Mobile Phone Virtual Online Exhibition Based on VRML

2013 ◽  
Vol 321-324 ◽  
pp. 2960-2964
Author(s):  
Xi Hui Yang ◽  
Xiao Yuan Liu ◽  
Sheng Yu Gong

This paper studies the virtual product model and user interaction techniques for virtual scene of 3DSMAX, VRML and WEB technology to build a phone virtual display system, so that the user can navigate the phone structure from different perspectives, conduct phone local remote zoom, move and rotation and to learn more about the structure of their components, the various parts of the physical shape and assembly characteristics by assembling animation. The phone virtual display system treats VRML as the core, uses JavaScript largely and shows virtual product designing method.

2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Fangzhou Zhu ◽  
Liang Liu ◽  
Simin Hu ◽  
Ting Lv ◽  
Renjun Ye

The widespread application of wireless communication technology brings great convenience to people, but security and privacy problems also arise. To assess and guarantee the security of wireless networks and user devices, discovering and identifying wireless devices become a foremost task. Currently, effective device identification is still a challenging issue, as device fingerprinting requires huge training datasets and is difficult to expand, and rule-based identification is not accurate and reliable enough. In this paper, we propose WND-Identifier, a universal and extensible framework for the identification of wireless devices, which can generate high-precision device labels (vendor, type, and product model) efficiently without user interaction. We first introduce the concept of device-info-related network protocols. WND-Identifier makes full use of the natural language features in such protocol messages and combines with the device description in the welcome page, thereby utilizing extraction rules to generate concrete device labels. Considering that the device information in the protocol messages may be incomplete or forged, we further take advantage of the application logic independence and stability of the device-info-related protocol, so as to build a multiprotocol text classification model, which maps the device to a known label. We conduct experiments in homes and public networks and present three application scenarios to verify the effectiveness of WND-Identifier.


Author(s):  
Eleni Christopoulou

This chapter presents how the use of context can support user interaction in mobile applications. It argues that context in mobile applications can be used not only for locating users and providing them with suitable information, but also for supporting the system’s selection of appropriate interaction techniques and providing users with a tool necessary for composing and creating their own mobile applications. Thus, the target of this chapter is to demonstrate that the use of context in mobile applications is a necessity. It will focus on the current trend of modeling devices, services and context in a formal way, like ontologies, and will present an ontology-based context model.


2011 ◽  
Vol 2 (4) ◽  
pp. 57-73
Author(s):  
Maximilian Schirmer ◽  
Tom Gross

Cooperative ubiquitous environments support user interaction and cooperative work by adapting to the prevalent situation of the present users. They are typically complex and have many environment components—interconnected devices and software modules—that realise new interaction techniques and facilitate collaboration. Despite this complexity, users need to be able to easily adapt their environments to the respective needs of the workgroups. In this paper, the authors present the CollaborationBus Aqua editor, a sophisticated, yet lightweight editor for configuring ubiquitous environments in groups. The CollaborationBus Aqua editor simplifies the configuration and offers advanced concepts for sharing and browsing configurations among users.


2007 ◽  
Vol 01 (02) ◽  
pp. 221-247 ◽  
Author(s):  
GERALD FRIEDLAND ◽  
KRISTIAN JANTZ ◽  
TOBIAS LENZ ◽  
FABIAN WIESEL ◽  
RAÚL ROJAS

Most image and video editing applications implement only a set of low-level operations, such as linear and non-linear filters, scaling, and simple rectangular cropping. A skilled user is required to combine these traditional tools creatively to perform a useful task. This article presents an example of an approach that takes into account the semantics of the image and is therefore more powerful than traditional tools. Using a model of the foreground and the background of a given image, the SIOX tool (Simple Interactive Object Extraction) allows a user to cut out a certain object from an image or video with very little user interaction. The core of the algorithm is a color clustering approach that has been derived from image retrieval techniques and evaluated against a benchmark proposed by Microsoft Research. The method allows for sub-pixel accuracy, allows video segmentation in realtime (640 × 480 × 25), and is noise robust. SIOX has recently been integrated into the development versions of several open source image and video editing applications such as GIMP, Blender, and Inkscape.


Author(s):  
Masaru Kanazawa ◽  
Masaru Harada ◽  
Kouichi Yamaguchi ◽  
Ryou Mochizuki ◽  
Hideki Mitsumine ◽  
...  

Author(s):  
Rafael Ballagas ◽  
Michael Rohs ◽  
Jennifer G. Sheridan ◽  
Jan Borchers

The mobile phone is the first truly pervasive computer. In addition to its core communications functionality, it is increasingly used for interaction with the physical world. This chapter examines the design space of input techniques using established desktop taxonomies and design spaces to provide an indepth discussion of existing interaction techniques. A new five-part spatial classification is proposed for ubiquitous mobile phone interaction tasks discussed in our survey. It includes supported subtasks (position, orient, and selection), dimensionality, relative vs. absolute movement, interaction style (direct vs. indirect), and feedback from the environment (continuous vs. discrete). Key design considerations are identified for deploying these interaction techniques in real-world applications. Our analysis aims to inspire and inform the design of future smart phone interaction techniques.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Cuiling Jin ◽  
Jiapei Li

As a special symbolic cultural carrier that reflects people’s material life and spiritual state, jewelry plays an increasingly important role in life. How can we accelerate brand promotion, promote jewelry product sales, and establish a rapid market response mechanism? High efficiency, high quality, and low cost to meet consumers’ increasingly personalized and diversified needs are the problems we currently need to solve. The purpose of this article is to explore the application of VR technology in jewelry displays and provide a brand new idea for jewelry display. In order to realize the virtualization of the jewelry design process, this article uses the Cult 3D VR platform to complete the design and realization of the interactive function of the jewelry virtual model, uses the Photoshop software to design the jewelry virtual display system interface, and finally completes the jewelry virtual display system in the Dreamweaver software integration and release. Through detailed example application, the feasibility of the viewpoint of this subject was effectively verified. In this paper, the two algorithms BRSK and SURF are used in conjunction, and the multiscale expression characteristics of BRISK in space and the rotation-invariant characteristics of SURF are used. Studies have shown that the experimental results of the rotation performance of the method in this paper show that the accuracy is improved by 60%, and the time-consuming is relatively less. Therefore, under the premise of ensuring the rapidity, the method in this paper can guarantee the accuracy and time cost of control matching.


Author(s):  
Maarten Foeken ◽  
Andre´s A. Alvarez Cabrera ◽  
Mark Voskuijl ◽  
Michel van Tooren

The development of control software for mechatronic systems requires data and information from all design domains in order to create the required integrated functionality. This paper proposes a method that combines function modeling and multi-domain modeling primitives to generate control software. Provided a function model based on the Function-Behavior-State modeling paradigm and performance requirements, a knowledge-based engineering application instantiates a virtual product model and control software for a target platform. Object-oriented modeling techniques provide for the development of primitive libraries, which represent both hardware and software components, while integrated design rules ensure that components are correctly placed and connected. Requirements are translated to software specific parameters. A case study of a mobile robot shows that for specific applications both target and simulation control software code can be generated from the same input, and a generated virtual product model can serve as a simulation model in order to validate functionality.


Author(s):  
Keeley Wilson

No large industrial company has ever grown as fast as Nokia did in the 1990s and few have fallen quite as rapidly: Nokia’s mobile phone business went from posting record results in 2007 to almost dragging the whole company into bankruptcy in 2012. The opening chapter sets the scene with a brief history of Nokia’s journey. Three different lines of theoretical reasoning which could explain Nokia’s decline are discussed: unavoidable Schumpeterian creative destruction, organizational evolution gone astray, and a failure of managerial volition. The CORE dimensions used in the analysis of each chapter are introduced: Cognition (what leaders saw, how they interpreted it, conclusions they drew, and decisions made); Organization (operational actions, managers’ responsibilities, and relationships in the firm); Relationships (interpersonal element of how leaders complement each other, how well they work together, and the ambitions they harbor); and Emotions (critical to the quality of strategic sense-making and collective commitment).


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