• Title/Summary/Keyword: 3D-shopping mall

Search Result 39, Processing Time 0.021 seconds

A Study on the actual Conditions and Improvement Item of Space Formation at a Department Store - Focus on the Daegu - (백화점의 공간구성 실태와 보완사항에 관한 연구 - 대구지역을 중심으로 -)

  • Park Eui-Jeong;Seo Ji-Eun;Lee Jeong-Ho
    • Korean Institute of Interior Design Journal
    • /
    • v.15 no.3 s.56
    • /
    • pp.118-125
    • /
    • 2006
  • A number of the retail and traditional market customer is decrease, whereas that of the supermarket in department-store customers is increase. This case suggests that customers have a preference for much more comfortable and pleasant shopping places And making a reasonable purchase in the supermarkets where we can find various goods and price zone, is now garden variety. It is a current course that once the manager ask an architect for multi-functional space design in department-store and then the architect compose a team and start to design. Of course, the team of planner thinking manage give the design team the basic material data such as commerce analysis and the use of each layer in the department store but, the design team solve the assignment by architectural form, functional space plan and the limited architecture law, After establishing general design for architecture, we can ask shopping-mall distribution, products display and interior design of the interior design team. so it is inevitable that the interior design team concerning M$\cdot$D can find lots of complementary factors with architecture design. The purpose of this study is analyzing the differences of architecture design, which has to accept the limited law and interior design concerning M$\cdot$D, satisfying the structure and the law in the future design for the department-store. Also the purpose of this thesis is suggestion the items architects and interior designers research into together to make the inner space ideally.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.2 no.1
    • /
    • pp.59-66
    • /
    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

  • PDF

Design and Implementation of 3D Geospatial Open Platform Based on HTML5/WebGL Technology (HTML5/WebGL 기반 3D 공간정보 오픈플랫폼 소프트웨어 설계 및 구현)

  • Kim, Min Soo;Jang, In Sung
    • Spatial Information Research
    • /
    • v.23 no.6
    • /
    • pp.57-66
    • /
    • 2015
  • Recently, the utilization of geospatial open platforms has been constantly increased and the interest in 3D geospatial data such as terrain, building and shopping mall has been increased significantly. In particular, rather than simplified 3D geospatial data, interest in high-precision 3D geospatial data which similarly represents the real world objects has increased significantly. In order to satisfy the demand for such the high-precision 3D geospatial data, various kinds of 3D geospatial open platforms has been developed and has provided services on the web. However, most of the 3D geospatial open platforms have been used plug-in module in order to ensure a fast 3D rendering performance on the web, despite the many problems such as difficulty of the installation, no supporting of cross browser/operating system and security issues. In addition, recently, the existing 3D geospatial open platforms based on plug-in module are facing a serious problem, by declaring the NPAPI service interruption in Chrome and Firefox browsers. In this study, we presents the design and implementation of a new 3D geospatial open platform based on HTML5/WebGL technology without the use of plug-ins. Such the new 3D geospatial open platform based on HTML5/WebGL may support cross browsers such as IE, Chrome, Firefox, Safari and cross OS platforms such as Windows, Linux, Mac and mobile OS platforms.

A Study on the Management of the Sectional Superficies for the Realization of 3D Cadastre (입체지적 구현을 위한 구분지상권의 관리에 관한 연구)

  • Kim, HyunYoung;Lih, BongJoo
    • Journal of Cadastre & Land InformatiX
    • /
    • v.51 no.2
    • /
    • pp.107-123
    • /
    • 2021
  • In recent years, due to the continuous density and urbanization of space, the expansion of awareness of rights, the need for landscape conservation, and the development of construction technology, the conventional flat land use has been deviated from the conventional flat land use, and the transmission line, urban railway, parking lot, communal district, underground shopping mall, pipeline, etc. Although 3D spatial activities are carried out in the form of 3D space, there are considerable difficulties in administration to manage the 3D use of land due to the inadequacy of related regulations. In this background, for the administration that can manage Sectional Superficies, which is a representative case of 3D spatial use of parcels, which is a registered unit of land, first, the law on the establishment and management of spatial information, and cadastral re-examination from the legal and institutional aspects Standardization of 3D space registration through amendments to the Special Act, etc. and the formation of consensus among related departments. Second, in technical and administrative aspects, the registration of Sectional Superficies based on cadastral survey results, establishment of a platform for integrated management of location and attribute data, and registration method was found to be in need of improvement. As suggested in this study, by registering and managing Sectional Superficies, it is possible to manage various 3D land use of not only ground space or surface space but also underground space. It is expected to be able to register and manage lot-based 3D land use efficiently.

Effect of dental plaque removal and preference about D.I.Y dentifrices (D.I.Y 세치제의 치면세균막제거효과 및 선호도 조사)

  • Jeong, Yun-Sook;Lim, Seo-Ha;Oh, Sang-Hwan;Kang, Kyung-Hee;Koong, Hwa-Soo;Hwang, Soo-Jeong
    • Journal of Korean society of Dental Hygiene
    • /
    • v.10 no.2
    • /
    • pp.311-322
    • /
    • 2010
  • Objectives : Since the program about sodium lauryl sulfate that might cause oral dryness and taste change including oral tissue allergy was on the air, the ingredients of D.I.Y dentifrices without sodium lauryl sulfate have been sold in online shopping mall and ordinary people can make the dentifrices easily. But there have not been any reports about the effect of dental plaque removal and preference about D.I.Y dentifrices. Therefore, this study was designed as a pilot study which aimed to investigate the effect of dental plaque removal and prefernece about D.I.Y dentifrices. Methods : 6 subjects were collected to test the effect of dental plaque removal with D.I.Y dentifrices with written consent. They didn't brushed the teeth during 12 hours until the check-up time on the next day. The O'leary index was calculated in baseline, 1 minute, 2 minute, 3 minute after brusing with D.I.Y dentifrices and market dentifrices. The preference about D.I.Y dentifrices through self-administered questionnaire was surveyed in 51 subjects after using D.I.Y dentifrices. Results : 1. The market dentifrices could remove larger amount of dental plaque than D.I.Y dentifrices, but, it wasn't significant. 2. In feeling refreshment, the market dentifrices had more positive answers significantly. 3. In feeling taste change, the market dentifries had more duration of taste change significantly. 4. In feeling oral dryness, the market dentifrices had more duration of oral dryness after toothbrushing. but, it wasn't significant. 5. As a result about reviewing the dental journals about ingredients of D.I.Y dentirices, green tea, sodium carbonate, bamboo salt, propolis had each evidence. But, We could not find out the evidences of calculus adhesion by corn starch, preservative by napri, disinfectant of peppermint. Conclusions : Although we cannot find the difference of the effect of dental plaque removal between D.I.Y dentifrices and market dentifrices, and D.I.Y dentifrices have the merits of decrease of oral dryness and taste change, it was suggested to have another test about stability and safety of D.I.Y dentifrices for safety of the user of D.I.Y dentifrices.

A Study on the Development of an Automated Inspection Program for 3D Models of Underground Structures (지하구조물 3차원 모델 자동검수 프로그램 개발에 관한 연구)

  • Kim, Sung Su;Han, Kyu Won
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.40 no.5
    • /
    • pp.413-419
    • /
    • 2022
  • As the development of the underground space becomes active, safety accidents related to the underground are frequently occurring in recent years. In this regard, the Ministry of Land, Infrastructure and Transport is enforcing the 『Special Act on Underground Safety Management』 (enforced on January 1, 2018, hereafter referred to as the Underground Safety Act). Among the core contents of the Underground Safety Act, underground facilities(water supply, sewage, gas, power, communication, heating) buried underground, underground structures(subway, underpass, underpass, underground parking lot, underground shopping mall, common area), ground (Drilling, wells, geology) of 15 types of underground information can be checked at a glance on a three-dimensional basis by constructing an integrated underground spatial map and using it. The purpose of this study is to develop a program that can quickly inspect the three-dimensional model after creating a three-dimensional underground structure data among the underground spatial integration maps. To this end, we first investigated and reviewed the domestic and foreign status of technology that generates and automatically inspects 3D underground structure data. A quality inspection program was developed. Through this study, it is judged that it will be meaningful as a basic research for improving the quality of underground structures on the integrated map of underground space by automating more than 98% of the 3D model inspection process, which is currently being conducted manually.

A study on the correction of the connection part of the underground facility 3D model and the correction of irregularities (지하시설물 3차원 모델 연결부 보정 및 요철보정에 관한 연구)

  • Kim, Sung Su;Han, Kyu Won;Heo, Sung Seo;Han, Sang Hoon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.39 no.6
    • /
    • pp.429-435
    • /
    • 2021
  • The integrated underground space map shows the underground facility(water supply, sewage, gas, electric power, communication, heating), underground structures (subway, underpass, underground walkway, underground parking lot, underground shopping mall, common ward), ground(drilling, coffin, geology) refers to a map constructed so that a total of 15 types of underground information can be checked at a glance on a three-dimensional basis. The purpose of this study is to develop a technology to correct the problem of curved surface processing and the unevenness of underground facility pipelines that occur in converting 2D underground facility data into 3D-based underground space integrated map(3D underground facility model). do it with. To this end, we first investigated and reviewed the domestic and foreign status of technologies that generate data on underground facilities based on three dimensions, and developed a surface correction algorithm and an unevenness correction algorithm to solve practical problems. Algorithms to verify the developed algorithm This applied correction program was developed. Based on the above process, the three-dimensional model of the underground facility could be produced identically to reality. This study is judged to have significance as a basic study to improve the utilization of the underground spatial integration map.

Practical Study on Methods to Revitalize Traditional Market (전통시장 활성화 방법에 관한 실제적 연구)

  • Yoon, Seongwon
    • Journal of Service Research and Studies
    • /
    • v.14 no.2
    • /
    • pp.69-81
    • /
    • 2024
  • The The purpose of this study is to have a positive impact on the evaluation of the traditional market revitalization project by discussing the business details and implementation process of the commercial district revitalization project in depth. The research method uses practical methods for traditional market revitalization projects. First, the activation method of the place was examined through the concepts of Oldenburg's 'Third Place' and Carr et al.'s 'Five Demands for Public Space' and the theories related to non-face-to-face transactions were examined. The first study case was the commercial district revitalization project of the Cheongju Global Market Development Project(Seongan-gil Street Shopping Mall and Yukgeori traditional Market), which discussed revitalization of open space, revitalization through reproduction, and revitalization through festivals. The revitalization project through representation is a project to install a symbolic sculpture at the estimated location of the 'Namseokgyo' buried in Yukgeori traditional Market. The revitalization through the festival is the Korea Sale Festa, which is a vibrant business due to increased sales at traditional markets and shopping malls and floating population in open spaces. The second study case was the Cultural Tourism Promotion Project(Hanmin traditional Market), which discussed revitalization through the development of local brands and SNS content. In the conclusion, the relationship between the six projects and commercial district revitalization methods was discussed, and policy recommendations were made, mentioning the importance of reflecting regional characteristics in design planning. We hope that this study will be used to positively evaluate the traditional market revitalization project, showing that stakeholders are working hard to produce positive results within institutional limitations.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.4
    • /
    • pp.157-194
    • /
    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

  • PDF