• Title/Summary/Keyword: Indoor/Outdoor markets

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An Empirical Analysis of Smart Signage and Its Market Delimitation

  • Kim, Hang Sub;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.2910-2927
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    • 2015
  • This study demonstrates that ease of use, usefulness, and hedonic desires affect the intention to use smart signage, based on market delimitations. Smart signage is at an early phase of adoption and its market can be divided broadly into indoor and outdoor markets. In this study, an empirical study model was established in conjunction with the technology acceptance model (TAM), which was applied to the IT area of a smart signage map and to a hedonic model. Empirical results showed that the key hedonic attributes affecting the intention to use smart signage include information delivery for the indoor environment and emotional and entertainment content for the outdoor environment. In the future, specific guidelines can be presented to boost the usage of smart signage through an empirical study based on the identification of external factors that affect usage intention.

Practices on BIM-based indoor spatial information implementation and location-based services (BIM기반 실내공간정보구축 및 위치정보 활용 서비스 동향 고찰)

  • Kim, Min-Cheol;Jang, Mi-Kyoung;Hong, Sung-Moon;Kim, Ju-Hyung
    • Journal of KIBIM
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    • v.5 no.3
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    • pp.41-50
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    • 2015
  • Increasing size and complexity of indoor structures have led to much more complication in the spatial cognition and situational awareness. Contrary to outdoor environments, occupants have limited information regarding the indoor space syntax in terms of architectural and semantic information as well as how they interact with their surroundings. The availability of such information could give conveniences to both users and managers in various aspects. In order to visualize the exact location of rooms and utilities in 3D, many studies and projects have utilized BIM models because of its promising value of representing building components. In fact, the application of BIM provides definitive spatial indoor data and creates services for indoor space management and navigation. Therefore, this paper aims to provide an overview of practices on BIM-based indoor spatial information implementation and location-based services. It is expected that enabling of technologies, data-rich content and accessibility of information products will accelerate the growth of the spatially-related markets in various fields.

Haptic AR Sports Technologies for Indoor Virtual Matches (실내 가상 경기를 위한 햅틱 AR 스포츠 기술)

  • Kim, J.S.;Jang, S.H.;Yang, S.I.;Yoon, M.S.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.