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1

Hong, Ren, Wang Peng, Cai Weiguang, Li Dandan, Du Yongjie, Sun Junqiao, and Daniel Abramson. "Visitor Center Design Research Based on Resilience Theory." Open House International 41, no. 3 (September 1, 2016): 5–11. http://dx.doi.org/10.1108/ohi-03-2016-b0001.

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Visitor center plays an important role in the normal operation and sustainable development of scenic spots, especially as a portal image of its management. This paper presents resilience theory for visitor centers to identify some common issues in designing visitor centers in China scenic spots, including the lack of function, loss of architectural characteristics, and difficultly in adapting to changes in the number of visitors with periodic variations. The framework of resilience theory was set from four dimensions, namely, resilience and match in the composition of ontology function, the extended function, integration of buildings into the surrounding environment, and alternative construction technologies and materials. This theory was explained and analyzed with the application of the theory in practice in combination with the design of Mount Hua visitor center. Results showed that resilience theory yields good application effect.
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Shu, Jian Ping, Shi Ping Fu, and Xiao Yuan Wen. "Four Girls Mountains Savage Peak Climbing Theme Attractions Design." Applied Mechanics and Materials 440 (October 2013): 387–91. http://dx.doi.org/10.4028/www.scientific.net/amm.440.387.

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By the fieldwork method, describe the basic situation of the four girls mountains one peak, explores the savage peak climbing area construction. Results indicate that four girls mountains peaks of geographical conditions suitable for construction in rock climbing as the theme of tourist attractions, Can plan set low, medium level of rock climbing experience area, limit climbing, blundering area, Big rock point of the downhill, camp, viewing deck and tourists rest camps, etc. The camp content is rich and concentrated, With perfect scenic area security system protection as support, Can be used as the rock theme attractions of four maiden's mountain area, At the same time to enhance mountain guide, mountain rescue, mountain co-ordinator and other technical system to cultivate ideal training base.
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Sayers, Lesley-Anne. "Re‐Discovering Diaghilev's Pas D'acier." Dance Research 18, no. 2 (October 2000): 163–85. http://dx.doi.org/10.3366/1290850.

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This article is drawn from PhD research (Bristol University 1999) into Georgii Yakulov's scenic designs for the Diaghilev Ballets Russes production of Le Pas d'Acier (Prokofiev, Yakulov, Massine 1927). This study involved a reconstruction, in model form, currently on exhibition at the Palais de Centenaire in Brussels, shown in the photographs below. The purpose of this reconstruction was to explore the design, within the limitations of a model, using simple lighting to give an indication of the use of gauze and kinetic set parts.
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Khalil Ebrahim, Basma. "The Impact of The Natural Environment in Upper Egypt on Scenic and Set Design of “Nagaa Almawta” Movie." Journal of Design Sciences and Applied Arts 2, no. 2 (June 1, 2021): 326–41. http://dx.doi.org/10.21608/jdsaa.2021.66531.1100.

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Dong, Hanlin. "Design and Management of Control System for Rural Tourism Network Information Based on MVC Model." Mobile Information Systems 2021 (July 10, 2021): 1–7. http://dx.doi.org/10.1155/2021/8086157.

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Tourism has developed into an industry with a powerful momentum of development in the world today. With the development of information technology, information has become a powerful driving force to promote the prosperity and development of the tourism industry and the entire society. The introduction of the tourism information system can significantly improve the service level, operation level, and management level of the tourism industry, thereby accelerating tourism development. The research of this article is to help villages establish a set of MVC-based rural tourism information service systems that can promote the development of rural tourism. First of all, this article conducts demand research on tourists, rural scenic spots, and ancient villages to discover the problems in rural tourism development. Secondly, this paper combines the problems existing in constructing the various subsystems of the rural tourism information system, combined with the fuzzy comprehensive evaluation method. In this paper, we propose the rural tourism system architecture based on MVC. The system architecture consists of the user layer, service layer, business layer, and data layer. It describes the system’s implementation process from two aspects: the system’s interface design and its deployment model. Finally, the network topology structure of the rural tourism information service system based on MVC is drawn. Finally, the system’s deployment is implemented according to the network topology structure.
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Tychkov, Alexander Yu, Ekaterina Grosheva, Alan K. Alimuradov, Andrey Grachev, Petr P. Churakov, Alexey Ageykin, and Anna N. Tychkova. "Adaptive Virtual Reality Design Methodology." International Journal of Applied Research in Bioinformatics 11, no. 2 (July 2021): 42–53. http://dx.doi.org/10.4018/ijarb.2021070105.

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The article provides an integrated analysis of practical application of virtual reality (VR) in healthcare. Modern VR products have been created for the diagnosis and treatment of post-traumatic syndrome, Alzheimer's disease, alcohol dependence, phobic disorders, and teenage depression. Information on such products is limited to simple scenes, without adaptation to the user. The article shows a prospect for creating a virtual system with biological feedback. The proposed system is a set of portable and stationary devices for recording physiological signals and immersion into a virtual reality environment, as well as smart nodes for registration, processing, and decision-making to correct the user's mental state. Technologies for wire/wireless transfer of audio-visual and parametric information in virtual reality systems are discussed. The analyses include the features (advantages and disadvantages) of using virtual reality in conditions of optical information transfer, wireless protocols, and wire interfaces that provide user communication with virtual reality system and technical solutions.
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Sayed, Tarek, and Paul de Leur. "Predicting the safety performance associated with highway design decisions: A case study of the Sea to Sky Highway." Canadian Journal of Civil Engineering 32, no. 2 (April 1, 2005): 352–60. http://dx.doi.org/10.1139/l04-091.

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An important component of any highway design project is the explicit evaluation of safety, leading to the quantification of the safety impacts resulting from changes in highway design parameters and the safety associated with the level of design consistency. Quantification of these safety impacts supports the design process by allowing decision makers the opportunity to analyse the safety benefits in relation to the cost of the highway improvement. This trade-off analysis allows for the justification of highway infrastructure investment. The ability to accurately quantify safety impacts is achieved by using evaluation tools such as collision prediction models, collision modification factors, and measures of design consistency. Although described and available in the safety engineering literature for years, these tools are now becoming widely accepted, since their use responds to the need to quantify safety. This is in sharp contrast to many traditional highway safety assessments, which often relied solely on expert opinion and often failed to adequately support difficult design decisions. Realizing the value of quantifying the safety impacts associated with design decisions, the British Columbia Ministry of Transportation tested an explicit safety evaluation approach for a new design of a section of the scenic Sea to Sky Highway, located between Vancouver and Whistler, in southern British Columbia, Canada. This paper describes the study, illustrating the benefits of this approach for the design process. The paper also offers some improvement over existing safety evaluation techniques.Key words: safety evaluation, collision prediction, collision modification factors, highway design, safety evaluation techniques.
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8

MacDonald, Laura. "Imagining His Dark Materials as a Gesamtkunstwerk." Studies in Musical Theatre 1, no. 2 (August 31, 2007): 199–211. http://dx.doi.org/10.1386/smt.1.2.199_1.

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Using first-hand interviews conducted with playwright Nicholas Wright and composer Jonathan Dove, this article discusses the adaptation and production process behind the Royal National Theatre's staging of His Dark Materials. It suggests that an interdisciplinary, collaborative approach was essential in bringing Pullman's epic to the stage. Different combinations of dialogue, music, scenic design, staging and puppetry allowed the production to convey detailed character histories and complex emotional experiences, and cover vast geographies, distilling the essence of the compelling epic. In leaving the structure of the interdisciplinary collaboration transparent, this article argues that the director, Nicholas Hytner, and his team invited the audience to enter the worlds of the play as participants in the collaborative work, free to mould their own experience of the heroes' adventures, and complete the adaptation with their own imagination. This twenty-first-century Gesamtkunstwerk bears comparison with Wagner's Ring cycle of music dramas.
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Liao, Qiu Lin, Gen Li, and Shou Yun Shen. "Study on the Design of Wetland Based on Hydrodynamic Condition - A Case of Candle Lake Wetland at Qingxiu Mountain Scenic Spot in Nanning City." Applied Mechanics and Materials 723 (January 2015): 150–61. http://dx.doi.org/10.4028/www.scientific.net/amm.723.150.

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Candle Lake wetland at Qingxiu Mountain scenic spot is one of the most important parts of the 'China Water Town' program in Nanning city. In order to figure out the scientific rationality of the situation and design of wetland system, five pilot programs are set up based on flow velocity of three inlets, quantity and position of five outlets and the shape of center island to simulate the flow field and velocity of Candle Lake wetland by using two-dimensional numeral simulation. The results indicated that as follows: 1. The flow field and velocity of Candle Lake wetland can't be improved by increasing the velocity of inlets in the wetland system, so that the problem of large standing water can’t be solved. 2. The flow field and velocity of Candle Lake wetland are influenced by the position and quantity of outlets, especially the outlet 2, outlet 4 and outlet 5, which can improve the flow field and velocity effectively. 3. The flow field and velocity of Candle Lake wetland are also influenced by the shape of shoreline. Optimizing shoreline of Chengxiang Island can improve the flow field and velocity of Candle Lake wetland near the island very well. The flow field and slow velocity of Candle Lake wetland can be improved effectively by the optimizing shape of the Chengxiang Island and the position of outlet 4 and outlet 5, and the problems of large standing water and circulation can be solved very well.
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Gröndahl, Laura. "From Candle Light to Contemporary Lighting Systems: How Lighting Technology Shapes Scenographic Practices." Nordic Theatre Studies 26, no. 2 (September 9, 2014): 20. http://dx.doi.org/10.7146/nts.v26i2.24305.

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In this article, I discuss the influence of stage lighting on the processes of scenic design and the functioning of performance space. There has been a huge advance in lighting technology with regard to their accessibility, usability, luminosity and costs during the past decades. Light can no longer be thought of as a necessity that can just be added to the performance. It has become one of its basic visual elements, directing and focusing the spectators gaze. The rhythm of changing lighting cues create a visual dramaturgy, which has turned visual design from solid constructrions to a score of temporal events. Today you seldom see a performance without any use of projections or digital videos. I begin with a quick historical survey on the adaptation of electric light in order to exemplify the artistic significance of technological innovations. I move on to a more philosophical conversation about the metaphorical connotations of light as a basic component of the visual mise-en-scène. Then I return to the practices of contemporary theatre making and examine the contributions of the latest projection technology. I suggest that stage lighting has developed from being a technical tool making the scenes visible into a sovereign artistic agency creating images on its own terms. Today’s intermedial scenography can be seen as a parallel to the contemporary experience of our spatio-visual environment in everyday life, echoing the changes that happen in our ways of perceiving and conceptualizing the world.
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11

Gong, Yuan Peng, Xiang Qian Ding, Xiao Dong Wang, and Meng Yu. "The Design of Smart Home Security Alarm Monitoring Based on Jess." Applied Mechanics and Materials 135-136 (October 2011): 1044–50. http://dx.doi.org/10.4028/www.scientific.net/amm.135-136.1044.

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With the continuous progress and development of society , people's incomes increase greatly, and more attention is paid to improve the safety of their living conditions as well as the reliability of life quality. An expert system of Security Alarm Monitoring for Smart Home filed based on JESS is demonstrated in this paper, according to the tendency development of security market worldwide and the deep-level development of security technology. The security system proposed in the paper is based on the knowledge of Expert System, Embedded Technology and Wireless Sensor Technology.etc. It mainly includes Access Control Subsystem, Steal Precaution Subsystem, Fire alarm subsystem, Gas Leak Subsystem. etc. The expert system based on Jess rules engine is developed by Java. It is able to detect whether the family members and family situation in a safety state according to the various scenes within a family, then make timely reaction to non-security state and take appropriate measures to ensure security at home guided by a set of procedural rules .The effectiveness and feasibility of this system has be proved by the simulation results.
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12

Tu, Zhi Fang. "Comparative Study of the Joint Development of Sports Industry and Challenge-Taking Program." Advanced Materials Research 1030-1032 (September 2014): 2693–97. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2693.

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The multi-angle analysis of it, in terms of its level design, its track location, its contained culture, and its participants, indicated that challenge-taking program is a product in the context of Beijing Olympics in 2008 based on sports items, bringing into both entertainment and challenge and blended with Water Margin culture, enterprise culture, community culture, earthquake relief spirit, and physical culture, which has set off a national fitness craze. The tracks are mostly built in the holiday villages, science and technology parks, parks, water parks or scenic spots near the TV stations. This program has a coupling with such sports industry as sports competition performance industry, sports fitness and entertainment industry, sports tourism, and sports goods industry. Challenge-taking program is said to be a new carrier, through which sports industry is jointly developed with culture, tourism and other relative industries. The bold intervention of professional guidance in sports can not only promote scientific level of such programs, but also accelerate the construction of intangible sports industry by implanting sports goods advertisement and the upgrade of tangible sports industry by developing sports apparatus, bringing in new developing space of sports advertising and sports goods industry.
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13

Caddy, Davinia. "On Ballet at the Opéra, 1909–14, and La fête chez Thérèse." Journal of the Royal Musical Association 133, no. 2 (2008): 220–69. http://dx.doi.org/10.1080/02690400809480703.

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AbstractThis article is broadly centred on the ballets staged at the Paris Opéra during the era in which Diaghilev's Ballets Russes were resident in the French capital. I seek initially to define the ways in which both troupes, the Opéra Ballet and the Russian, were received in the period press: in short, how the French company was implored to take its lead from Russian choreographic and scenic developments. My principal aim, though, is to offer a ‘thick’ description of one particular ballet – a commission from the Opéra endded La fête chez Thérèse, set to music by French salon composer Reynaldo Hahn and premièred on 16 February 1910. A close reading of Thérèse‘s narrative, structure and musical design reveals something of the ballet's cultural resonance: a resonance that extends from the ballet-pantomimes of the July Monarchy, through the extra-curricular endeavours of the composer Gustave Charpentier, to contemporary ideals of womanhood, social parity and dancers’ skirts. A new historical perspective emerges, one that prompts a revision of the taxonomies according to which narratives of the pre-war balletic scene are usually plotted, along with a reassessment of the dominant historiographical strategy itself.
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Chou, Chien-Hsing, Yu-Sheng Su, Che-Ju Hsu, Kong-Chang Lee, and Ping-Hsuan Han. "Design of Desktop Audiovisual Entertainment System with Deep Learning and Haptic Sensations." Symmetry 12, no. 10 (October 19, 2020): 1718. http://dx.doi.org/10.3390/sym12101718.

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In this study, we designed a four-dimensional (4D) audiovisual entertainment system called Sense. This system comprises a scene recognition system and hardware modules that provide haptic sensations for users when they watch movies and animations at home. In the scene recognition system, we used Google Cloud Vision to detect common scene elements in a video, such as fire, explosions, wind, and rain, and further determine whether the scene depicts hot weather, rain, or snow. Additionally, for animated videos, we applied deep learning with a single shot multibox detector to detect whether the animated video contained scenes of fire-related objects. The hardware module was designed to provide six types of haptic sensations set as line-symmetry to provide a better user experience. After the system considers the results of object detection via the scene recognition system, the system generates corresponding haptic sensations. The system integrates deep learning, auditory signals, and haptic sensations to provide an enhanced viewing experience.
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Bao, Yan Qing. "Study on Fire Prevention Performance-Based Design of a Large Underground Banquet Hall." Applied Mechanics and Materials 94-96 (September 2011): 2065–69. http://dx.doi.org/10.4028/www.scientific.net/amm.94-96.2065.

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There is large fires risk and difficult evacuation in underground buildings, so it is necessary to study the development of fire and evacuation procedure in underground building. In this paper, a large underground banquet hall was chosen as an example, evacuation safety in the hall was analyzed by numerical simulation. First of all, fire model and two fire scenes were set up by using the software Fire Dynamics Simulator. Then the process of fire spread was reappeared by numerical simulation, and evacuation process was simulated by using the software PathFinderTM. By comparison with both result, it was proved that there is safe personnel evacuation in the case of effective fire-fighting facilities. According to the simulation results, reasonable recommendations about fire safety of the large banquet hall was proposed. The research will contribute to fire prevention and architecture design.
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Fan, Yufeng, Xiaodong Zhu, Hulin Sui, Haotai Sun, and Zhongming Wang. "Design and Application of Toxic and Harmful Gas Monitoring System in Fire Fighting." Sensors 19, no. 2 (January 17, 2019): 369. http://dx.doi.org/10.3390/s19020369.

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In recent years, fire accidents in petrochemical plant areas and dangerous goods storage ports in China have shown a trend of frequent occurrence. Toxic and harmful gases are diffused in the scenes of these accidents, which causes great difficulties for fire fighting and rescue operations of fire fighting forces, and consequently, casualties of firefighters often occur. In order to ensure the safety of firefighters in such places, this paper designs a monitoring system of toxic and harmful gases specially used in fire fighting and rescue sites of fire forces, and establishes the transmission network, monitoring terminal and data processing software of the monitoring system of toxic and harmful gases, establishing the danger model of the monitoring area of toxic and harmful gas-monitoring terminal, and the danger model of fire fighters’ working area, fusing the field toxic and harmful gas data, terminal positioning data, and field environmental data, designing the data structure of the input data set and the network structure of the RNN cyclic neural network model, and realizing the dynamic early warning of toxic and harmful gases on site.
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Moyles, Chris, and Timothy Craul. "SCENIC HUDSON'S LONG DOCK PARK CULTIVATING RESILIENCE: TRANSFORMING A POST-INDUSTRIAL BROWNFIELD INTO A FUNCTIONAL ECOSYSTEM." Journal of Green Building 11, no. 3 (June 2016): 55–77. http://dx.doi.org/10.3992/jgb.11.3.55.1.

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INTRODUCTION Scenic Hudson's Long Dock Park is a resilient living work of art and a vibrant community asset for the Hudson River Valley. A 23-acre peninsula on the east side of the Hudson at Beacon, New York, the site includes the Peter J. Sharp Park and the Klara Sauer Hudson River Trail. Two decades in the making, beginning in 1997, it took a decade to plan and remediate, and, by its completion in early 2017, it will have taken just as long to build and recover. In 1997, nonprofit Scenic Hudson, the largest environmental and land preservation group focused on the Hudson River Valley, started assembling the different ownership parcels of the Long Dock site. From 1999 to 2003, they engaged the Beacon community through a series of community meetings and workshops to articulate its vision for its waterfront and cleanup of the site began. From 2003 to 2007, the design team developed the architectural and site program for the project, restoration measures, and its physical expression with the client. Working with the City and the New York State Department of Environmental Conservation (NYSDEC), the project completed the State Environmental Quality Review Act (SEQR) process, filing a Draft Environmental Impact Statement (DEIS) and received approval of the final EIS ensuring that there was significant environmental, social, or economic value. The NYSDEC and the U.S. Army Corps of Engineers (USACE) were also directly involved in oversight of the brownfield remediation and work within the Hudson River and site wetlands. With the SEQR process complete and approval of a mitigation plan from the USACE, the team worked with the City of Beacon to complete the site plan application process for construction. Our mandate was clear from the start—build resilience, but realize it incrementally. The project's first phase, opened in 2009, included additional remediation and removal of contaminated soils, removal of invasive species, stabilization of the south shoreline, a test plot for different materials, a wetland boardwalk and interior pathways, installation of native plantings, and site-specific artwork. By 2014, the landscape's multiple character zones were complete: the established meadow, the connective network of trails and boardwalks, the working site infrastructure of wetlands with swales and seeps, the dynamic intertidal zone, and earthen buttresses. A new pavilion for kayak storage and rentals and an arts and environmental education center in the historic Red Barn were significant additions for the program and community engagement of the park (refer to Figure 1). Over the past summer of 2016, portions of the site originally designed as a LEED platinum eco-hotel and conference center are now being remediated and reconceived as a new civic plaza, amphitheater, overlook west deck, boardwalk at Quiet Harbor, and a shade structure with an area for food trucks. Long Dock Park will continue to adjust and adapt to changing circumstances of ecology, climate change, flooding and sea level rise, and culture. Our original goals of renewing and revealing the historic waterfront, increasing public access to the river, restoring degraded environmental conditions, and demonstrating exemplary, environmentally sensitive development—these are complete. And the park was one of the first pilot projects for the Sustainable-SITES certification program and subsequently received SITES's highest rating of a SITES project at the time. Even as we considered program, spatial organization, and aesthetics, our work also sought to create in Long Dock a functional and sustainable ecosystem. The park's design needed to initiate natural processes for the degraded post-industrial brownfield to function and sustain ecosystem services that had not existed before. The design of healthy soils, the integration of hydrology, and the establishment of native plant communities form the true story of the site's transformation from postindustrial ruin into a significant waterfront park.
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Liu, Xiaoyan, Cheng Ye, and Shuran Zhang. "Marathon Map and its Utilization in City Tourism." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-224-2019.

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<p><strong>Abstract.</strong> Marathon running has become an obsession in China, with 22 marathon races in 2011 increasing to 400 in 2017. Based on the Marathon annual report in 2017, marathon races will increase to above 1900 in 2020. More and more Chinese are traveling around the country to participate marathon races, which brings tremendous opportunities for the host cities, specifically for city tourism. A well-designed marathon map can not only help runners to learn detailed information for the races, but also help the tourists to learn natural and historical spots in the city. However, marathon maps and their designs are not examined in respect to cartography.</p><p>This study focused on full marathon race maps, collected 200 maps officially published by marathon organizers, inventoried the race information included in the maps, explored how many of these maps showing natural and historical scenic spots along the race, and analyzed common design elements of the maps using Quantitative Content Analysis (QCA), see table1. The goal of this study was to determine if the maps featured only the races or if they provided additional information to encourage tourist activities. A well designed marathon map can help both to the implementation of a race and to the creation of a sense of city.</p>
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Qu, Wei, Jing Ha, and Wen Jing Song. "The Research for the Environment Renewal of Red Buildings in the Marshal Zhang’ Mansion Memorial." Applied Mechanics and Materials 174-177 (May 2012): 1600–1603. http://dx.doi.org/10.4028/www.scientific.net/amm.174-177.1600.

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The Red Buildings is going to be incorporated into the Marshal Zhang’ Mansion memorial which exhibits as the State-level key cultural relics protection unit. It will be an important component of the whole exhibition. We based the design on the research of design orientation and function conversion. After studied the history of the buildings and analyzed the differences between the old and the new functions, we made a principle of less change. First, we set two different routes for the visitors and the vehicles in the Red Building. And the visitors’ route was connected whit the tour route of Marshal Zhang’ Mansion memorial closely. Second, we set up one tour axis with four landscape nodes and two landscape axes inside the Red Buildings. They will outstanding original condition and show nice scenes of the whole buildings to visitors.
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Takis takis is a London-b. "‘The apotheosis of man, the forgotten peacock’." Scene 2, no. 1 (October 1, 2014): 169–74. http://dx.doi.org/10.1386/scene.2.1-2.169_1.

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The interdisciplinary practice-based research project, ‘The apotheosis of man, the forgotten peacock; from deconstruction to reconstruction to re-proposal of the male suit’, through a series of workshops and an interactive performance installation, aims to challenge the persisting conventional tradition of designing and wearing the male suit, proposing alternative perspectives by researcher – performance designer. The investigation focuses on the tools and means of processing the male suit in practice. It explores how to overcome conventions, generate artistic ideas, and how to apply this to something wearable. This visual essay demonstrates how the outcomes of three workshops fed on the creation of the experimental research driven suits. In all the workshops the participants were set the task to create a series of male garments by questioning and reinterpreting the notion of the masculinity and by using concepts and methods representative of deconstruction. Every participant designed and made a male garment by recycling a male suit jacket. The first presented workshop took place in May 2007, at the University of the Arts Bucharest, Romania and the participants were the second-year fashion design students. The second took place in September 2013 at the ‘World Stage Design Exhibition’, as part of the ‘Costume in Action series – Upcycling Costume: DeReconstructing Masculinity’. The participants were a mixture of student and professional international performance designers. The final two pages demonstrate the Plus Series suits, based on the addition of design elements to the suit.
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Hwang, I. M. "Festival and Travel Planning Network." International Journal of Tourism & Hospitality Reviews 2, no. 1 (November 1, 2015): 67–69. http://dx.doi.org/10.18510/ijthr.2015.213.

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Travelers who interested in often use the internet (World Wide Web) as research medium because many websites post festival and traveling information such as festival, scenic spots, resorts, and local restaurants. However, without an organized research medium, many people who interested in culture discover the difficulty of focusing on research or making a choice from the massive festival and travel-related categories and sites. This paper describes and integrates a website with many festival and travel-related functions into one platform called Festival and Travel Planning Network. This platform allows easy access for users to obtain various festival information, city travel, restaurant, and hotel guidelines in Taiwan. This network automatically helps travelers to plan their tours and find accommodations by simply selecting by their interests of festival visits and hotel types on the website.The Festival and Travel Planning Network also provides online traveling suitcases allowing members to bookmark their favorite travel spots. The Festival and Travel Planning Network website is http://140.131.84.199/holiday/index/index_e.htm. For maximum quality, display resolution should be set at 1024×768. As for technical support, the website uses Internet Information Services as the web server and ASP.NET 3.5 as the web application framework. The database server is performed by SQL Server 2008 to organize and manage data. The webpage graphic and animation designer used Ulead PhotoImpact X3 and Adobe Photoshop CS5 and Flash CS5 as design tools
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Tynynyka, A. S. "Influence of human emotions on the perception of residential interior ecodesign." Problems of Interaction Between Arts, Pedagogy and the Theory and Practice of Education 53, no. 53 (November 20, 2019): 214–29. http://dx.doi.org/10.34064/khnum1-53.13.

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Relevance of the research topic, analysis of publications. Environmental design is based on the main idea – not to harm humans and nature. The ideas of environmental design are interconnected with the ideas of emotional design, engineering, design for pleasure and others. The last two decades have been marked by a growing interest of the researchers in the emotional reactions of consumers to the ideas of introducing environmental design. Around the world, many scholars, such as M. Woolley (2003), P. Desmet (2003), P. Jordan (2000a) and others, have studied socio-cultural and compositional features of ecodesign during the past 10–15 years that allows us to highlight some new trends in it related to the emotional component and perception of design objects. The objectives and methodology of the study. This article is the first attempt to analyze the influence of ecodesign ideas on interior design in order to maintain the stability of the human factor and follow an ergonomic system. A methodological approach based on the use of comparative and historical-logical methods allows revealing and analyzing the ideas of ecodesign for interior design taking into account the influence of the human factor and associated ergonomic indicators. The research focuses on the emotional side of consumer choice before buying or accepting an object and design style. Research results. The modern researches have proven (Desmet, 2003) that positive emotional experiences are important for making design decisions. More and more often, developers must take into account the ability of a product to generate positive emotional states in a person for a long time. Interior ecodesign, aimed at a two-way interactive customer-design product interaction, appeals to the positive human emotional experience of communicating with nature and seeks to use natural materials (or materials from secondary raw that help conserve nature). Nowadays, one of the world trends in design is a new look at the artistic organization of environmental systems, connected with environmental ideas and a sense of unity of man and nature, expressed in the concept of a unified multidimensional object-space environment based on behavior of consumers. Also new synthetic art forms appear that add to the traditional triad of “architecture – painting – sculpture” the other varieties of creativity (from engineering to scenic), forming in entire a synthesis of all components of our environment at a new level of perception. Practical achievements in the environmental design of the environment, including the interior, are possible thanks to the solution of purely professional tasks. By analogy with architectural design, we will distinguish three main groups of the tasks of an interior designer: the artistic formation of the configuration of the interior space; design of shapes of its subject filling; designing “image of interior” embodying the personal attitude of the designer to the tasks assigned to him through a system of design forms and techniques that cause certain emotional reactions and feelings in the recipient-customer. Creating a positively impactful from designing “image of interior” incorporates an emotional human factor into the consumer incentive system. The influence of eco-design ideas on consumer choice is realized through the feelings and emotions of the user, stereotypes and tastes of customers, intentions to acquire a new object. In turn, the features of consumer perception of any interior space are due to the unity of subjective and objective factors forming a holistic “image of the interior”. For example, unlike the exterior, the interior of an architectural object is a set of spaces organized in accordance with the function of the object, the simultaneous visual perception of which, as a rule, is impossible. The aesthetic perception of the interior is a change of diverse impressions, much more complex than with the perception of the exterior of the building (Woolley, 2003). It is necessary also to take into account the uneven perception of various compositional components of the interior, in accordance with their scale (size) and function significance (for example, in the interior of a museum hall, attention is primarily focused on exhibition materials). Modern practices in the design of eco-interiors that take into account environmental and ergonomic factors, support the idea of synergy, a complex effect on the emotions of consumers of external architectural elements and their interior filling by objects when approving design decisions. Creation of optimal conditions for work and rest of the person is facilitated by ergonomics, taking into account a complex of factors, from which psychological and psychophysiological determine the object’s conformity to the possibilities of human perception, thinking, memory, psychomotor. Summary. Thus, the ecodesign of interiors is based on aesthetics and ergonomics in conjunction with environmental factors and respect for nature through the rational functional use of natural materials and shapes. It is this approach that allows to create the most comfortable, emotionally filled environment for human life. The work with feelings and emotions of consumers can and should be used by modern designers to improve the customer’s perception of new environmental solutions.
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Liu, Yu Mei, Yu Dan Dong, and Jing Wu. "Design on Experience Virtual Tour System." Applied Mechanics and Materials 536-537 (April 2014): 603–6. http://dx.doi.org/10.4028/www.scientific.net/amm.536-537.603.

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According to the characteristics and needs of virtual scenic roaming system, select the appropriate modeling techniques. By using the modeling platform scenic entity object model structure, and then build virtual tourist attractions, we propose hierarchical collision detection methods. This method actually meets the accuracy requirements under the premise, greatly reducing the number and complexity of collision detection; effectively improve the system in real time.
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Zhang, ChengHu. "The design of Scenic tourist service system." Procedia Computer Science 131 (2018): 1253–59. http://dx.doi.org/10.1016/j.procs.2018.04.339.

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Li, Yongbo, Yuanyuan Ma, Wendi Cai, Zhongzhao Xie, and Tao Zhao. "Complementary Convolution Residual Networks for Semantic Segmentation in Street Scenes with Deep Gaussian CRF." Journal of Advanced Computational Intelligence and Intelligent Informatics 25, no. 1 (January 20, 2021): 3–12. http://dx.doi.org/10.20965/jaciii.2021.p0003.

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To understand surrounding scenes accurately, the semantic segmentation of images is vital in autonomous driving tasks, such as navigation, and route planning. Currently, convolutional neural networks (CNN) are widely employed in semantic segmentation to perform precise prediction in the dense pixel level. A recent trend in network design is the stacking of small convolution kernels. In this work, small convolution kernels (3 × 3) are decomposed into complementary convolution kernels (1 × 3 + 3 × 1, 3 × 1 + 1 × 3), the complementary small convolution kernels perform better in the classification and location tasks of semantic segmentation. Subsequently, a complementary convolution residual network (CCRN) is proposed to improve the speed and accuracy of semantic segmentation. To further locate the edge of objects precisely, A coupled Gaussian conditional random field (G-CRF) is utilized for CCRN post-processing. Proposal approach achieved 81.8% and 73.1% mean Intersection-over-Union (mIoU) on PASCAL VOC-2012 test set and Cityscapes test set, respectively.
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Fan, Ya Ni, Lu Di Dong, and Qiang Zhao. "Study on Landscape Architecture Design in Mountainous Scenic Areas with the Appropriate Technical Support." Applied Mechanics and Materials 209-211 (October 2012): 412–17. http://dx.doi.org/10.4028/www.scientific.net/amm.209-211.412.

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Abstract. This paper discusses the role of appropriate technical support in the landscape architecture design for mountainous scenic area from four aspects, namely enjoying, relaxing, viewing and service management, and provides theoretical guidance for the method of landscape architecture design in mountainous scenic areas. This paper makes an evidential analysis of Balidian catering buildings in Mount Shaohua scenic area by the typical demonstration; This paper analyzes the factors which influence the landscape architecture design and develop a method of the appropriate technical support for the landscape architecture design in mountainous scenic areas. The integration of appropriate technology is good for the landscape architecture design in mountainous scenic areas. This method has a certain reference value for the landscape architecture design in mountainous scenic areas.
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Zhou, Feng Yu, Jin Huan Li, Guo Hui Tian, Bao Ye Song, and Cai Hong Li. "Research and Implementation of Embedded Voice Interaction System Based on ARM in Intelligent Space." Advanced Materials Research 433-440 (January 2012): 5620–27. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.5620.

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This paper presents the design and implementation of voice interaction system based on ARM in service robots intelligent space. ARM Cortex-M3 core based STM32F103 is used for main controller. And real-time embedded operating system μC/OS-II is used to schedule different tasks and manage peripheral devices. LD3320 and XFS4041CN are used for speech recognition and speech synthesis, respectively. Establish a dialogue set by defining the set of two-dimensional array, and then intelligent space updates the dialogue set dynamically via ZigBee wireless network for multiple scenes. If the recognition result is got by speech recognition module, dialogue management module will send corresponding texts to speech synthesis module, enabling text-to-speech output. At the same time, intelligent space decision support system will send corresponding commands to equipments by ZigBee. From lots of experiments and practical applications, we can conclude that voice interaction systems designed in the paper can gracefully satisfy the current request of voice interaction in service robots intelligent space, having great application value.
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Ruchay, Alexey, Vitaly Kober, and Jose A. Gonzalez-Fraga. "Reliable Recognition of Partially Occluded Objects with Correlation Filters." Mathematical Problems in Engineering 2018 (2018): 1–8. http://dx.doi.org/10.1155/2018/8284123.

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Design of conventional correlation filters requires explicit knowledge of the appearance and shape of a target object, so the performance of correlation filters is significantly affected by changes in the appearance of the object in the input scene. In particular, the performance of correlation filters worsens when objects to be recognized are partially occluded by other objects, and the input scene contains a cluttered background and noise. In this paper, we propose a new algorithm for the design of a system consisting of a set of adaptive correlation filters for recognition of partially occluded objects in noisy scenes. Since the input scene may contain different fragments of the target, false objects, and background to be rejected, the system is designed in such a manner to guarantee equally high correlation peaks corresponding to parts of the target in the scenes. The key points of the system are as follows: (i) it consists of a bank of composite optimum filters, which yield the best performance for different parts of the target; (ii) it includes a fragmentation of the target into a given number of parts in the training stage to provide equal intensity responses of the system for each part of the target. With the help of computer simulation, the performance of the proposed algorithm for recognition partially occluded objects is compared with that of common algorithms in terms of objective metrics.
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Garafola, Lynn, and Robert C. Hansen. "Scenic and Costume Design for the Ballets Russes." Dance Research Journal 18, no. 2 (1986): 65. http://dx.doi.org/10.2307/1478052.

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Joglekar, Sagar, Daniele Quercia, Miriam Redi, Luca Maria Aiello, Tobias Kauer, and Nishanth Sastry. "FaceLift: a transparent deep learning framework to beautify urban scenes." Royal Society Open Science 7, no. 1 (January 2020): 190987. http://dx.doi.org/10.1098/rsos.190987.

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In the area of computer vision, deep learning techniques have recently been used to predict whether urban scenes are likely to be considered beautiful: it turns out that these techniques are able to make accurate predictions. Yet they fall short when it comes to generating actionable insights for urban design. To support urban interventions, one needs to go beyond predicting beauty, and tackle the challenge of recreating beauty. Unfortunately, deep learning techniques have not been designed with that challenge in mind. Given their ‘black-box nature’, these models cannot be directly used to explain why a particular urban scene is deemed to be beautiful. To partly fix that, we propose a deep learning framework (which we name FaceLift 1 ) that is able to both beautify existing urban scenes (Google Street Views) and explain which urban elements make those transformed scenes beautiful. To quantitatively evaluate our framework, we cannot resort to any existing metric (as the research problem at hand has never been tackled before) and need to formulate new ones. These new metrics should ideally capture the presence (or absence) of elements that make urban spaces great. Upon a review of the urban planning literature, we identify five main metrics: walkability, green spaces, openness, landmarks and visual complexity. We find that, across all the five metrics, the beautified scenes meet the expectations set by the literature on what great spaces tend to be made of. This result is further confirmed by a 20-participant expert survey in which FaceLift has been found to be effective in promoting citizen participation. All this suggests that, in the future, as our framework’s components are further researched and become better and more sophisticated, it is not hard to imagine technologies that will be able to accurately and efficiently support architects and planners in the design of the spaces we intuitively love.
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Governi, Lapo, Rocco Furferi, Luca Puggelli, and Yary Volpe. "A Practical Approach Based on Shape from Shading and Fast Marching for 3D Geometry Recovery under Oblique Illumination." Applied Mechanics and Materials 472 (January 2014): 503–9. http://dx.doi.org/10.4028/www.scientific.net/amm.472.503.

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Design of new industrial objects characterized by high stylistic content often starts from sketches or images of the product to be, subsequently, represented in a 3D digital form by using CAD software. To speed up this phase, a number of methods for automatic or semi-automatic translation of sketches or images into a 3D model have been devised all over the world also for reverse engineering purposes. When the image shading is a crucial information for recovering the final 3D shape, Fast Marching is recognized to be among the best method to date, especially for frontally illuminated scenes. Unfortunately, such a method cannot be directly applied when object illumination in the considered image is oblique. The present work is aimed to propose a simple, but effective, approach for recovering 3D shape of objects starting from single side illuminated scenes i.e. for solving non-eikonal SFS problems. Tested against a set of case studies, the method proved its effectiveness.
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Dong, LIU, LI Zhimin, and Wang Xin. "Using Analytic Hierarchy Process (AHP) to Evaluate the Coupling Degree Between Scenic Tourism Building Sites." Open House International 43, no. 1 (March 1, 2018): 93–97. http://dx.doi.org/10.1108/ohi-01-2018-b0019.

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Scenic tourist buildings are the important material security conditions for famous scenic cities to carry out tourism activities, and the level of their planning and design will directly affect the tourists' recognition of the scenic spots. Based on this, a research on the evaluation of the coupling degree between scenic tourist buildings and sites based on analytic hierarchy process was put forward. First of all, the theory of the coupling between the landscape tourism architecture and the site was elaborated, and then the landscape tourism architecture and its planning and design were proposed; taking a certain project as an example, planning and design of its teahouse, villas, sightseeing stand and other buildings were analyzed emphatically; in addition, the evaluation of the coupling degree of AHP was used to show that the planed and designed scenic tourist buildings are in the landscape and they can also be the landscape.
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Deng, Yilin, Sang-Yun Han, Jianyi Li, Jinjin Rong, Wenyu Fan, and Tiancong Sun. "The design of tourism product CAD three-dimensional modeling system using VR technology." PLOS ONE 15, no. 12 (December 28, 2020): e0244205. http://dx.doi.org/10.1371/journal.pone.0244205.

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In view of the high homogeneity of tourism products all over the country, an attempt is made to design virtual visit tourism products with cultural experience background, which can reflect the characteristics of culture + tourism in different scenic spots, so that tourists can deeply experience the local culture. Combined with computer aided design (CAD), the virtual three-dimensional (3D) modeling system of scenic spots is designed, and VR real scene visit interactive tourism products suitable for different scenic spots are designed. 360° VR panoramic display technology is used for 360° VR panoramic video shooting and visiting system display production of Elephant Trunk Hill park scenery. A total of 157 images are collected and 720 cloud panoramic interactive H5 tool is selected to produce a display system suitable for 360° VR panoramic display of scenic spots. Meanwhile, based on single view RGB-D image, the latest convolutional neural network (CNN) algorithm and point cloud processing algorithm are used to design the indoor 3D scene reconstruction algorithm based on semantic understanding. Experiments show that the pixel accuracy and mean intersection over union of the indoor scene layout segmentation network segmentation results are 89.5% and 60.9%, respectively, that is, it has high accuracy. The VR real scene visit interactive tourism product can make tourists have a more immersive sense of interaction and experience before, during and after the tour.
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Centineo, Santi. "Images’ Hypertrophy in Contemporary Scenic Design. From Imagination Transcendence to New Media Immanence in Scenic Performances." Proceedings 1, no. 9 (November 20, 2017): 860. http://dx.doi.org/10.3390/proceedings1090860.

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35

Creasap, Kimberly. "Finding the movement: the geographies of social movement scenes." International Journal of Sociology and Social Policy 36, no. 11/12 (October 10, 2016): 792–807. http://dx.doi.org/10.1108/ijssp-11-2015-0130.

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Purpose A social movement scene is “a network of people who share a set of subcultural or countercultural beliefs, values, norms, and convictions as well as a network of physical spaces where members of that group are known to congregate” (Leach and Haunss 2009, p. 260, emphasis in the original). The purpose of this paper is to further develop theories of social movement scenes by examining the spatial dimensions of proximity, centrality, visibility, and accessibility, arguing that different scene configurations are shaped by gentrification processes. Design/methodology/approach This is an ethnographic study based on research conducted in Sweden over a five year period (2007-2012), including several summer research trips and a sustained fieldwork period of 14 months. Using snowball sampling, the author conducted semi-structured interviews with 38 activists involved in autonomous movement scenes. The author interviewed both men (n=26) and women (n=12) who ranged in age from 18 to 37, with most interviewees in their late 20s and early 30s. Findings Findings suggest that neighborhoods in the early stages of gentrification are most conducive to strong scenes. The author’s findings suggest that, while some of these conditions are locally specific, there were common structural conditions in each city, such as changes in the commercial landscape and housing tenure. Originality/value This paper contributes to the specificity of the concept of a social movement scene by presenting three spatial dimensions of scenes: centrality (relative to the Central Business District), concentration (clustering of scene places in one area of the city), and visibility (a visible presence communicated by signs and symbols). A second contribution of this paper is to offer a set of hypotheses about the urban conditions under which social movement scenes thrive (or fizzle).
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Kim, Inhan, Yongha Lee, Choong-Hee Han, Gutaek Kim, and Jungsik Choi. "Validation of Support for Creation of License Drawings Using Application for openBIM-Based Automatic Generation of 2D Drawings." Applied Sciences 10, no. 18 (September 17, 2020): 6470. http://dx.doi.org/10.3390/app10186470.

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In the preparation of drawings and documents required for a licensing process, the main problem is the duplication of work in creating design drawings and Building Information Modeling (BIM) models. To overcome this problem, BIM authoring tools provide a drawing generation function. However, it is difficult to use it in a construction project involving multiple actors using different authoring tools for each design actor. Owing to these problems, the drawing generation program, which is based the on the industry foundation classes (IFC) concept is not limited to the authoring tools used in the project, and it is intended to minimize duplication by outputting drawings in dwg and pdf formats. In this study, the IFC data structure required for generating drawings was analyzed and drawing elements on the basis of the shape and attribute information, certain drawing elements were output as 3D scenes in order to obtain detailed plan, elevation, cross-section, and structural drawings, which are required for an IFC-based licensing process. In addition, 2D drawings were generated through post-processing for obtaining drawing-level outputs. On the basis of BIM design guidelines, it was found that the information required in license drawings can be minimized, and the license licensing process can be based on a separate BIM technology. In other words, based on the licensing environment in Korea, the effectiveness of the automatic 2D drawing generation program was verified through a comparative analysis on the basis of the drawings and information required by assuming that a specific set of drawing elements were required in the existing licensing process and for BIM-based licensing. Furthermore, it was examined whether books required in the licensing process can be replaced by a parking lot plan that can be submitted through a BIM-technology-based legality review system.
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Chlubna, T., T. Milet, and P. Zemčík. "Real-time per-pixel focusing method for light field rendering." Computational Visual Media 7, no. 3 (February 27, 2021): 319–33. http://dx.doi.org/10.1007/s41095-021-0205-0.

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AbstractLight field rendering is an image-based rendering method that does not use 3D models but only images of the scene as input to render new views. Light field approximation, represented as a set of images, suffers from so-called refocusing artifacts due to different depth values of the pixels in the scene. Without information about depths in the scene, proper focusing of the light field scene is limited to a single focusing distance. The correct focusing method is addressed in this work and a real-time solution is proposed for focusing of light field scenes, based on statistical analysis of the pixel values contributing to the final image. Unlike existing techniques, this method does not need precomputed or acquired depth information. Memory requirements and streaming bandwidth are reduced and real-time rendering is possible even for high resolution light field data, yielding visually satisfactory results. Experimental evaluation of the proposed method, implemented on a GPU, is presented in this paper.
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38

zhou, Qipei. "Design of full solar electric push boat for scenic spots." IOP Conference Series: Earth and Environmental Science 295 (July 25, 2019): 052051. http://dx.doi.org/10.1088/1755-1315/295/5/052051.

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39

Sharrock, Wes, and Bob Anderson. "The user as a scenic feature of the design space." Design Studies 15, no. 1 (January 1994): 5–18. http://dx.doi.org/10.1016/0142-694x(94)90036-1.

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40

Bei, Yi Lin, De Yun Yang, and Xiang Ren. "Research on the System for Fire and Personal Evacuation of Ancient Building Based on Virtual Simulation." Advanced Materials Research 1010-1012 (August 2014): 284–87. http://dx.doi.org/10.4028/www.scientific.net/amr.1010-1012.284.

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With the help of three-dimensional display system and interactive device, virtual reality technology can make people have the feeling of being personally on the scene intuitionally. This paper aims to set up three-dimensional models of ancient building complex and crowds, and simulate the three-dimensional visualization of fire scene’s spreading in historic building and crowd’s evacuation. The system uses FDS to simulate and collect information, designs to evacuate calculation engine and simulates distribution of scenes concerned and personnel behavior feature through virtual reality performance module. The experiment indicates that the system can be used for virtual wandering of scenic spots of ancient architectural complex, and simulate fireproofing scenes, which not only possesses great market value, but also provides decision basis for relevant departments.
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DeLucia, Patricia R., Les E. Meyer, and Jason M. Bush. "Judgments about Collisions in Simulations of Scenes with Textured Surfaces and Self-Motion: Do Display Enhancements Affect Performance?" Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 17 (September 2002): 1649–53. http://dx.doi.org/10.1177/154193120204601726.

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To move through the environment safely, people must make effective judgments about collisions. It has been asserted that most studies of time-to-collision judgments are limited due to a lack of visual realism (Manser & Hancock, 1996). Studies that compared performance among displays which differed in realism provided mixed results. We measured judgments about whether, and when, two objects would have collided with each other. Results from simulations of scenes with colored, textured surfaces and a moving observer were mostly comparable to earlier results from simulations of black-and-white, line-drawn objects and a stationary observer (DeLucia, 1995; DeLucia & Meyer, 1999). Texture and self-motion affected performance in a restricted set of conditions and did not eliminate errors due to misleading depth cues. Increases in realism, which incur more costs and computational time, may not always be justifiable from a performance standpoint. Results have design implications for simulators and virtual reality systems.
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Pereira Nunes, Alexandra, Ana Rita Silva Gaspar, Andry M. Pinto, and Aníbal Castilho Matos. "A mosaicking technique for object identification in underwater environments." Sensor Review 39, no. 3 (May 20, 2019): 387–96. http://dx.doi.org/10.1108/sr-04-2018-0089.

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Purpose This paper aims to present a mosaicking method for underwater robotic applications, whose result can be provided to other perceptual systems for scene understanding such as real-time object recognition. Design/methodology/approach This method is called robust and large-scale mosaicking (ROLAMOS) and presents an efficient frame-to-frame motion estimation with outlier removal and consistency checking that maps large visual areas in high resolution. The visual mosaic of the sea-floor is created on-the-fly by a robust registration procedure that composes monocular observations and manages the computational resources. Moreover, the registration process of ROLAMOS aligns the observation to the existing mosaic. Findings A comprehensive set of experiments compares the performance of ROLAMOS to other similar approaches, using both data sets (publicly available) and live data obtained by a ROV operating in real scenes. The results demonstrate that ROLAMOS is adequate for mapping of sea-floor scenarios as it provides accurate information from the seabed, which is of extreme importance for autonomous robots surveying the environment that does not rely on specialized computers. Originality/value The ROLAMOS is suitable for robotic applications that require an online, robust and effective technique to reconstruct the underwater environment from only visual information.
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Xiao, Yan Ling, and Hui Guo. "Coverage Model of Wireless Network Based on Computer Virtual Simulation." Applied Mechanics and Materials 539 (July 2014): 378–81. http://dx.doi.org/10.4028/www.scientific.net/amm.539.378.

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On the basis of multimedia digital display technology, combined with wireless network three-dimensional global control, we design a computer virtual simulation system of low carbon tourism scenic spot. And we use the wireless network device WG511, WG311, WG111 and PDA to cover the whole low carbon eco tourism scenic spot. In order to test the availability and reliability of the wireless network coverage model, we test the performance of wireless networks, and obtain the three-dimensional distribution map of signal strength and contour of wireless signal. Through 3D capture on the scenic tour key point, we realize the three-dimensional reconstruction of low carbon sustainable ecological landscape, which provides technical support for the design of the scenic tour landscape.
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44

Yao, Xinhe, Yu Song, and Peter Vink. "Effect of scent on comfort of aircraft passengers." Work 68, s1 (January 8, 2021): S273—S280. http://dx.doi.org/10.3233/wor-208025.

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BACKGROUND: Scents may influence the perceived comfort of an environment. There are only a few studies conducted on the relationship between scent and comfort in aircraft cabin. OBJECTIVES: The goal of this research is to explore whether relationships between scents and perceived comfort can be found for passengers in an aircraft cabin. METHODS: 276 participants joined an experiment in a Boeing 737 fuselage. The participants were divided into nine groups and each joined a session for 60 minutes with the exposure to different scents. The effect of the odor was measured by a set of questionnaires at the beginning and at the end of the session. Results of questionnaires were analyzed regarding the effects on the completion time, of the type of scents, of the intensity of the scent and on gender. RESULTS: Significant differences were found at the beginning and at the end of the experiment regarding comfort and emotion, but sometimes no relations could be established. The influence of different scents on comfort/discomfort varied and changed over time. However, in all scenarios, participant’ scores on emotion decreased. Additionally, the added scents influenced the linearity between the changes in comfort and discomfort. CONCLUSIONS: Smell could influence the perceived comfort/discomfort of aircraft passengers over time, and different types of smells have different effects on passengers. The preferences on scents are diverse, which highlights the need for personalization in aircraft cabin design.
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Lin, Yuan Guai, and Shun Yu Long. "Design of Wireless Sensor Nodes in Intelligent Management System for Scenic Spot." Advanced Materials Research 756-759 (September 2013): 690–95. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.690.

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For meeting the needs of environmental monitoring for scenic spot in Hainan international tourism construction, the wireless sensor node was designed based on Zigbee. Intelligent management system for scenic spot is a part of tourism information,WSN nodes, as the basic unit of the intelligent management system. The paper briefly presents the architecture of the nodes, include four main modules: the processing module, Zigbee radio communications module, sensing module, power management module. Then each part was described in detail. The nodes can obtain the environmental information in real time, and then transferred to the remote monitoring center. The actual test result demonstrates that the nodes works stead. The nodes performance of lower power consumption is prominent, and it has easy to use and other advantages.
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Zhao, Li Li. "Design and Application of Digital Tourism Platform." Applied Mechanics and Materials 635-637 (September 2014): 1711–14. http://dx.doi.org/10.4028/www.scientific.net/amm.635-637.1711.

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The three-dimensional GIS network as a new tourist information platform for the development of tourism provides a new opportunity to network with an intuitive three-dimensional GIS, real, easy to operate features, compared to the previous two-dimensional GIS to better showcase the beautiful tour scenic landscape view, therefore, the network will become three-dimensional GIS platform development of the tourism industry on the basis of the supporting platform. This paper focuses on the design and implementation of tourism services platform to illustrate the three-dimensional GIS used in the travel industry network inevitability.
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47

Feinsod, Arthur, and Arnold Aronson. "American Set Design." Theatre Journal 37, no. 4 (December 1985): 518. http://dx.doi.org/10.2307/3207541.

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Solomon, Alisa, and Arnold Aronson. "American Set Design." Performing Arts Journal 9, no. 2/3 (1985): 269. http://dx.doi.org/10.2307/3245534.

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Kogler, R. A. "Virtual set design." IEEE Multimedia 5, no. 1 (1998): 92–96. http://dx.doi.org/10.1109/93.664746.

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Košťák, Milan, and Antonín Slabý. "Designing a Simple Fiducial Marker for Localization in Spatial Scenes Using Neural Networks." Sensors 21, no. 16 (August 10, 2021): 5407. http://dx.doi.org/10.3390/s21165407.

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The paper describes the process of designing a simple fiducial marker. The marker is meant for use in augmented reality applications. Unlike other systems, it does not encode any information, but it can be used for obtaining the position, rotation, relative size, and projective transformation. Also, the system works well with motion blur and is resistant to the marker’s imperfections, which could theoretically be drawn only by hand. Previous systems put constraints on colors that need to be used to form the marker. The proposed system works with any saturated color, leading to better blending with the surrounding environment. The marker’s final shape is a rectangular area of a solid color with three lines of a different color going from the center to three corners of the rectangle. Precise detection can be achieved using neural networks, given that the training set is very varied and well designed. A detailed literature review was performed, and no such system was found. Therefore, the proposed design is novel for localization in the spatial scene. The testing proved that the system works well both indoor and outdoor, and the detections are precise.
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