary constraints, specifically designed to preserve edge definition. This model employs an innovative vertex updating strategy that optimizes the quality of mesh repairs. We leverage the augmented Lagrangian method to address the computational challenges inherent in this approach, enabling effective management of the trade-off between diffusion strength and feature preservation. Our methodology involves a detailed analysis of segmentation and repair processes, focusing on maintaining the acuity of features on triangulated surfaces.

Findings

Our findings indicate that the proposed variational sparse diffusion model significantly outperforms traditional smooth diffusion methods in preserving sharp features during mesh processing. The model ensures the delineation of clear boundaries in mesh segmentation and achieves high-fidelity restoration of deteriorated meshes in repair tasks. The innovative vertex updating strategy within the model contributes to enhanced mesh quality post-repair. Empirical evaluations demonstrate that our approach maintains the integrity of original, sharp features more effectively, especially in complex geometries with intricate detail.

Originality/value

The originality of this research lies in the novel application of a high-order L1 regularization framework to the field of mesh processing, a method not conventionally applied in this context. The value of our work is in providing a robust solution to the problem of feature degradation during the mesh manipulation process. Our model’s unique vertex updating strategy and the use of the augmented Lagrangian method for optimization are distinctive contributions that enhance the state-of-the-art in geometry processing. The empirical success of our model in preserving features during mesh segmentation and repair presents an advancement in computer graphics, offering practical benefits to both academic research and industry applications.

Details

Engineering Computations, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0264-4401

Keywords

Article
Publication date: 2 January 2024

Haisang Liu, Gaoming Jiang and Zhijia Dong

The warp-knitted fully-formed shorts are one kind of fully-formed garments knitted by a double-needle bar machine, which is widely used in the medical field. Because of its…

Abstract

Purpose

The warp-knitted fully-formed shorts are one kind of fully-formed garments knitted by a double-needle bar machine, which is widely used in the medical field. Because of its distinctive forming method, designers are unable to grasp the final effect of the product accurately during the design process. The purpose of this paper is to clarify a visible 3D simulation method in the design process along with the knitting method and structure characteristics, which is reflected in the final product effect.

Design/methodology/approach

This study introduces a simulation process for warp-knitted fully-formed fabric from an input 3D surface model group. Stitch mesh models are established according to the garment structure and the triangle index of the garment model that swchape-controlling points belong to is calculated. The garment model group includes a 2D plate and a 3D model, between which there is a space coordinate transformation relationship. The study makes use of the 3D tubes to connect the coordinate points in order and render the tubes in real yarn colors. The effects of two parameters, radial segment and tubular segment, are analyzed and decided to obtain a fine surface within a reasonable rendering time.

Findings

A stereoscopic simulation process from flat fabric to 3D product is realized using computer graphics technology. The warp-knitted fully-formed short is shown during the design process within a short time by setting the rendering parameters of tubular segments (ts = 125) and radial segments (rs = 6).

Originality/value

Visual simulation for the shorts provides a time-saving and resource-saving method for structure design and parameter modification before knitting. There is no need to knit samples repeatedly to satisfy demand, which indicates that it is a saver of time and resources.

Details

International Journal of Clothing Science and Technology, vol. 36 no. 1
Type: Research Article
ISSN: 0955-6222

Keywords

Open Access
Article
Publication date: 28 February 2023

Luca Rampini and Fulvio Re Cecconi

This study aims to introduce a new methodology for generating synthetic images for facility management purposes. The method starts by leveraging the existing 3D open-source BIM…

Abstract

Purpose

This study aims to introduce a new methodology for generating synthetic images for facility management purposes. The method starts by leveraging the existing 3D open-source BIM models and using them inside a graphic engine to produce a photorealistic representation of indoor spaces enriched with facility-related objects. The virtual environment creates several images by changing lighting conditions, camera poses or material. Moreover, the created images are labeled and ready to be trained in the model.

Design/methodology/approach

This paper focuses on the challenges characterizing object detection models to enrich digital twins with facility management-related information. The automatic detection of small objects, such as sockets, power plugs, etc., requires big, labeled data sets that are costly and time-consuming to create. This study proposes a solution based on existing 3D BIM models to produce quick and automatically labeled synthetic images.

Findings

The paper presents a conceptual model for creating synthetic images to increase the performance in training object detection models for facility management. The results show that virtually generated images, rather than an alternative to real images, are a powerful tool for integrating existing data sets. In other words, while a base of real images is still needed, introducing synthetic images helps augment the model’s performance and robustness in covering different types of objects.

Originality/value

This study introduced the first pipeline for creating synthetic images for facility management. Moreover, this paper validates this pipeline by proposing a case study where the performance of object detection models trained on real data or a combination of real and synthetic images are compared.

Details

Construction Innovation , vol. 24 no. 1
Type: Research Article
ISSN: 1471-4175

Keywords

Article
Publication date: 25 October 2022

Yi Tan, Wenyu Xu, Keyu Chen, Chunyan Deng and Peng Wang

At present, teaching methods based on 2D drawings are still commonly used for educating students on the location of steel reinforcement bars in concrete. However, traditional…

Abstract

Purpose

At present, teaching methods based on 2D drawings are still commonly used for educating students on the location of steel reinforcement bars in concrete. However, traditional teaching methods have limitations as students can find it difficult to understand 2D drawings. This study aims to develop an interactive and collaborative augmented reality environment (ICARE) using augmented reality (AR) technology to improve students' engagement in learning.

Design/methodology/approach

This study develops an ICARE prototype, which is organized into two stages: (1) The augmented teaching environment comprising of models and interactive components; (2) The AR collaborative application which uses Photon Unity Networking (PUN) plugin and Azure spatial anchors cloud service. The AR-based teaching environment runs with Universal Windows Platform (UWP) to enable development in the HoloLens 2 through Microsoft Visual Studio.

Findings

An experimental study was conducted, where 60 students were divided into three groups employing Drawings-based, building information modeling (BIM)-based and AR-based methods for teaching. After the test, the three groups of students were requested to complete a questionnaire. According to the analysis of the experimental results, the ICARE can improve students' comprehension, memory of learned materials and their ability to read and understand steel reinforcement drawings improving the quality of teaching, especially interactivity and engagement.

Originality/value

As illustrated in the experiments, the developed ICARE has outstanding performance over conventional approaches in civil engineering courses that can improve students' comprehension and memory of knowledge and their ability to read and understand steel bar drawings. This study provides empirical evidence that AR is a promising technology that can be integrated with traditional classroom instruction and can improve students' comprehension and memory of knowledge and their ability to read and understand steel bar drawings.

Details

Engineering, Construction and Architectural Management, vol. 31 no. 3
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 12 October 2022

Emmanuel Joy, Aadhithian R. and Christhu Raja

The purpose of this paper is to present the investigation on contemporary applications of game design in architectural visualization, urban environmental planning and the results…

Abstract

Purpose

The purpose of this paper is to present the investigation on contemporary applications of game design in architectural visualization, urban environmental planning and the results to address the problems of traditional methods specifically in terms of interactivity and visualization. The authors present the prototype that incorporates information modeling and virtual reality (VR) into interactive architectural visualization.

Design/methodology/approach

The proposed system supports a virtual walkthrough process that allows users to navigate in an architectural space of their imagination and design. The immersion in the design of living space or environment has been made possible through the inclusion of VR through the use of WebVR technology to deploy the design to be experienced.

Findings

This study investigates and establishes a framework that explores the intricacies of 3 imensional (3D) Architectural Visualization in a real-time engine by designing a visual experience with a better level of user interaction and then deploying it through VR.

Originality/value

To the best of the authors’ knowledge, this is one of the few experimental frameworks which perfectly integrates VR for visualization in digital home design environments. The prospective applications of this framework are in several fields of construction innovation, architectural design, 3D modeling, virtual and augmented reality.

Details

Construction Innovation , vol. 24 no. 2
Type: Research Article
ISSN: 1471-4175

Keywords

Open Access
Article
Publication date: 26 January 2024

Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…

1616

Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Details

Internet Research, vol. 34 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Book part
Publication date: 1 February 2024

Sarp Tahsin Kumlu, Emre Samancıoğlu and Emrah Özkul

The change in the technological environment within the macro-environment factors in recent years affects states, businesses, societies and individuals and concerns not only…

Abstract

The change in the technological environment within the macro-environment factors in recent years affects states, businesses, societies and individuals and concerns not only technology-based sectors but also many fields. In particular, trends such as artificial intelligence, metaverse, robotics, advanced connectivity, the Internet of Things, big data, small data, blockchain, cloud technologies and reality technologies, which are called new technology, are developing very quickly compared to the past and expanding their global usage areas. Creating strategies and policies without considering these factors creates problems in many areas. These problems are marketing, competition, cost, efficiency and productivity.

Reality technologies, which are the research area in this chapter and enable users to interact with the digital world, have a wide application area in the tourism industry. With technological tools such as smartphones and virtual reality (VR) glasses; personalisation, interactive experience, information gathering and decision-making; many different solutions are produced in areas such as education, service and security. Along with its many advantages, the disadvantages of reality technologies and the negative outputs of this transformation are significant for the understanding and future of the subject.

Details

Future Tourism Trends Volume 2
Type: Book
ISBN: 978-1-83753-971-0

Keywords

Article
Publication date: 6 November 2023

Nathan Garrett

The purpose of this study was to investigate how pension funds use charts in popular reports. Popular reports communicate a fund’s financial health to non-technical audiences, and…

Abstract

Purpose

The purpose of this study was to investigate how pension funds use charts in popular reports. Popular reports communicate a fund’s financial health to non-technical audiences, and often contain charts, tables, and other graphical elements. Do these graphics meet audiences’ information needs and align with chart best practices?

Design/methodology/approach

This study focused on the 60 retirement funds receiving a 2021 popular report award from the Government Finance Officers Association. The author analyzed each graphic’s topic and design.

Findings

Most funds presented key topics (such as funding rate and portfolio return), but they generally lacked helpful benchmarks or peer comparisons. A total of 30% of reports had one or more broken charts, where their visual elements did not match the underlying data. A total of 70% of the reports contained at least one badly designed chart. These design flaws included non-zero (truncated) axes, hidden non-zero axes and misleading 3D perspectives.

Originality/value

To the best of the authors’ knowledge, this paper is the first to examine chart quality in pension fund popular reports.

Details

Transforming Government: People, Process and Policy, vol. 18 no. 1
Type: Research Article
ISSN: 1750-6166

Keywords

Open Access
Article
Publication date: 2 February 2024

Sasadhar Bera and Subhajit Bhattacharya

This exploratory study examines and comprehends the relative importance of mobile app attributes from a consumer perspective. Both quantitative and qualitative analysis approaches…

Abstract

Purpose

This exploratory study examines and comprehends the relative importance of mobile app attributes from a consumer perspective. Both quantitative and qualitative analysis approaches explore users' behavior and attitudes toward the priorities of mobile app attributes and preferences, identifying correlations between attributes and aggregating individual attributes into groups.

Design/methodology/approach

Online convenience sampling and snowball sampling resulted in 417 valid responses. The numerical data are analyzed using the relative to an identified distribution (RIDIT) scoring system and gray relational analysis (GRA), and qualitative responses are investigated using text-mining techniques.

Findings

This study finds enhanced nuances of user preferences and provides data-driven insights that might help app developers and marketers create a distinct app that will add value to consumers. The latent semantic analysis indicates relationship structure among the attributes, and text-based cluster analysis determines the subsets of attributes that represent the unique functions of the mobile app.

Practical implications

This study reveals the essential components of mobile apps, paying particular attention to the consumer value component, which boosts user approval and encourages prolonged use. Overall, the results demonstrate that developers must concentrate on its functional, technical and esthetic features to make an app more exciting and practical for potential users.

Originality/value

Most scholarly research on apps has focused on their technological merits, aesthetics and usability from the user's perspective. A post-adoption multi-attribute app analysis using both structured and unstructured data is conducted in this study.

Details

IIM Ranchi Journal of Management Studies, vol. 3 no. 1
Type: Research Article
ISSN: 2754-0138

Keywords

Article
Publication date: 6 March 2024

Xiaohui Li, Dongfang Fan, Yi Deng, Yu Lei and Owen Omalley

This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of…

Abstract

Purpose

This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of enhanced physical training. The main objective is to identify key advancements in sensor fusion technology, evaluate its application in VR systems and understand its impact on physical training.

Design/methodology/approach

The research initiates by providing context to the physical training environment in today’s technology-driven world, followed by an in-depth overview of VR. This overview includes a concise discussion on the advancements in sensor fusion technology and its application in VR systems for physical training. A systematic review of literature then follows, examining VR’s application in various facets of physical training: from exercise, skill development and technique enhancement to injury prevention, rehabilitation and psychological preparation.

Findings

Sensor fusion-based VR presents tangible advantages in the sphere of physical training, offering immersive experiences that could redefine traditional training methodologies. While the advantages are evident in domains such as exercise optimization, skill acquisition and mental preparation, challenges persist. The current research suggests there is a need for further studies to address these limitations to fully harness VR’s potential in physical training.

Originality/value

The integration of sensor fusion technology with VR in the domain of physical training remains a rapidly evolving field. Highlighting the advancements and challenges, this review makes a significant contribution by addressing gaps in knowledge and offering directions for future research.

Details

Robotic Intelligence and Automation, vol. 44 no. 1
Type: Research Article
ISSN: 2754-6969

Keywords

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